JacobiusWick
JacobiusWick
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- JacobiusWick
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Comments
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Harry and Maria let's go.
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Bro is still looking for that DS value in 2022 i see.
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@Grandpa_Crack_Pipe said:
This stupid stroller.
https://us.v-cdn.net/6030815/uploads/1PG7TPZWBQ1V/image.png
This stupid, dumb, very bad, no good, loop blocking stroller.
I hope it gets a splinter so subtle you wonder if it's really there but just uncomfortable enough to be a bother for the whole rest of the day.
lmao the doghouse on garden of joy is just as bad if not worse.
I don't have a pic but my god can it destroy that loop if you're not super careful.
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@Firethorn said:
Just finished Tome 1- Level 2-- Botanist Extraordinaire
Claudette, Lightweight, Built to Last, Botany Knowledge, Streetwise, with a First Aid Kit(yellow) and a gauze roll.
Only 36 points of healing, but I finished 3 health states - 2 from injured to healthy, and 1 from dying to injured. Roughly 2.5 complete health states - the dying was almost finished, and I had help for one of the injured.
I usually started with just regular healing, then switched to the medkit to finish (mostly medkit though).
Current Bugged challenged for me(can anybody let me know if you completed them recently?):
Tome 2, Chapter 1: Dead Hardy(Use dead hard to avoid basic attack)
Tome 4, Chapter 1: Quick Thinking - Hide in a locker while being chased; description currently messed up a bit.
Tome 2, Chapter 1: Dead Hardy(Use dead hard to avoid basic attack)
Dead Hardy is basically impossible after the nerf. The challenge will need to be changed.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3192331#Comment_3192331
Thats the thing! Every killer hat BBQ equipped (well, the vast majority) because of the BP bonus and a lot of them wanted 4 stacks of BBQ, even if they got no kills, so they spread their love around. And while they hooked someone they often saw some juicy target somewhere in a good position and decided to go over there, leaving the hook, enabling others to go for saves. All in all an excelent perk for both sides.
BUT it sorta locked in as a semi permanent in most killers builds and it often felt like you were just playing with 3 perks, because the extra BP were just THAT useful. So while the extra variety in killer builds is awesome, the healthy playstyle that BBQ encouraged is gone.
So here is my solution: give killers a sort of mini BBQ as basekit. When hooking show the killer the aura of the furstest away survivor (minimum 24m) and give them a chunky speed boost to get over there, something like +15% speed. This bonus only applies as long as the killer is moving towards the direction of the shown survivor, is not in chase and is something like 16m away from the target. This will incentivise even slower killers like Myers or Trapper to leave the hook and go roaming, because most of the time when killers camp it is because they are lacking a target and/or the means to get over there.
I literally argued for something like this for survivors in a previous post.
Doubt either will happen but wygd.
https://forum.deadbydaylight.com/en/discussion/346417/possible-idea-to-help-solo-q-gtfih#latest
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100% on solo q 24/7
Maybe 50% on killer every 3rd Tuesday at 3AM.
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Lol, I'm staying away from this thread.
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Basekit kindred is more than enough.
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Lol another nurse thread.
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@Bot_Salvo88 said:
https://us.v-cdn.net/6030815/uploads/6RY62IJDSML5/immagine-2022-09-17-122139908.png
I've done it a couple of times and it doesn't seem to work. I don't think you need ONLY the perk Quick and Quiet equipped. Any help?
Come on over, there's plenty of room.
https://forum.deadbydaylight.com/en/discussion/339316/tome-challenge-bug-thread#latest
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No.
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absolute legend
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@hex_uwu said:
https://forum.deadbydaylight.com/en/discussion/comment/3192327#Comment_3192327
Reward, noun: a thing given in recognition of service, effort, or achievement.
Incentive, noun: a thing that motivates or encourages someone to do something.
Bonus BP % is the incentive. The total BP you make at the end is the reward. It’s not the same thing. Hope this clears things up for you.
Lmao. Thanks for that, made my night.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3192369#Comment_3192369
I played Dark Souls because someone bet me that I'd break my controller before beating it.
lmao, did you?
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@Nun_So_Vile said:
Im sure someone's already mentioned it, but the reduced blood web prices pretty much sealed the deal on the BP stacks ever returning.
I know, but it makes me feel better to argue for it.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3192389#Comment_3192389
They really were not. You could still get double BPs after tunneling out one person, which was a really bad design.
@Topic:
I hope they dont bring the extra BPs back. There is not really a reason to, the grind was reduced a lot. Arguing that you can now prestige until Level 100 is not really a good reason, nobody needs to do it, it is completely optional.
Bringing back double BPs to BBQ or WGLF would just make people run those Perks even if they dont really want to or need them, just because of the fear of missing out.
Arguing that you can now prestige until Level 100 is not really a good reason, nobody needs to do it, it is completely optional.
Bloodies and charms are optional. Why do people still feel the need to progress and get them?
They offer tangible value as a reward of showing dedication to the character(s) the player has invested in. no?
The same can be said for prestiging past p9. I'm sure you've seen quite a few players past that point in your lobbies, yes?
I'd argue it's for the same reasons I've stated in a previous comment. There's value in the numbers, or players wouldn't bother.
Not to mention you would still need to keep spending anyways for add-ons and items, so there's no reason not to.
Bringing back double BPs to BBQ or WGLF would just make people run those Perks even if they don't really want to or need them, just because of the fear of missing out.
People still run BBQ as it's an incredibly valuable perk on most killers.
WGLF is clutch in slugging situations and was a good BP insurance policy in case of toxic gameplay at worst, and a terrific bonus at best.
Adding back the BP stax would change the usage, and for the better. If you don't like them, don't run them.
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@pseudechis said:
Yeah I mean bbq stacks were a good incentive to go for the full four hooks.
Now the main incentive is to get those DH stacks for the Insta down and mori but totems often get cleansed so quickly that it doesn’t pay off as consistently as BBQ used to.
I love Devour but it goes down in like the first 2 minutes every match I run it. I don't bother anymore.
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Highly recommend stacking thigs highly out of your favor sometimes. Helps you learn, and if you lose? Your were challenging yourself, no biggie.
Not OP showing his 3k. lmao
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3192337#Comment_3192337
Are you?
There is no reason to make that your goal, prestiege exists purely to flex after P9
It's still a grind regardless of whether the levels offer functional reward or just mental milestones.
Why do people play Dark Souls? Why does anyone do any arduous and challenging task?
Obviously, there's value in it.
That being said, to set the cap so high and remove a vital perk that helped compensate for the lack of BP gain on both ends, was unwelcome and unnecessary. Even with the bloodweb reduction. Which ironically, was another band-aid fix to try and appease players who share my same position, I'll add.
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@moonwinx said:
https://forum.deadbydaylight.com/en/discussion/comment/3192327#Comment_3192327
Similar, but not the same thing. Although now that we are the point where you are arguing semantics, I don't think you are being genuine and just want to argue.
No. I genuinely believe in my post, and my subsequent ones defending it.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3192323#Comment_3192323
They already did better than that by decreasing bloodweb costs, if you want more BP then play the side with the incentive.
No. 400% wouldn't get me to touch solo q.
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@KayTwoAyy said:
I'm not so sure we can continue to accuse them of "increasing the grind."
The bloodweb price cuts alone have effectively replaced BBQ & WGLF bloodpoint boost.
To your point tho... I think there is something to be said about the influence BBQ had on killers' playstyle.
I'm not so sure we can continue to accuse them of "increasing the grind."
100 prestige levels for every survivor and killer.. you have to be joking.
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@moonwinx said:
https://forum.deadbydaylight.com/en/discussion/comment/3192315#Comment_3192315
It's called an incentive, not a reward. It is meant to incentive people to choose the role that needs more players. This isn't some kind of conspiracy against killer players. The devs have stated that ideally there would be no bonus bp, as the goal is to have queues balanced between the two sides. If there is an overabundance of killer players in your region/mmr bracket, then the survivors will have the incentive.
If there is an overabundance of killer players and then they put the incentive on killer players, then you will have ridiculously long queue times. That was I think part of the reason they disabled the matchmaking incentive when it originally came out, because it was stuck on 100% survivor when it didnt need to be, causing very long queues.
You know incentive and reward are synonyms right? Lmao
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@danielmaster87 said:
The incentive should be used strictly for matchmaking purposes. We can't make exceptions, although if it was on killer all the time, which I'm surprised it's not, survivors would complain that it's never on them and the devs would cave to that. It's better to leave the incentives as is.
Or even better to give us back BBQ and WGLF stax. I would stop complaining then.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3192311#Comment_3192311
No what wouldnt be fair is giving killer incetives when they already have long queue times and making the queue times even longer.
My queue times are fine. Never more than a minute or two. Yet, no bonus.
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@moonwinx said:
https://forum.deadbydaylight.com/en/discussion/comment/3192288#Comment_3192288
But it wouldnt be fair for killers to get an incentive to play when they don't need one and survivors do. That is the point of the incentive
How is it fair that survivors are consistently rewarded twice what killers are when we have to work twice as hard?
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@Grandpa_Crack_Pipe said:
But it IS fair. It's entire purpose is to encourage more people to play the role that needs people. Survivors need people. So they get the incentive.
If/when killers need people, they'll get the incentive. Because they need people.
You're asking for several days of killer queues being even worse, and frankly, I don't want the help right now.
In theory yes, in actuality no.
If people actually wanted to play both sides evenly and you had off hours for each, then it would work well.
No one wants to touch solo q, because of that, there is rarely ever a killer incentive.
Should the devs fix the game so more people want to play survivor? Yes.
Will they? Probably not.
If they're going to put a band-aid fix on everything, they could at least ensure it goes both ways.
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@Valaryyn said:
If they hurry up and make solo queue feel a bit more friendly, that ought to help killer queue times by shifting more people into the less played role naturally. Messing with the equilibrium will lead to really really long queue times.
oh yeah, i'm sure the devs are hard at work to ease the burden of solo q. jfl
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@moonwinx said:
I don't think that would be a good idea since the point of the incentive is to ease matchmaking times. If there is already a need for survivor players, having an incentive for killer would just make killer queues longer.
Hence why it should be only every few days or so... It's not fair that survivors are getting all this extra BP and killers aren't just because no one wants to play dog&*%$# solo q.
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@renvolt said:
The incentive is basically to offset the horrible experience of solo queue so be glad you're missing out. But it's an incentive, nobody needs incentive to play current state killer vs survivor
lmao
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Chucky or Friday the 13th. It's probably not going to happen, but it would be nice to have the big 3 all in one game for the first time.
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@JonathanByers said:
Stranger things part 2
shocking choice @username JonathanByers, lmao
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Play Killer.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3190931#Comment_3190931
Dear Voodomancer,
Whilst I did not think that this needed to be expanded upon, I shall oblige your unspoken request for a better explanation and I regret that I did not do so immediately, I’m afraid I am suffering from a terrible migraine, although that is no excuse for my short and frankly unacceptable response.
Firstly, your assumption is most likely incorrect. Yes, Survivors aren’t very unique, that much is true. However, this wasn’t an issue prior to Patch 6.1.0. If their uniqueness was the issue, then why were Survivors Queues multiple minutes long and Killer Queues barely twenty seconds? The true reason is the state of the game for the casual player. For the casual Killer player, the game became much easier after the 6.1.0 Patch due to the numerous buffs to Killer’s base-kits. This included a buff to pallet breaking speed, a buff to gen kicking speed and a buff to successful attack recovery speed. Likewise, several perks were buffed that have become fairly strong, for example, The Nemesis’ perk, Eruption. The average Solo Survivor Experience (casual players) has become much worse after Patch 6.1.0 due to the general Killer buffs, base-kit Survivor nerfs and Survivor perk nerfs. Survivors were given less distance upon being hit and had THREE perks that ensured a decent experience taken away. Dead Hard, I believe, was fairly nerfed and is still perfectly runnable. Decisive Strike, on the other hand, is genuinely bad. Killers will not respect a three second stun and they will tunnel through it. Likewise, Iron Will was also nerfed a bit too hard. These perks, in conjunction with the state of the game prior to Patch 6.1.0, helped ensure a somewhat tolerable experience in the hell that is Solo Q. When those things were taken away, it exposed a genuine problem in the game and its community.
Secondly, this would cause some characters to skyrocket in pickrates whilst others plummet. David King, for example, could have Dead Hard as his base-kit perk. His pick-rate would skyrocket. Claudette may have Self-Care as her base-kit perk, which would cause her use to plummet. Nea may have Urban Evasion but Zarina may have Off the Record. Survivor passives have been discussed before and they have not been looked upon favorably for this reason. It promotes a meta of playing whoever has the best perks in their base-kit instead of playing who you like.
Lastly, I’d like to offer my suggestion to remedy the current Killer to Survivor imbalance. BUFF SOLO Q. Easily said, but not easily done. I’d start by adding indicators to let your team know what you are doing at any given moment. I’d add an optional voice chat. I’d add basekit Kindred and basekit Bond. I would nerf Nurse and Blight, along with re-designing Pinhead and Legion to be more enjoyable to play against and be stronger against SWF teams. I would limit Killers ability to use their powers when in close proximity to a hook (Bubba). I’d buff Reassurance’s distance requirement.
In short, I think that you have drawn the wrong conclusion about what is fundamentally wrong with the Casual Survivor player and how to draw them back in. They will not care about base-kit teachables when they get a facecamping Bubba, forever Legion or sweaty Nurse. They want to have a chance and feel like they are having fun. I hope my answer is satisfactory to you and that I have articulated my possible solutions and well-crafted ideas in a manner that is a credit to my teachers .
Thank you,
Pulsar
Christ you gave the man an essay. I preferred the TLDR.
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@Voodoomancer said:
I'm someone who is aggressively average at the game so I don't really sway to either side of the dbd pendulum here. From my years of casual play and discourse with others about the game i find more people will play killer rather than survivor. The reasons given are usually the same throughout: "I like to feel as if I won when I play", "My teammates generally let me down or I do them when i play survivor", and "killers are just more unique to play".
That last one really sticks with me. Every survivor is no different from one another. Of course you can factor in how quiet and hit noise (looking at you bill) in saying they are different but none really play differently to each other the way that killers do. I will agree with BHVR that the incentive is good to have to get more people into the needed roll, but it's almost always for survivors. How would we go about fixing this? What could possibly work to make them more unique to each other while keeping balance in the game?
My idea(which may not even be good): have each one have a perk from their set be base kit on them specifically.
While this may be an absolute dumb idea I believe it would essentially create a playstyle from that particular character while still giving them the ability to build either with it or whatever they want. Some people may ignore such a thing, while others strive to min/max their character in a build.
What do you guys think?
My idea(which may not even be good): have each one have a perk from their set be base kit on them specifically.
That's actually cool, and is a nice response given all killers unique powers.
But I'm just here to see the incoming "balance issue" posts.
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I mean I'm fine with all of this but they better give killer the ability to break totems if that's the case lol.
I don't mind if survivors run boons, but why can they relight to infinity when my hexes go down in 15 seconds every match?
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@EntitySpawn said:
Title.
Seriously I have no idea how many times we have to go through this, the stats do not show balance.
These stats are no different to nurse having the lowest kill rates or even maps like cowshed being the most balance.
There are so many things that affect these numbers from mmr bracket, killers played, tome challenges etc. Alot of players also had to adjust with the new changes, things like DH etc. Which helped ALOT of players
The game is the same as always killer sided low mmr, survivor sided high mmr. And a system like kills doesnt even show how well people played, getting 2 kills can mean 0-10 hooks.
Too many variables, alot of changes to adjust to.
Stop using hard data as a way to inform and enhance your arguments guys. Just trust BHVR. lmao
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@GrimoireWeiss said:
Okay Basement_Bubba420
This literally sold itself. Comedy GOLD. 😂🤣
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@AnneBonny said:
i want to slap jeff bezos on his stupid bald head
Jeffrey is displeased. Social credit deducted.
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Future reference, include a TLDR..
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This thing is leaving soon anyways. But A for effort.
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@humanbeing1704 said:
I also use it for free renown boosters in rainbow six siege and warzone bundles
Lord Bezos is pleased.
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@GillyBeannn said:
Despite it being dogwater now, do you think it has to do with it attracting newer players? Because of that Challenge? what do you guys think?
WHY SELF-CARE IS STILL THE MOST PICKED
SURVIVORKILLER PERK?Fixed it.
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Lol @ y'all blaming BHVR, when you guys are still subscribed to PG anyways.
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@rinnai said:
https://forum.deadbydaylight.com/en/discussion/comment/3187121#Comment_3187121
Devs don't reply to anyone - it's not in their job description I don't think, so why would they. I haven't seen a developer do a Q&A live - have you?
You realize I was literally saying that in my post right? The previous text is a quote... smh
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Remove Midwich from the game
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@Firethorn said:
I'd recommend giving the Terrified challenges another try, I just completed all of them(well, up to tome 4 at least)
https://forum.deadbydaylight.com/en/discussion/comment/3123579#Comment_3123579
Is that the "damage 5 generators" one? It's named differently in my version of the game. It worked without issue for me.
Well, once I started screenshotting the gens I kicked to make sure I actually damaged 5 different generators in a single game. It's really easy if you have a gen-rushing group for them to get some gens done without you damaging them, and thus you never reach 5 different generators. I recommend picking a fast killer and just rushing between all 7, making sure they can't complete a gen without you damaging it at least once.
Yeah, just got tome 2's "Terrified" to pop. Thanks for the heads up.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3187121#Comment_3187121
The devs being slow to handle something you think is a problem in this game does not justify you quitting and ruining it for the others.
I agree.
JFL if you honestly think the devs give a crap about solo q though. 🤣