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Hellbughunter

Hellbughunter

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Hellbughunter
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  • @indieeden7 said:

    Can we please stop asking for an Iron Will nerf? It has been in the game for 5 years and people are only having a problem with it now?

    Yes, because the rules of how sound works changed. There for the perks affecting sound most likly will also have to change.

  • @TheClownIsKing said:

    • Effects that improve a Killer's hearing, such as the perk "Stridor" or the add-on "Swing Chains," will only be heard from the Killer's perspective. Survivors will no longer hear themselves as louder when the Killer is running such effects.
    • Effects that modify sound are now multiplicative rather than additive. This means that sounds that are reduced to 0%, such as injured noises by the perk "Iron Will," will no longer be increased by perks such as "Stridor" and will instead remain at 0.

    Well... Spirit players will be pissed...

    Hopefully this also addresses the bugs with the live versions of Bite The Bullet & Self Preservation.

    Yes because having a survivor perk block the effect of a killer perk and multible addons while keeping his full funktionality sure sounds balaced

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261810#Comment_2261810

    Hag also has small pov. And Victor too. Chucky's height between Hag & Victor. So i really do not think that will be problem.

    Yes Victor is small but he is also much faster than a standart killer and charlot is normal size. Now picture Victor having to loop survivors at 115% and even loops with small opsticals become a problem

  • Given his height and the problem of playing against 3. Person players in the 1. Person his gameplay would probably be not very enjoyable

  • @Kubui said:

    what do you think about this?

    I hope we can get it in a future, i would say that is the second most requested killer (bc we all know the first one is Jason but that´s almost impossible).

    Given his hight playing him would be one of the most miserable experience in game. I had problems looping when Blights camera was lower then now. And now lower that camera to the hight of a doll.

  • @katerbater said:

    https://forum.deadbydaylight.com/en/discussion/comment/2238149#Comment_2238149

    1) They all have a backstory/lore, so they do have personalities.

    2) It's in the same vein as me wanting a larger body type survivor like Jane. I wanted representation. What's wrong with giving people representation?

    Yes they have a written backstory, but do you see any off it ingame? The all move the same, the act the same, they make all the same kinds of noises. They are blank shells. In a game like Last Year where the characters interact with eachother I can see a gay character working quite well. I am not against inclusion, but whats the point if all it comes down to is a sentence of text saying "btw he/ she is gay"?

  • @Northener1907 said:

    That is 5th year of DbD and that is shame we still have not any killer or survivor. I am straight but i am supporting LGBTQ community and think we have to get one killer and survivor for them.

    For survivor i have no idea, they can go to any license if there any survivor. Or they can create original survivor.

    But for killer Angela Baker from Sleepaway Camp would be perfect. She is seem like survivor, she would be one of the human killers. For power i really do not know because she is normal human but so smart.

    What do you thinking? Shoot your opinions. Should we get LGBTQ Killer & Survivor? And would you like Angela?

    None of those charakters have a personality, so whats the point of defining there sexuality?

  • I mean all she does is slowly follow you until the bossfight so she seems a very boring choise.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2174020#Comment_2174020

    You're being toxic, reported.

    Aaaaaaaaaaaaaaaaaaaaaaaaaaa

    Spoiler Spoiler Warning ▲ ▼

    On a serious note, it depends on many upon many factors, but 99.99% of the time, no, it's not toxic.

    Maybe the toxicity was the friends we t-baged along the way

  • @Nullclines said:

    You mean since the newest update? Cause it did yesterday

    Since the udpate it deos not work anymore

  • Where are all those fanf posts everyone is talking about? there´s mabye one every few days and the only one fnaf related post, exept this one, in the first 20 pages of general discution is a post telling those who want springtrap to go cry because he´s not coming without explanation.

  • @Elena said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475436#Comment_1475436

    Ah right I get you.

    That joke you made though, on a serious note that's not even the half of what's ######### up with the books lmao

    I know i am currently reading room for one more

  • It was a joke on the point that those books are childrensbooks because they are in the kids section many people are making. I would not give those books to children.

  • @Elena said:

    https://forum.deadbydaylight.com/en/discussion/comment/1473066#Comment_1473066

    Slightly off topic but how the books are aimed for children really worries me.

    I've read the book, and I'm not going to spare the details, but I really can't understand why it's aimed at children. The games I can understand as there wasn't much gore shown but the books, oh god.

    Hey kids wanna here a story about a woman slowly driven insane by the image of the child she never had? No? To bad i found this in the kid section.

  • those are storys from the fazbear frights series and they are dark. "Count the ways" for example is about a goth girl who romatesises death just to end up inside of a robotic bear who makes her chose the way she dies. those are not the storys you read your childrens befor sleep.

  • I do not envy the parent who read "count the way", "1:35am" or "lonely freddys" to there children.

  • My bet is she will get a 120 seconds cooldown on collecting hatches so "you cant just spam them"

  • I think this sudden spike is a combination of pyramid head, showing video game killers are possible, and gaining enought traction for people to say " that could realy happen". Most fan requests are screems into the void, but with this people feel it is possible for him to "Allways come back"

  • @Dpooly said:

    Lately been pushing Spirit to P3-50 and had some matches end almost instantly when I paired Hex: Retribution and Hex: Haunted Ground if they manage to break the latter first. Any thoughts on perks for the other two slots?

    I use it with devoured and huntress luluby on ghostface at the moment

  • @Dwigtht said:

    We all know current state of matchmaking is a April the 1st joke which BHVR forgot to turn off. 

    Someday, they will fix this... someday... (remember that meme from Westworld about someday?)

    Anyways, while we (green/yellow killers) are being matched with red rank survivors... let's just make their life boring. 

    The problem is red ranks are: 

    1. Looping gods

    2. Gen rushers

    3. Toxic flashers (flashlighters?)

    The solutions is this build: 

    "Overcharge", "Distressing", "Unnerving Presence", 

    The forth perk is up to you, but "Corrupt Intervention" fits really well. 

    Best killer is: Hillbilly, because of his mobility 

    The game plan: It is simple. just waste their time. Make them do gens:

    1. Ignore all survivors. Focus on gens only. It is fine to chainsaw surv working on the gen, but no chases

    2. Patrol an hit (with overcharge) gens as soon as possible. 

    3. Do not hook or kill survivors! 

    From my experience, this build is super fun. The longest match was around 1 hour and 20 minutes... 

    and that was a mix of red ranks and purples. Those people just cannot hit that skillcheck :D

    This would work for you greatly if:

    1. you want to practice Billy chainsaw sprint and hit; 

    2 You are trying to learn Nurse

    Oh... sure this build will make you depip... but who cares now?

    Please feel free to share your meme-builds, I will put a quick link in this message below:

    (nothing to see here) 

    Use huntress luluby for the extra regession

  • I think it would fit more in a game like last year. Where it's allowed to be fast and walk on fore legs. Having a Xenomorph slowly chasing a survivor on it's hind legs just doesn't seem fitting

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042148#Comment_1042148

    Because we don't have that right. Having our feedback listened to is a privilege, not a right. We are not entitled to anything from the developers. Every one of us agreed to a EULA which states exactly that.

    And of course the developers want to make money. They're a business. That doesn't mean they don't care about the players or their experience, because it's actually in their best financial interests to make the player experience as enjoyable as possible, which is why they don't ignore everything we say and they do make changes that they believe are for the betterment of the game. Just because they aren't doing exactly what you think they should be doing does not mean they're doing nothing.

    I understand your frustration, but it's becoming very clear that you are going to believe what you want to believe, about the developers and about me, unless I roll over and tell you you're right. I made this reply mainly to clarify what I said, since you seem to have grossly misinterpreted it, but otherwise I think it's best we end this here before things get too heated.

    So behaviar is EAing us? Money first, player second? If i remember correctly behaviar has a record of failurse the last being death garden and at this rate i wouldn't put it bejond to make as much money as possible and finishing of dbd. And i love that it's always "we are convident..." , if that's the convident that brought us the update where a blind or a stun at any moment of pick up drops a survivor, then there convidence doesn't bring me convidence

  • I don't think that will help

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1027084#Comment_1027084

    This. From what I've heard, devs are planning on changing toolboxes/gen times. If they were planning this, I don't know why they changed Ruin so early. They should have changed toolboxes/gen times along with Ruin. Removing the band-aid and making sure the wound is fully healed.

    If i remember corectly they say in the q&a that they don't want to increase gen time. So we will just get another bandaid fix.

  • @Peanits said:

    Toolboxes, personally. But that's because I'd rather lose to people playing well or being efficient rather than bringing better items.

    Then again, I wouldn't say the two need to be mutually exclusive. It doesn't have to be one or the other, it could be both if it needs to.

    Why didn't they wright that in the midchapter anouncment? I think the outcry woundn't be so hard if the option of gen time changes in the forseeable future would have been in it

  • Will we get new stats a few weeks after the midchapter? Possibly with the numbers of red rank survivors and killers playing?

  • The one thing that needs to happen is that the devs need to get out there and make it clear that they understand the problems of the killers.

    The optics aren't great, strong killers like spirit and nurse got nerved and now they nerv a perk used by 80% off red ranks, without showing an understanding why it was used so commonly. The anouncement of the doc rework only talks about how it is to play against, not as him.

    Behaviar has two options they can ether try to regain the trust of killer players or hope that the changes work as they belive they will do.

    I don't think this game will survive if don't act to regain the trust of the killer part of the comunity

  • @Umbrae_pk said:

    They don't? This is why they always make constant changes to their game? Constant changes to perks, maps, and certain killer powers? It's because they don't listen or care? Hm. Makes PERFECT sense.

    You DO NOT understand how much the game has changed if only you've been around for a while.

    The pallets have been less and less.

    Slow vaults are now a thing.

    Killers with traps who depend on early game have been getting buffs.

    They nerfed insta- heals because they LISTENED to the killers

    They nerfed the 2 most top tier killers because they HEARD the survivors.

    And the list just goes on and on and on... Basically, yes, BHVR DOES listen to us. Most of you are just too entitled and ungrateful to realize is.

    Then, may i ask, why is ruin not mentioned in the ptb survey?

  • If Peanits is to be belived it does

  • @Kagari_Leha said:

    https://forum.deadbydaylight.com/en/discussion/comment/968983#Comment_968983

    Slap it with Ruin ? It will be a great combo

    Plus, Ruin doesnt trigger Surveillance, Overcharge (or Pop... when it will be fixed)

    It is confirmed that the gen will imidiatly go in the regressed status meaning you can´t kick it

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/968780#Comment_968780

    It still makes gens start regressing without you having to kick them. Saves a lot of time.

    Then may i ask what you plan to do with surge as it is an inferior version of the new ruin?

  • You do know that the killerinstinct isn't relatet to the terrorradius anymore?

  • @OMagic_ManO said:

    https://forum.deadbydaylight.com/en/discussion/comment/912344#Comment_912344

    Just a list of some Killer changes:

    - removed the ability to be able to prevent the unhook prompt from popping up by standing in front of a hooked survivor (since you listed the fixing of an exploit as a "nerf", that's what I'm doing right here aswell)*

    - buffed pallets from the stun happening at the middle of the pallet drop animation to the start of the animation

    - the ammount of pallets have been increasing each time shortly after they supposedly made less pallets spawn on the maps

    - Nerfed bloodlust (3 times)

    - increased the hook timer by 15 seconds per stage

    - Removed the ability to be able to bypass borrowed time with insta down mechanics*

    - removed the ability to be able to consume decisive strike without it having any effect on the killer when dropped*

    - Made it harder to rank up for killers with the victory cube

    - nerfed the ivory and ebony memento mori offerings

    - Changed the killer's fov to make it harder to see survivors at a very close range*

    - Changed the scratch marks to in many instances not accurately represent where the survivor ran off to*

    - Changed the sound occlusion multiple times to make it harder for killers to hear where survivors are*

    - buffed mist (offerings) making it harder for killers to find survivors

    - added indicators for survivors to tell them when certain hex perks are being used

    - increased the (default) duration of the stun after wiggling out

    - Increased the wiggle penalty for dropping survivors from 25% to 33%.

    - reduced the size of the target lock-on hitbox of survivors

    - added the ability for survivors to be able to enter the hatch from all angles

    - removed the killer's ability to be able to see survivors on hooks

    - added that the killer blocks the aura of the hooked survivor when the killer stands or moves in front of the hooked survivor from the point of view of a survivor looking at the hooked survivor*

    - removed the ability to be able to use items that belonged to other killers (i.e. myers with a chainsaw etc.)*

    - added tiles in which there are areas which are unsurpassable for killers, but passable for survivors (the so called "fat shaming" spots)*

    - increased the angle from which you can blind killers

    - introduced pallets which can be broken from only 1 side*

    - introduced pallets which are standing upright that cannot be passed or broken by the killer until a survivor performs the "drop pallet" animation*

    - increased the range from which killers can be stunned with a pallet drop

    - added the pallet vacuum for survivors

    - changed the combine harvesters on coldwind farms to be more survivor sided (twice)

    - removed the killer's ability to be able to fly*

    - reduced the ammount of crows that spawn on the map

    - changed the way survivors interact with crows by making it so that when a survivor crouches near a crow it will not alert the crow

    - removed the ability to be able to earn bloodpoints from hitting a survivor that is on a hook*

    - reduced the ammount of information that is available to the killer about the survivors in the pre-game lobby

    - reduced the overall skillcheck chances of survivors working on generators which decreases the overall effectiveness of perks which affect skillchecks

    - Removed the 3 O'clock skillchecks which decreases the overall effectiveness of perks which affect skillchecks

    - Made it so that survivors can blind and force the killer to drop the survivor they were picking up during the pickup animation (twice)

    - Removed the ability to have no cooldown when you hit a survivor right next to an object*

    - Removed the ability to be able to reduce the effects from wiggling by hitting a wall while carrying a survivor*

    - Removed the ability to be able to push survivors away from hooks

    - Nerfed the mangled status effect from 25% to 20%

    - Removed the ability to be able to grab someone trying to jump into the hatch

    - Changed the time it takes to open an exit gate from 20 seconds to 15 seconds

    - Removed the ability to be able to block survivors at the basement stairs.

    - Killers do not see the Deep Wound status effect progress timer; only the Deep Wound bar to know the status effect has been applied.

    - The Deep Wound status effect timer does not decrease when within the Killers terror radius.

    - Lockers negate all aura reading abilities from the killer

    Perks:

    - nerfed shadowborn (twice)

    - nerfed spies from the shadows (spies from the shadows did not work at all for a long period of time)*

    - nerfed bloodhound

    - nerfed No one escapes death (twice)

    - nerfed Play with your food

    - nerfed Save the best for last

    - nerfed unrelenting

    - nerfed thrill of the hunt

    - nerfed iron grasp (twice)

    - nerfed brutal strength

    - nerfed deerstalker

    - nerfed a nurse's calling

    - nerfed franklin's demise

    - nerfed sloppy butcher

    - nerfed thanataphobia twice (one of which was a bug relating to removing dead survivors affecting the living*)

    - nerfed knock out (made open handed affect it)

    - nerfed whispers (increased the volume of the whispers to make it harder to hear survivors)*

    - nerfed tinkerer

    - nerfed remember me

    - nerfed enduring

    Trapper:

    - removed the ability to be able to trap hooks

    - increased the minimal distance at which the trapper can place a trap next to another one

    - changed honing stone from putting someone into the dying state guarranteed, to having a mere 50% chance of putting a survivor into the dying state after having been caught in a trap

    - shadownerfed the size of the hit box of the trapper's traps several times

    - changed the setting trap indicator to no longer match where the trapper actually sets his traps (twice)*

    - removed the trapper's ability to be able to place traps on the hatch

    - decreased the time it takes to disable a trap from 5 seconds to 2 seconds

    - removed the ability to be able to set traps through staircases and certain floors*

    - changed the trapper's traps to get stuck into walls or other objects when the traps were disabled or the killer would grab someone out of a trap near a wall or object*

    Hillbilly:

    - increased the duration of the stun when bumping into an object

    - removed the ability to flick*

    - removed bloodlust from when using his chainsaw*

    - reduced the effectiveness of the addons which reduce the volume of the chainsaw

    - increased the cooldown on the hillbilly's chainsaw

    - removed the ability to be able to instantly break a pallet with the hillbilly's chainsaw within a 3 second window when the hillbilly had revved up his chainsaw and afterwards didn't hit anything at any given point after the last time he broke a pallet*

    - removed the hillbilly's ability to be able to put a survivor into the dying state while simultaneously breaking a pallet when a survivor slides over a pallet as the pallet is being chainsawed*

    Wraith:

    - added an increased cloaking time on the windstorm addons (white and blood)

    - increased the rarity of the blink (previously mud, now blood) addon without changing it's qualities

    - removed the ability to be able to gain deviousness points by cloaking and decloaking in front of a hooked survivor*

    - removed the ability to be able to appear as cloaked for survivors while not being cloaked*

    Nurse:

    - reduced the ammount of default blinks from 3 to 2

    - reduced the nurse's movement speed from being the same as trapper, wraith, hillbilly etc. to being even slower than the movement speed of survivors (while running)

    - nerfed every single addon she has

    - nerfed the range of her lunge after a blink (three times)

    - removed the ability to be able to look up during her fatigue*

    - removed the ability to be able to break pallets, interact and grab during the nurse's fatigue*

    - added an attack slowdown when swinging while carrying a survivor*

    - removed the nurse's ability to be able to blink on top of the shack

    - added the ability to be able to lightburn the nurse while she is charging up a blink

    - changed the way the nurse's blink works to make it so that the nurse would always blink into the basement when blinking near it*

    - added the weapon swipe animation after hitting someone after a blink before going into fatigue*

    - added the ability to be able to pallet stun a nurse (although they removed the ability to be able to stun her mid blink and not just after a blink, it has been confirmed that this will be brought back in the future)

    - Nurse blink attacks no longer bypass mettle of man*

    Shape:

    - removed the ability to be able to stalk multiple survivors at once

    - reduced the movement speed on the vanity mirror

    - reduced the point generation on the vanity mirror and the scratched mirror

    - removed bloodlust from evil within 1*

    - added the vulnerable indicator for survivors when the shape goes into evil within 3

    - reduced the ammount of bloodpoints the shape gets in the deviousness category from stalking

    - removed the shape's hitbox while stalking

    - removed the ability to be able to end a chase instantly by stalking to gain tokens on PWYF rapidly*

    - removed the ability to be able to stalk survivors in lockers*

    - removed the ability to be able to stalk survivors who have left the level*

    Hag:

    - added the ability to not trigger any traps when crouching over them

    - removed the hag's ability to be able to recover from decisive strike and a wiggle out instantly*

    - added an indicator for survivors to tell them when they are affected by the waterlogged shoe addon

    - removed the terror radius from the hag phantasms*

    - removed bloodlust from using the scarred hand

    - changed the scarred hand to no longer bodyblock the moment the trap triggers, and can also no longer trap survivors when a survivor is stuck between a phantasm and an object*

    - removed the ability to be able to have traps triggered by dying survivors

    - changed the hag's pallet breaking animation in such a way that it makes the hag look downwards when she breaks a pallet, instead of forwards

    - removed the outline of the hag phantasm when a trap is triggered*

    Doctor:

    - added an attack slowdown when swinging while carrying a survivor*

    - removed the doctor's ability to be able to shock injured survivors from a massive distance*

    - snapping out of it no longer counts as healing (thus perks that affect healing no longer affect snapping out of it)

    Huntress:

    - changed the iridescent head to remove 4 hatchets from your inventory, instead of removing only 2 hatchets from your inventory

    - removed the ability to be able to throw hatchets without losing any tokens on play with your food*

    - added that the huntress slows down massively when she puts away her hatchet after she pulled it out*

    - Reduced the effectiveness of the addons which reduce the huntress' windup time.

    Cannibal:

    - removed bloodlust from when using his chainsaw*

    - when hitting a survivor and then breaking a pallet with the same chainsaw attack afterwards while using the speed limiter causes the area in which the pallet was broken to be unpassable*

    Nightmare:

    - added an indicator to tell survivors when someone is asleep

    - increased the size of the nightmare's terror radius from 16m to 24m

    - added a 3 second slowdown after putting someone to sleep

    - added that you wake up when you recover from the dying state

    - removed the ability to be able to rapidly put multiple survivors to sleep (this has recently been re-added again)*

    - changed adrenaline to make it wake up the survivor who is using it when it activates

    - removed the ability to be able to put survivors to sleep who are in lockers*

    Pig:

    - Removed the ability to be able to kill someone with a reverse bear trap by dropping them behind an exit gate*

    - Traps that have not been used up by the time the exit gates are powered become inactive.

    Legion:

    - Nerfed the majority of the legion's addons

    - Bleedout time is no longer removed by Feral Frenzy hits (was 10 seconds per hit). 

    - Feral Frenzy can only be used when the meter is fully charged.

    - Feral Frenzy move speed is now 5.0 m/s.

    - Increased the Feral Frenzy recharge time to from 15 seconds to 20 seconds.

    - Increased the Legion's terror radius to 32 meters, from 24 meters.

    - Increased the fatigue time when Feral Frenzy ends from 3 seconds to 4 seconds.

    - Missed attacks will end Feral Frenzy.

    - Pallet vault duration 1.35s. Cuts time benefit by 25%. (was 0.9s; default pallet break is 2.7 sec. 0.1 for snap, 2.6 for break)

    - The Legion cannot see pools of blood while in Feral Frenzy.

    - Window vault duration 1.1s. Cuts time benefit by 25%. (was 0.9s; default window vault is 1.7 sec, fastest Survivor vault is 0.8s).

    - Fixed an issue that caused The Legion's Nasty and Filthy Blade add-ons to stack, causing extremely long Mending times*

    Plague:

    - Fixed an issue that caused The Plague's Corrupt Purge to ignore unhook immunity.*

    - Fixed an issue that caused The Plague's Vile and Corrupt Purge to apply on-hit effects from certain perks (Remember Me, Save the Best for Last, Sloppy Butcher, Hex: The Third Seal, and Hex: No One Escapes Death)*

    Anything else?

    Killer able to use the items from other killers, geting blood points from hitting hooked survivors and redusing struggling effects when hiting a wall. How about you take out the bug fixes and make a list of actual nerfs? If you want to make a point you need to compare actual nerfs and buffs or we are not going anywhere.

  • I personally run bbq, thanatophobia, fired up and mad grid but i am thinking about changing thanatophobia with blood echo

  • @DBDfan12 said:

    im so tired of the term gen rushing. its so dumb, thats what youre suppose to be doing. the role of survor is to fix gens. no you didn't gen rush if you finished them quickly. the killers job is to stop you . there is NO SUCH THING AS GEN RUSHING

    Gen rushing is just a term used when survivor do gens as fast as posible. So by it's definition it exists. Like tunneling and camping are just terms for sertent playstyles of killers.

  • We don't want mostly. We want all of it.

  • @Cornpopers_Evan said:

    Hey, I want shirtless killers as much as the next guy/gal but where's my fully clothed Demogorgon hmm?

    But only when he gets a tophat and a monocle

  • @Peanits said:

    It just comes down to different strokes for different folks. If you play to win and winning is fun for you, use the meta to your heart's content. If you just want to have fun, switching it up with gimmicky builds is going to be more fun to you. I don't really think there's a single right answer, I fall more into the latter, but I don't mind taking a loss. Or twenty.

    I think the game is more fun when you can take a loss. I remember playing with friends a few days before the update. Trying to get the 10 escape challenge on the side and spontanias deciding to try to get mettal of man to work. I escaped once the entier evening but god dam i was having a blast.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/890416#Comment_890416

    https://forum.deadbydaylight.com/en/discussion/comment/890388#Comment_890388

    Obviously a new cooldown mechanic.

    Because the others were just so fun and original, if they can do it to Nurse they can do it to anyone.

    To me it sounds like what the did for freddy. You get on ability you can use whenever you want (shock therapie) and one that goes on cooldown (statik blast)

  • I fear the meta creates a circle of killers runing meta to combat survivors with meta and viceversa.

  • Yes, but his comment seems not aimed at giving his opinion or changing minds, it seem, at least in my opinion, aimed to mook the opinion of some who think legion is better of after the patch. So i used my voice in this public forum to tell him that he doesn't speak for all of us.

  • It's funny that you get to dicide if legion is better or worse for everyone. I didn't use one hit perks and didn't kill with deep wound, so this patch is a straight buff for people like me. Legion might got worse for you but you don't get to dictate if legion is better or worse for all of us.

  • @yanking said:

    Ah yes. Nothing like slapping on the legion pin and thanataphobia. Survivors stay broken for 60 seconds (if they happened to be grouped together and if they are hit while exposed by killer instinct tm). Wow, that means that they will get a guaranteed slowdown for 60 second! What a powerful build!

    Well, allow me to let you in on a little secret: the plague. Instead of being broken for 60 seconds, the plague is able to make all survivors broken indefinitely. To add on to that, cleansing the broken effect gives plague a broken skill in return (a really lethal one). Furthermore, broken survivors don't get to have a 4 second head start because plague has no fatigue!I

    It's almost as if this new "powerful" legion build is basically an underwhelming version of base kit plague. The fact that legion needs addons to be just as deadly as a mid tier killer like plague shows how little this """buff""" helps them. Like many other legion mains, at this point we might all just go into the void and quit this game. We've lost all hope.

    I find it funny that you get to decide if legion is better or worse for other people. I didn't use on hit perks and didn't kill with deep wound. So this patch is a straight buff for people like myself. If legion is worse for you that's one thing, but you don't get to dicide if legion is worse for all of use

  • @Creepingcam1070 said:

    Another nerf as if there wasn't enough nerfs to Legion already...

    • Deep Wound: Deep Wound timer will no longer go down when Sprinting or Mending. Deep Wound is no longer connected with the Killers terror radius.

    https://www.youtube.com/watch?v=0mDsPhWKuzw

    No matter how many times they nerf Legion however... I'm still gonna main them.

    As someone that doesn't use on hit perks. This is the best legion ever was.

  • @Nicholas said:

    I agree with OP in that the challenges should really promote optimal play style. Example, hook each Survivor at least one time before anyone is sacrificed to The Entity. Hook or Chase The Rescuer after they've saved someone. Even the Survivor ones, I'm not a big fan of the Spine Chill one and I believe you can't be hit at all and Escape? That just encourages extreme immersion. On paper it sounds like a skillful Endeavor but in reality people are just going to hide the entire time until the exit gate is open. Oh here's another, protect a recently rescued Survivor by taking a hit. Sacrifice yourself at least once so someone else may live. You guys get the idea, maybe they're stupid I don't know I'm just thinking this randomly. The challenges should promote altruism and some skill but not tunneling and camping and being selfish.

    I would argue that the challenges should not dictate how you play. The current challenges tell you to reach a goal, not how. Your challenges would force a killer or survivor to play a sertant way.

    Don't want to unhook near the killer? Then you wont get the protection hit challenge.

    Want to eliminate the hurt nea infront of you? Not until you found the emersed cloudete.

    And those challenges aren't even save.

    How do you ensure you get the unhooker? You camp with lether or ghostface or whatever you fancy.

    How do you ensure you get the protection hit? You unhook with the killer right behind you.

    You get my point the challenges you propose would force the player to play a sertant way while also not solving the problem.

  • I did some math:

    The first Tome Level gives you 93 Riftshards, the second 84, the third 90 and the forth 85 (Asumed they wont change the layout before releasing it) that makes 352 Riftshards. It takes 690 Shards to complete the Rift, meaning 338 Shards have to be grinded with xp. It takes 800 xp to get a shard making it a total of 270400 xp. you can get a daily bonus of 600 if you both play a round of killer and survivor giving you 42000 xp over 70 days leaving 228400 xp. let´s say you make around 550 xp per game it would take 415,27 games to get to the end. Meaning you need to play 5.9 games a day to get the rift to it´s end, if you miss a daily xp bonus you would need one or two games more.

    I would say it´s probably a more than one hour a day. But in my opinion 6 Games a day don´t seem unreasonable especially if you consider you can earn more than 550 xp per round with good emblems.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/876051#Comment_876051

    You must remember that we had an 11 day head start on the Rift.

    If it were not for that 11 day headstart, I would still be at tier 31 -- not tier 42, as I played a lot of DBD in those 11 days (was Thanksgiving around here in Canada so had a lot of free time).

    Put where you are at now, and subtract 11 days from the amount of time remaining on the rift, and it doesn't look like so comfortable amount of time anymore if you miss a day here or there, or if you have a job to do, school, or just a family to take care of, or hell, just casually play DBD.

    So you say you would be at level 31, meaning you´d be mising 39 Tiers and of today you have 39 days left. seems to checkout to me.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/876104#Comment_876104

    Auric cells being in the rift is why the grind is so large.

    Remove each tier that has auric cells in the rift and remove an equal amount of tiers. Now look at how manageable the Rift suddenly is when you do so.

    The amount of people who complete the Rift is going to be fewer than the amount of people who not only bought the rift and didn't complete it enough to get all of their auric cells back, but the amount of people who buys tiers. Anybody who buys just 10 tiers of the rift means they've made their profit back, and I've seen plenty of people in the first week who already had the tier 70 Nectar charm on their hooks or on their survivors.

    You seem to be under the impression that the Rift is a favor to us. The reality is that it's simply not.

    No company would ever actually introduce something like this without the intention of making money. Why do you think you can pay to skip tiers in the first place if it was meant to be as easy to complete as they advertised it to be or so easy to earn the auric cells back?

    Even in the scenario where nobody buys tiers, they sure as hell have to play the game a lot to get their auric cells back. That too, makes them money, because that means more people are playing the game -- whether they want to or not.

    Mind you, this is all neglecting the fact that you still have to pay the initial 1,000 auric cells worth of money to actually buy the first rift to have the opportunity to "make your money back" except you don't actually get that money back as dollar bills, you only get back auric cells. They still get that first investment of cash from you. Even if everyone who bought the first rift continued to get their cells back, they've still made profit from it -- a lot of profit.

    The objective here isn't player engagement. The objective is player investment. I know this, and yet I'm still falling into the net of that even though I don't want to play the game right now. I still do, because I want to finish the Rift to get that cosmetic even if it apparently means destroying any joy left this game brings me, because said joy is fading fast and I'm not sure after the rift ends if I will even want to continue playing so long as this sham that is the Rift, designed in such a way to manipulate people continues. I do not support it whatsoever and quite frankly I have better things to do with my time than be farmed and camped every single ######### game, every single day, by challenges designed on purpose to increase the difficulty and grind of completing the Rift because they want to be so stingy with it.

    I am aware that the rift wasn't a benevolent gift. But i don't beleave it was, like you sugested, implemented against the wish of the comunity just to make as much money as possible.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/876040#Comment_876040

    No, but:

    Given the massive outcry against it when the survey first came up, with some people being indifferent (I emphasis most, not everyone), as well as a few player-made surveys to gather numbers (these were roughly even, with slightly leaning towards 'no'), we can assume that a majority did not want a battle pass (in the survey gauging interest, I don't believe there was a simple 'yes' or 'no' option, anyway). At the very least, the community was divided on it.

    Given what we now know about the Rift, if people knew that introducing a battlepass would have meant that:

    • You get a couple of (worse) recolors and maybe a skin or two at the end of the free track and nothing else,
    • Making most cosmetics timed exclusives,
    • The death of objective-based events whilst making event currency go from a one/two week grind to a 70 days grind instead and being shoved into the free track. These are things we would have gotten anyways, battle pass or not. Take the event currency out of the free track and what are you left with?
    • Required making the game your new part time job with the amount of hours required to finish the pass,

    ...I think most people would have voted "no" or raised even more concerns than they already did. BHVR was not being truthful with their intentions of the battle pass when they described it in the survey at all. Hell, they weren't even being truthful when they advertised the introduction of it. Again, "an hour a day of match time if you complete all the challenges" is a woeful miscalculation even in the best case scenarios and I see that as deceptive.

    Even if only 25% of people wanted a battle pass and the other 75% did not, BHVR still would have added one because even that is profitable. It costs them next to nothing to make the battle pass. They can just throw cosmetics they were going to make and sell in there anyways and make the rest filler and make them exclusive only to the rift to increase their value (charms) and people will gobble it up. So knowing the numbers ultimately is moot anyways.

    But the current problems seem to originate from every one doing the challenges and, by proxy, the rift. So it seems to me that there is an interest from the comunity. If there where only like 25% of players interested there woun´t be this massiv problem. And if they just wanted to make money they could just have sold those skins seperatly. I argue that they could have made more money this way, without giving auracells back and nobody would have complained.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/875849#Comment_875849

    I think you're woefully underestimating how long it takes to grind the rift.

    4+ hours (on average) every day -- doing all the challenges. How long do you think it would take if people don't do them? God forbid people miss a couple days here and there.

    On a bad day it can take me up to 6 hours to get one tier and that was with the bonus daily XP.

    If it took "an hour a day" like BHVR had advertised it would take instead of 3~4 times that amount, I don't think people would be trying so hard to get the challenges done. But no, people spent money on the rift already believing it would be as casual as they said, and now they are in fear of wasting it, as many people have voiced on here already.

    I'm surprised that some people are surprised that this happened. To me it looked like a mistake waiting to happen and I had adamantly voiced my concerns about it before the Rift even release both on here, and in their THREE surveys!

    The survey for adding a battle pass to the game,

    The survey for the Rift in the PTB,

    And the survey for after the Rift had already been live.

    And what do you know; the very thing I was concerned most about is happening practically to a complete T. It's almost like this problem could have been avoided if they had listened to the concerns of their community in the first place, or just not adding a battle pass which has no place in DBD and most of the community voted "DO NOT ADD A BATTLE PASS" in their first survey.

    But naaaah. This is definitely the community's fault. /s

    It's not like we voted against the battlepass, it's not like we told them the challenges were a problem both on the PTB and when level 4 was leaked on live. It's not like we never voiced our concerns at all.

    This is completely on BHVR for wanting to add yet another free to play monetization scheme in a pay to play game.

    The community is not the problem at all. Cooperate greed is.

    Did they release the numbers of that survey?

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