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Lliart

Lliart

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  • @Volcz said:

    I don't think this problem will ever be 'fixed'. You can't police people into staying in a match they deem unfun or unfair. Whether their reasoning is valid or not to you, does not matter to them.

    "but they ruin the match for the 4 other players" - They don't care about that. That is not important to them. Never was.

    Of course we'd all like good quality matches w/ little to no worry about disconnects but I don't think that will ever be a thing, especially considering we've had the same default quickplay 1v4 for 9+ years w/ BHVR just slapping bandaid after bandaid on.

    There are no stakes, no real rewards, the 'system' that grades you on skill is absolutely awful, the matchmaking itself is awful, etc.

    See I would be way more understanding of the disconnecting if it weren't at the beginning of the match where nothing has happened yet. The people I'd rather punish for DCing aren't the people that are dead on hook anyways mid-way through after 8 hooks for the team, nor the people who disconnect when the game is being wrapped up in the end game collapse.

    I just want to see the players who see a killer that is otherwise inoffensive in terms of power-type and choose to disconnect punished appropriately for effectively causing the game to go be swayed because of a selfish whim.

    Once more, I do want to clarify that the irrational fear folks are fine in my book. The folks that cannot hear the sound of vomiting, the folks who have issues with fungi, THOSE people are fine. It's the people that disconnect on a match versing Wraith when they see it's Wraith and leave the rest of the team with the metaphorical bag.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029846#Comment_4029846

    You could, though the game pace being to fast is also a common complaint. Though I think you're just being sarcastic about things I both didn't say and don't mean.

    I'm on record as saying that gen speeds can be addressed and likely the entire early game needs to be slowed down. But that has to start with limits to tunneling in the early game. Because we've already seen what happens when gens take longer and the answer is that people tunnel more because that also made tunneling easier.

    Fix tunneling and we can also address gen speeds. You can't fix gen speeds first, they tried and it demonstrably didn't work.

    I would rather the slowdown of early game and limits with any tunneling be congruent with each other, as those are two GIANT changes that if either side got only one of, would ruin the game for all.

    That being said though, I truly don't think that would solve the issue of the go next epidemic. With a previous poster's observation, none of the reasons for DCing on first sight before any gameplay can be done are explicitly told to be tunneling. In the endgame chat, the DC reason is more often than not simply "Playing X killer that takes no skill" "I don't like X Killer, they're boring" "X Killer, what a loser" "X perk, [random threat here]" "Noob X Killer" and so on and so forth. While tunneling may be a symptom, I truly, TRULY believe it is simply just selfish individuals who would rather tank the game they queued up for instead of playing it through.

    Earnestly, I'd rather just have both of the top suggestions there enter at the same time, as well as the iteration of harsher penalties for successive disconnects.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029211#Comment_4029211

    Sure, but my point is that. Since tunneling is not just meta, but a play style that people insist and demand remain... To the point of dropping a nuclear bomb on the devs during the PTB, that players are absolutely conditioned to expect it, even when it may or may not happen. And conditioned because probably 8 out of 10 of their recent games have had someone tunneled out immediately.

    Let me put this a different way: gen rushing, as in, actual full blown "4 man showing up to speed run the match", is far, far less common than tunneling. Would you tell killers that they should "wait until they're sure that's what's happening"?

    Because the answer seems to always, always be that they feel "forced to tunnel because of gen speeds".

    So I see your point, but to just flat out excuse people DCing off of the first down, or even BEFORE the first down, just hearing a terror radius, is absurd. In addition, I would still tell that killer player to play the match out, even if 'gen-rushing' is occurring. It is childish to disconnect just because a playstyle one doesn't like is in play, and even more so if a person is playing a character one doesn't like.

    In fact, I've had players try to go next versus The Unknown as the chase was about to start just the other night. The point of this thread, of bringing the issue up, is to bring attention to how going next before the game even starts is asinine.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029040#Comment_4029040

    Having an immediately over, hopeless match is the core problem though. And everyone complains about that since matches are largely decided in the first, roughly, two minutes.

    But instead of being able to meaningfully fix the fact that being found first means you don't get to play the match at all, the current narrative is to chalk it up to "pettiness".

    Because fixing the core game balance problem is simply not allowed by some in this community.

    This however is that mind set of forgone conclusions. Just because someone is found first does not always mean they'll die on that first hook. In addition, this overlooks the people that will disconnect instantly because they hear a terror radius they do not like. The fact of the matter is that one person going down between 2 to 4 minutes is not a doomed match and still has the possibility to come back.

    If that were the case, all four survivors would disconnect from the start. Most cases Are a domino effect caused by one selfish individual who disconnects, followed by the rest slowly over time.

  • @mecca said:

    Survivors need comeback mechanics so you have reasons of finishing a match. For example, A Blight with Lethal Pursuer and wall hacking aura perks is not fair to verse.

    Everything of survivors was nerfed so Distortion is not even a viable option.

    That, while being a valid thought, does not really help when people are disconnecting after the first down in the entire match. If it's not a blight with lethal, then it's a Springtrap trying for adept, or a wraith with a balanced build. The buck needs to stop being passed just because it's easy to say that any killer isn't fun to go against.

  • It just feels exhausting to begin a match, hear a terror radius barely approach, then watch a teammate disconnect at the speed of light!

  • Are there any updates regarding this bug? Perhaps any impending fixes or knowledge on progress for the fix for this?

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761197#Comment_3761197

    Given that you can manually swap guards now sure it's a nerf when isolated but in general not really, more like a general rework. Being able to manually swap guards with only a 3 seconds cd would be stupid

    But with the longer path change, and the current 10 seconds, it can go anywhere between 10 to 20, maybe even 25 seconds without your power. Having the ability to swap guards at will as a trade-off does NOT feel good. Lemme give a scenario here.

    Imagine you want to use the jailor to chase someone. You snag someone at max distance for the patrol and the jailor begins chasing. You have to wait until he finishes chasing, AND an additional 10 seconds afterwards in order to be able to use your power again. That's near a full 30 seconds without your power.

  • I reported the 10+ second cooldown as a bug since it went unspoken for during the PTB, their changes, or the patch's release. I recommending reporting it as such since we've thus far had no word if this is intentional or not. It makes the character feel slow to have this 10+ second cd

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761184#Comment_3761184

    ok so it's the former and we're choosing to complain about a ptb change not being listed after the live version already released for some reason, got it

    because this is not a change from 3 to 10 seconds, its a change from 3 to 20 to 10 seconds

    That's still a BIG change to go unmentioned though, you have to agree about that. Either from being on the PTB or as a change from it, something THAT huge should not go unnoticed. It's either a bug or a shadow nerf, either way it makes the character feel slow to play as.

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761155#Comment_3761155

    Says right there that different guards share the same cooldown, and on the ptb it was 20 seconds and now is 10 seconds, so either the complaint is about the change on the ptb not being documented even though we're choosing to complain now all of a sudden, or the complaint is about a buff not being documented which seems unlikely given the context

    The issue here isn't that the guards share the same cooldown. Let's put that to bed. Do not mention that again as a part of the discussion as that's not the issue here. It is irrelevant to the discussion at this point in time.

    The cooldown for a guard before the PTB and current patch was 3-5 seconds. If this 10 second cooldown change was intentional, then it should've been stated as an intentional change, shouldn't it? Or at least be acknowledged as a fixed bug or intentional bug. Nothing in the patch notes state the 10 second change from 5 seconds is intentional.

  • image.png

    For proof, here's a screenshot of the changes and fixes from the PTB.

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761002#Comment_3761002

    PTB adjustments means adjustments from the PTB, look at the other changes within that section and yeah, it's okay to admit you're wrong lmao

    Yeah, I'm looking there and in no way, shape, or form does it say that the Knight's Cooldown has been intentionally increased. It used to be 3-5 seconds, now it's 10. Are you able to cite your claim that the change is mentioned with a screenshot?

  • So if there's an abundance of survivors and a shortage of killers, shouldn't the bonus be for killers now?

  • @Mekochi said:

    from what I've heard, killer queue times have been pretty short, it's probably because a lot of survivors don't really want to play the game currently with the new updates, but I could be wrong, it really just depends for everyone

    But if killer queues are short, wouldn't that mean there's an abundance of survivors?

  • @Mozic said:

    It kind of already is? I follow BHVR's apparent logic that taking an endurance hit is itself a sufficient indicator of becoming a "valid" target for chase in the same way that performing a conspicuous action would be. So, while the survivor gets their speed boost and you then have to go chase them down, you're no longer 'tunneling' them if they had an opportunity to run to safety and try to escape you.

    Having protection hits IGNORE endurance would be way too inconsistent to apply fairly. The game doesn't do a perfect job of discerning what is and is not a protection hit, since it happens largely in the presence of another injured survivor (who you may not have been intending to protect) and also does not trigger if you 'take a hit' for a healthy survivor.

    That being said though, Decisive strike WOULD still activate despite being hit by the killer while body-blocking going off though.

  • @glitchboi said:

    If it's better for your mental health, then don't feel obligated to keep playing. You clearly aren't having fun and having a good time.

    The problem is I feel like I am obligated with the rift. I feel like I'm going to miss out since it's only available for a limited time, otherwise I'll have to buy stuff. I just feel this obligation to play because of these limited time things. I want to stop but I just... can't. I don't know why. Am I insane? Stupid? Both?

  • @ChrisByDaylight said:

    Hey,

    I want to talk about Boon totems.

    Before I start I'm a survivor main, and I don't really want to talk about the effects or the ability to bless multiple times. The actual problem is the Blessing time.

    We are currently getting more and more Boon Perks which is a good thing.

    BUT, we are theoretically able to bring 4 Boon Perks and they all will be activated on 1 totem.

    Right now we are heading towards a meta in which every survivor brings 4 Boon Perks.

    Thats a problem because the concept of Boon Perks is to have a strong effect for every survivor.

    With 4 totems thats basically the entire map, and even a nurse couldn't keep up with the Boon Perks.

    Here is a simple solution to that problem.

    Increase the Blessing Time for every extra Boon Perk.

    1 Boon Perk = 14 seconds

    2 Boon Perk = 28 seconds

    3 Boon Perk = 60seconds

    4 Boon Perk = 120 seconds

    This effect is naturally added to Hex: as well.

    The actual increase for every extra Boon is to balance, I just doubled it for every extra.

    The problem isn't that big right now because there aren't that many Boons to choose from.

    So what do you think ? Am I right, or completly wrong.

    I actually quite like this change. It discourages folks from bringing a full build of boon totems and I think that it makes sense that the survivor should be putting in some effort in order to get every boon on a single totem.

  • @Mystix said:

    He does though with his Main Event, He can down multiple survivors

    Main event has the same problem as his standard knives. Said issue being that Trickster is still abysmally slow while throwing, added in with how Main Event is temporary when not activated and with how easy it is to hide behind cover from said knives or run away from said knives during main event. If anything, Main Event needs a buff in order to make it worth using apart from it's VERY niche uses.

  • The problem with CoH is both that it can be used on multiple floors and the fact that uncapped healing is quite OP. Sure a survivor bringing perks that aren't DH, BT, DS, or UN are fine, but since the healing is uncapped, then if someone brings a medkit and botany knowledge, then they're already healing in less than 7 seconds.

  • If y'all want I can give ya the recipe! It's real cheap to make and good too.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2573355#Comment_2573355

    The outrage is about NFTs are bad because they harm environment. Well cryptocurrencies are exactly the same...

    That is a false equivalence. Saying they are exactly the same is misleading and outright false. Cryptocurrencies are just that, a currency. NFTs are images or gifs that have a receipt saved into a server that uses up more energy that it is currently worth. For instance, say one buys an NFT for $250. The server used to keep your receipt valid costs over $2000 a month to run. Of course all of these numbers are made up, but my point is clear that NFTs waste way more money and energy than they need in order to stay active.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2573332#Comment_2573332

    And what's the problem with that? If someone for some strange reason wants to buy it, let them buy it. Is it your money? Why do you want to tell someone else how to spend their money?

    Because this feels, and most assuredly is, an anti-consumer practice. The problem lies in that due to NFTs here being anti-consumer. So if this anti-consumer tactic is bought by folks, that'll make the marketing department and by extension the higher ups see NFTs as successful, thusly hurting you in the end. So if this is successful, that means resources ordinarily allocated towards development of the game and it's maintenance will be brought over to the NFT side of things, ensuring a lower quality product of what we already have.

    Sure, folks can choose not to listen to me, but buying into something that is not regulated properly like NFTs is simply foolish in my honest opinion.

  • @fogdonkey said:

    I am just wondering why I didn't see such an outrage when the boss of a certain electric car company was promoting cryptocurrencies. Maybe I just didn't read the correct forums. Anyway... the car sales didn't drop.

    That's a bit of a red herring there bud. We aren't talking about Elon, his Musks, or his Cryptocurrencies. We're talking about Dead by Daylight's want to have their cake and eat it too. Not only that, but cars are also VERY different from video games.

  • The problem on that end though is that these NFTs are going for $250 a pop. Even if one person purchases one, that's half a game console. All it takes is a small classroom's worth of people to make the investment into NFTs worth it.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2573251#Comment_2573251

    I wish I could give you some words of comfort in regards this entire situation, but sadly I cannot, the best we can do is to keep sharing our thoughts and opinions on this thread, this is the kind of feedback we need to put out.

    I understand people are upset and angry, don't blame them and they have the right to be, we still have to do our job here, because as much as we discuss, there are people whose life depends on the game and they cannot stop working on or with it, so let's try to be empathetic.

    I mean I know and don't blame you guys but is there anything you guys can do to show your discontent with the decision of the higherups? A protest? A walk-out? Maybe nothing that grand, but at least SOMETHING to show that the devs and mods are either on our side or are at least making some grumbling sounds to the higher ups about this.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2571801#Comment_2571801

    I think some people will stick to there guns but whenever they announce they quit dbd they always come back it’s like a cycle

    It honestly was the way for me with WoW when I used to play. Ever since the huge lawsuit that happened back in the summer I haven't been playing, but I used to be on and off with WoW when I did play.

    Basically the devs or higherups did something I didn't like, I'd boycott the game, then the new expac came out with promises of "We've changed, we promise we won't do borrowed power again!" only to revert back to the borrowed power system. I know it's quite the exaggeration, but it feels like an abusive partner where there's the honeymoon phase, then the abuse, the breaking point, the peace, then the honeymoon phase all over again.


    That's how I feel with the state of DbD right now. They had a huge period of time since the RE update where everything was garbage, then the script kiddie epidemic, then the boycotting of the Pinhead chapter. Then came the honeymoon phase of this mid-chapter release, the PTB was astounding with all these amazing changes, so many add-ons for the pig were being changed, we were at the top of the world. Then came the NFT news, they covered it up as "We're not doing this, it's all the license holder's doing." which evolved into "We actually worked with them for months, it's not a big deal we promise!"

    Lately it's only been that constant cycle and it is tiring to deal with when it's a professional game development company. It's not a relationship, it's a business. There shouldn't be THIS MUCH trouble getting the message of "Deal with the cheaters, amend the game's many problematic bugs, and deal with the horrendous grind."

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2569169#Comment_2569169

    Except they're not. They quite clearly stated there's nothing in-game that'll be associated with the NFT's directly. DbD will get banned from Steam if they did that.

    But since you can possibly get the pinhead DLC, that would mean that there is something in-game associated with the NFT's directly.

  • @Exxodus21 said:

    https://forum.deadbydaylight.com/en/discussion/287745/pinhead-voicelines

    They won't say. In typical BHVR fashion they've decided to keep the people that keep their company in business in the dark about it.

    I mean as far as I figure, they're probably gonna release it with the sharty NFTs they're advertising.

  • @SabunoHakia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550574#Comment_2550574

    I wouldn't have a problem with this if hexes were harder to be removed at the start and that gen tapping wasn't a thing and every time you kick a gen and they tap it within 15 seconds you get up to a maximum of 3% regression per kick until the gen hasn't been touched for 15 seconds total.

    It forces me to stick around a nearly done gen for too long and when I am being forced to play tag with two others holding that gen down I can't properly leave that as even one gen forces me in a bad position sometimes.

    But I would like ruin as a hex if removed to give 3% gen regress per kick.

    So you agree with what I'm saying about baseline regression being buffed to 150% or 175% so that Ruin can be nerfed?

  • @Midori_21 said:

    https://forum.deadbydaylight.com/en/discussion/286030/mmr-is-ineffective

    I don't think killers have separate mmrs. If you have a super high mmr nemesis, all your other killers will be within 200 mmr of your nemesis rating. It doesn't make sense but I believe that's how the mmr works.

    Behaviour have explicitly claimed that if one plays a specific killer, but not another and they don't play the latter often, then the MMR for the latter killer would be lower for those unexperienced with that killer.

  • @SabunoHakia said:

    https://forum.deadbydaylight.com/en/discussion/285910/nerf-ruin-its-a-good-one-i-swear

    Nerf ruin? Okay. Detective's Hunch/Map. Done. Wait still unsatisfied as a survivor? Okay. Small game, oh lord still unsatisfied and unhappy in life? Here is a bigger reason to do a Totem, Boons! RELIGHTABLE AND THEY OVER RIDE A HEX WOOO. Oh hexes... right Obsolete now. HMM... wonder why the killer's always get beaten with a whiffle ball bat all the time... welp the "new" survivor's who are future teabagging toxic scum are happy. Who cares about the killer side when the whole game is centered and reliant on the killer's well when they start leaving in droves we know the marketing team has it covered Survivor Island!!

    @Zacharry100 said:

    https://forum.deadbydaylight.com/en/discussion/285910/nerf-ruin-its-a-good-one-i-swear

    So 8 seconds of ruin progression is done in 2 by one survivor....######### are you smoking to say ruin need more nerf. You survivors have gotten it good lately.

    You guys... DID see that I wanted Ruin to be additive right? That I wanted base regression BUFFED so that it's 150% regression (rank 2 ruin on live), right? And you guys definitely saw, again, that I want ruin to be ADDITIVE meaning that since I want regression brought down to be 50%, so that would mean that it does the same thing it does on live? Instead of being completely transformative and making Ruin vital in order to perform well? 'Cause I'm not sure about you but I'm getting pretty sick of Ruin being needed on all of my killer builds, only to lose it due to survivor spawns or otherwise losing it 20 seconds in and running only 3 perks.


    @Seraphor said:

    This isn't a nerf to Ruin though, this is just a buff to base regression.

    Currently base regression is 100% and Ruin is 200%.

    This siggestion would just be base getting buffed to 150% and Ruin staying exactly where it is at 200%.

    Obviously the relative percentage would be less but the charges per second would stay the same.

    I don't disagree with it, but it's not a Ruin nerf. So everyone having a tantrum about you daring to touch their precious Ruin is looking a bit silly...

    It technically is a nerf in my eyes since if we make it additive then we can at least satisfy both the survivor and killer sides with a buff and nerf. Sure if we keep it transformative and at 200% it wouldn't make that much of a difference. Although I feel if BHVR comes out and says "We're buffing regression and not touching any other gen perks!" then there would be even more bellyaching that there isn't a fair balance change.

  • @legacycolt said:

    I guess the only way is to try mastering him and see where your MMR is taking you

    True... I guess I wish I could practice in a better environment. Like maybe a casual mode instead of a sweat mode that the game is now. I don't even have any good perks, mostly just unrelenting, monstrous, and those cruddy perks

  • Honestly I would be more happy with Ruin if they made regression additive on it, changed it to adding 25% or 50% regression, and made base regression at 150% or 175% of what it is in live. That way Ruin doesn't feel NEEDED in order to be competitive. Make Ruin the luxury of not needing to waste time kicking, not a master gen destroyer.

  • @Moxie said:

    They aren't going to touch Twins again for a longggg time.

    They struggled to get Twins to an acceptable state, let alone an enjoyable one.

    My favorite Killer but I have no hopes anymore.

    This is true, but I still can't help but feel happy for the state of Trapper and Plague. I'm the kind of guy that jumps around on what killer I wanna play depending on my mood, so seeing that Plague and Trapper are getting huge kit buffs just makes it so I can't stop grinning.


    And we're not even mentioning the addon changes that Pig's getting. If the Hillbilly's getting similarly cool addons, then I'll be even more happy.

  • @DelsKibara said:

    Oh but that isn't all, mon ami~

    https://us.v-cdn.net/6030815/uploads/GR4QOLR1FHT5/image.png

    We got good ######### commons too! Yeah, it requires them to fail a skillcheck. But this is way better than the ######### they had before.

    Yo imagine this with Huntress' lullaby

  • @DoomedMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523850#Comment_2523850

    Yeah, it's impossible to please everyone in one update, this is already great that they (finally !) are giving love to the Trapper. Same for Plague.

    Plus, some add-ons are changed for a lot of killers, surv and killers weak perks are buffed, that's a nice update, a very good update.

    I mean did you see those Pig addons? Hot DAMN does that brown addon that gives deep wounds on a failed box skill check look neat af

  • It's a shame, but at least another killer that hasn't had love is getting some! Good on the Plague mains, especially with that tapping puke change.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2521325#Comment_2521325

    Because they said the person who was writing passed out or something

    As much as I want Twins changes, I think this was made in jest. Basically I'm seeing it as the "passing out" part being "Oh there's so much stuff between these changes and the boon totems, we're so funny." sort of thinking. Like I said, as much as I want these Twins and Legion changes, I don't think they're going to be included in this patch.

  • @[Deleted User] said:

    maybe part 2 will have legion and twins changes? because i know that trapper and legion were two killers that were rumoured to have changes.

    I'd say that this is looking less and less possible. At the moment BHVR is looking like they're going to announce the boon totem perks, along with their corresponding survivor so that's looking like it's going to be part 2.

  • @Gay Myers (Luzi) said:

    It is a pass on some of the underpowered, overpowered or unused add-ons for a lot of killers, a full add-on pass is not happening right now. Whether or not they will happen in the future, I cannot answer for certain, but right now it's only for specific add-ons and not all, as it'd be squeezing years worth of add-on passes in one update otherwise.

    I understand this, as it was said above in the initial post. What I'm asking is that now that many of the add-ons have been looked over briefly, are the ones that aren't being changed at least being looked at or considered for changes? Is it at least visible that many of the current add-ons for killers are a tad underused and is there a possibility of them being changed? In summation...


    Is there a chance?

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513779#Comment_2513779

    That bug can come again every time, and Iron Will remains a thing.

    Since I see your adamant about this, I'll agree to disagree. Have a nice day.

    Actually, with the new killswitch feature, the devs can disable Iron Will if it becomes exploitable in the future. Same thing with various offerings!

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/2496526#Comment_2496526

    Its not a nerf its a rework

    Are people really saying that its a nerf? because I think they only said that its being reworked

    I remember hearing whispers that it was a nerf. I can't remember if it was in a youtube video by King or something or in a match where someone did get mori'd, but I've heard ruminations that it was a nerf. If it's a rework that keeps it at the same level of power that it is now, then that's fine. Anything bringing it lower though I feel would just make it moot.


    Also we needs some new animations 'cause Trapper and Wraith have WAY too similar mori's lol

  • @Hoodied said:

    They aren't really good at all as it takes 2 hooks to kill a survivor slowly while in an animation, but you could just hook a survivor and be able to find hatch

    But with that in mind, I'm hearing talks that this is going to be a nerf to mori's as opposed to a lateral change.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487039#Comment_2487039

    You're saying you don't play for Grind on a Game made based on Grind. If there was no Shrine, there'd be no value for iridescent shards since it's just faster to get cosmetics and killers by using money, meaning it takes too long to get enough shards to buy a killer or a cosmetic. You're Grinding Shards as you play, you're Grinding BP for the Perks and items and add-ons everytime. You don't do anything without Grinding in DbD. You might get Characters and Cosmetics with money but then you're still Grinding for Perks, add-ons, offerings and items. Playing DbD is playing Grind. You're not going far without DLC perks, now more than ever because of SBMM, but to get them you'll have to play and play and play, GRIND BP to unlock the perks.

    I play for the gameplay, not the grind. Your point here is saying that everything is a grind, but at that point we can whittle most things in life down to a grind lol. I'm simply saying that reducing the grind in some facet, at most with obtaining perks via the bloodweb, would be the best course of action. Even then, my argument was that I play to have fun with the mechanics of the game whilst playing it in the trials, not within the menus and bloodweb.

  • @lemonsway said:

    Grind is why you play. You won't play if there's no new content to Grind for. Why do you think everyone comes back to DbD when new content launches? Cause it's new content to Grind, you will want the new perks on all the other characters.

    I play because I enjoy the gameplay and have fun. Sure I get burnt out from time to time, but I still come back because I like the unique experience that playing this game has. If the reason that one plays is solely because of the new content and not the game, then that is on the player, not the game itself.

  • The problem now though is that the soundbite does not line up with the actual animation, thus throwing the timing off exponentially.

  • This. I just finished a game of pyramidhead a few seconds ago and it is both disorienting and frustrating to deal with. The M2's charge timing is absolutely abhorrent.

  • Actually this is pretty good. It's nothing too intrusive while keeping true to the "blind" name and nature whilst being incredibly simple and easy to accomplish (relatively speaking).

  • The only thing I would really add is to increase Nemesis' mutation rate baseline, but reduce how much Marvin's Blood gives you so that things even out properly. Basically I want Marvin's Blood to do what it does in live, making Nemesis feel better to play without the blood instead of making it near vital every game.


    Otherwise, these changes feel amazingly fair and I love each and every suggestion.

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