LordRegal
LordRegal
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- LordRegal
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Dusting off this account I never log into anymore to say this is a ridiculously bad look for the devs to be stubborn on this while not giving any real rationale as to why. Takes minimal effort and can be done in less than a minute for practically infinite of whatever item you found, comes from a free character's perk so literally everyone can do it, and it's not considered a problem? I was already taking a DbD break, this is absolutely going to extend it even if you do go back and killswitch it at this point. I've got games to play that don't have this many hoops to jump through just to beg for something that's broken beyond belief to be removed until it can be fixed, let alone play a major bug-free experience.
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I can add another report to this as well - was a totally normal chase with David, wound up with him on my back the rest of the game. Screenshot is after EGC completed.
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@PogbertChamperson said:
I wish they showed us what the new scratch marks looked like on a map where they were harder to see. Coldwind can be obnoxious to track scratch marks on.
I agree - while I get why the entrance to the movie theater was used since it's pink on red, the pink at least for my personal brand of colorblindness didn't have that much of an issue tracking it before since it's a bright enough pink it didn't conflict with the red for me. I'm sure others may have had an issue on that map and I'm glad it's getting the update too, but I wish they'd've shown more map examples.
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I didn't use add ons for 5+ years in this game, other than as a special treat. I've very much got RPG hoarder brain and it prevented me from using them, especially since the old system stole them from you three times if you prestiged. Plus, since they're limited, I didn't want to come to rely on them because going back to a base power could be a problem for some add-on reliant killers.
Interestingly enough, the prestige system rework is what changed my mind. My previous bp philosophy was to get a character to level 40 to get their perks unlocked, and get the ones I liked to P3 and get all perks unlocked. After that, I was content to never spend a bloodpoint on them again.
Not losing items on prestige, prestiges being forced, and unlocks tied to prestige changed that a bit. Now when a new killer comes out I've got hundreds of their add ons by the time their perks are on other killers. I felt like there was a point to spending anniversary bloodpoints on killers that had all the perks for cakes, and got a nice buffer of add ons that way. My current plan is to finish P3ing the survivors, and then focus on getting such a big buffer of my preferred add ons on my preffered killers that I never need to play without them again.
Still refuse to use add ons on Blight though. Basekit is fun and balanced. Add ons...less so.
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Having tried to learn him for a bit - the biggest frustration I have is the biopod camera always resetting to "straight ahead" - it makes it so you waste half a second orienting it to look at the survivor you chased into its zone and that plus the time spent "locking on" means a lot of otherwise viable pod placements end up not working due to constant LoS blockers and now you've abandoned chase for absolutely no value. The EMPs are annoying too, but what ended up causing me to stop trying on him were the biopods being so clunky.
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As a terrible Billy myself, the once or twice in my 2k hours across the last six years that I've ran into a double engravings Billy who're going for curves has been a genuine joy. One of the most impressive things left in the game, and the fact it's going away if these changes go through is absolutely staggering to me. I don't know who on the balance team is so afraid of Billy in today's world, but I really wish they'd let the poor man keep the interest of the two dozen people that play him still.
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@Seraphor said:
Oh no, there was a crash that exclusively targeted streamers.
Really crazy crash if my Internet went down for no more than a minute for trying to play in a big name streamer's lobby, and when I rejoined the lobby it crashed my Internet again for two minutes - that's really impressive that the crash was that strong.
...I feel really bad for their support department, the guy I reported my incident to seemed really eager to get information and help figure things out. Feels like upper corporate is walking over their efforts pretty hard.
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RPG hoarder mentality, mostly. Back when I was playing more often with friends than I do now, it was a joke that anything that I got in game was being sent to "the vault" and would never be seen again. One of them would funnel their items to me as they were prepping to prestige as that way the items would be saved. I just don't like using limited use things. Add ons are the same thing for me, not to be used.
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Bought with shards, got all the character-specific achievements, and grinded the rest of the screams with Doctor. Have to actually see Shelter Woods to try for that achieve, but I'm less worried about that one. Done with the chapter and ready to move on though, for sure.
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I plan on buying with shards to keep my platinum, and if I'm not reconvinced that she's worth it she'll be immediately abandoned after her achieves are done. Survivors are likely being reboxed after their adepts as well. I'm willing to have my mind changed on her, but everything I've seen just seems uninteresting and unfun for me.
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@bm33 said:
I felt like current rift was going by way too slow so I'm glad it was rift fragments. Now I'll finish the rift sooner which means I'll have my DBD break sooner.
Hah, that was my thought as well. "Our gift to you is to help you more quickly lose one major time-constrained incentive to play our game more :) "
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I am absolutely thrilled to see this as a solo player. Very slightly concerned about salt thrown if someone's had a rough game, but frankly that happens anyway. As is, this is probably the biggest step the game's taken to bridge the gap between solo and SWF and I am all for it.
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@not_requested49 said:
I dont think freddy is a good example here.. do people really think his power is fun to play as and against? His whole power is literally puddles or fake pallets and a slow teleport that gets worse as the game goes on, and his dreamworld is practically useless and even helps the survivor by being able to see better.. why even bother waking up?
Im not sure at all why you used him as reference lol
I use him as a reference because original Freddy was another killer that was really interesting flavor wise but useless against good survivors. He had to manually put you to sleep, and there was a timer before you actually fell asleep after he triggered it, and couldn't hit you at all until you fell asleep. Once you were asleep, though, he could see your aura at all times if you were outside his terror radius, which was smaller than normal. No clocks either, so you were failing a skill check to wake up or using a teammate to do so.
Reworked Freddy may be weak and not all that great in the current climate, but when he got reworked he was quite strong. This was partially due to add ons making Forever Freddy possible, but in general in the way the game was played at the point he got reworked, he fit into it much better and was much stronger than he had been. That's not to say people didn't miss Old Freddy, as he had some thematic flair that was absolutely lost when he got reworked, but in terms of effectiveness there wasn't any question that reworked Freddy was stronger.
That's why I use him as an example of level of rework - the base premise of the Knight as he currently stands does not do any of what his kit seems to have been built for - you can't effectively scout with the guards and the only consistently effective way to use his power in chase is to (poop) out a guard as quickly as possible when the survivor you're chasing hits a loop to force the survivor out of the loop or take advantage of the misplay. Just like how original Freddy his strength turned out to be he ignored BT with how it worked at that time, which was based on terror radius, since he only had a TR when you were asleep (which got reversed when he was reworked so BT was valid, even as BT was changed later). It ignored a lot of the flair that they intended with Original Freddy and wasn't fun to do or go against, very similar to how I and at least several others feel about the Knight currently with his current optimal play.
Artist is similar to the Knight, but at least you can attempt snipes across the map rather than setting up and forcing a loop leave. Knight doesn't even get that or similar because the guards cannot reliably chase someone unless they have active Knight backup. Which is why I think he needs a rework at the level of Original Freddy. His power is really cool and flavorful in concept, but the fundamental truth of the weakness of the guards and speed at which a true path can be made in chase make his effective playstyle ignore all that and kills a lot of the potential fun of going against him or playing as him.
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Watched Achievement Hunter play it back in the before times and despite me not being a horror fan at all the concept of the game just really intrigued me, it felt like something I could get into despite the genre. Finally bit the bullet and bought it shortly after Hag was released and my first game as a baby Wraith I got the old "rank 20s could and often would get paired up against rank 1s" bug and as a perkless no addon baby I got utterly demolished and BMed. It's a wonder I kept with it after that game, but something compelled me to keep trying (though I swapped to Trapper and then Nurse for a long while as I learned the killer side). Took a bit to get into survivor since that was the more horror-esque side and I definitely didn't pick Nea because of Urban Evasion as my first main, definitely not...
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It wasn't overly crazy but it didn't need to be. The objectives didn't feel like you had to throw the game to do and didn't rely on RNG (thank you anniversary crowns/masks) and the flavor was interesting. The haste from putting in energy wasn't major but it felt like a way to ensure you weren't penalized for stopping to do it. Plus it was honestly nice to see how there was an unwritten rule that a survivor putting energy in mid-chase was accepting a loss of the chase as long as they could get their energy put in first. Most general collab I've seen from both sides in a long while.
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I’ll be honest, I don’t know how to run those tiles as either side. Free down for the killer or free escape for the survivor. Feel like an idiot every time.
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Code is Dedobajp2022, not Deboba
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I'm concerned they didn't bring up the IP leak vulnerability for Steam side clients in there, that was the place to do it and they didn't address it. Again.
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@indieeden7 said:
Maybe if Rancor had literally any sort of counterplay, I'd agree. DH on the other hand really has not changed that much, it's still pretty much an instant kill while being exposed.
I've been vocal about not liking the Devour change on the subject of it being less stylish. Getting 5 stacks of devour is one of the best feelings in the game because you earned it and get to close the game out in style. As a survivor, I feel much better about getting killed without being hooked by a devour user than being hooked and facecamped until death, and it's fun seeing the mori used in a non-offering sense.
While the innate power of Devour isn't being changed with the tentative plans, the style is gone. Just hook and let everyone watch the same old animation they see every time they die normally. It's so much more boring, and when Devour is predominately played as a style perk, I don't think it's a good change. Its function is being kept, why not let it keep the style?
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@Laluzi said:
I feel like this misses the point that above all else, the upcoming change strips Devour Hope of its style.
It's a nerf for the reason you stated, and there are totally situations where the extra time of hooking a survivor is going to see Devour cleansed when you could previously get a mori off, but it's not nearly as bad a nerf as Rancor is getting. But what it primarily does is make the perk less fun. The viscerally rewarding part of Devour Hope is gone.
This is my biggest issue with the changes for sure...I loved the thrill of Devour when you managed to get the 5 stack, and finishing the game off, or at least getting a survivor or two, in style. It's very rare to see salt for getting the 5 stacks and winning off it, and I've never felt like it was unfair for the killer to be mori-ing me at 0 personal hooks if they played well enough to get it.
It's going to feel much less impactful when you just instakill someone on hook...visually it will look no different than hooking them for the first time, big deal. Same on survivor - same old death animation as always, no interesting exit. I don't like the change from that perspective alone.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/3200244#Comment_3200244
Just make it do both. You can mori the survivor or hook them and instafice, best of both.
That still hurts the situation that Apostrophe added in, where he likes using the instadown but not the "remove player from the game" mechanic. That being said, I still personally am most concerned by the fact that it makes Devour less fun even if its inherent power isn't lessened.
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@Apostrophe said:
I worry mostly about being able to achieve Merciless Victories with this new system in place. As we know right now, Merciless Victories requires a certain minimum number of hooks. If a survivor ends up dying on his first hook because other survivors don't rescue him, then the killer never gets those other two hooks that may be required for his Merciless count and gets Ruthless or Brutal at best. This will be a big problem in the new system because if you hit five tokens in your first five hooks, then that will remove too many possible hooks to allow you to get Merciless.
Aside from the fact that sometimes you don't want to mori survivors. I run Devour for the Exposed factor. Even after hitting five tokens, I don't use the mori, I just continue hooking to play out the game to it's natural conclusion. The only time I ever use the mori aspect is when a survivor runs into a dead zone where all the hooks are too far away to carry them and you have no choice but to mori them to stop them from continually wiggling off, or if I'm up against a particularly toxic survivor and want to give him a taste of his own medicine. We should have a choice of when to use the mori or not based on the situation. But now it seems like more of a punishment to both the killer and survivor if the game forcibly removes players too early.
That's an excellent point as well, I didn't consider that. Removing the choice does make going for merciless a lot harder if that's what you're going for. Not usually why I personally run DH, but in the case that you are, then I completely agree this is bad for that as well.
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@MrT1412 said:
This is technically a buff for most killers, since most moris take much longer than just hooking the survivor, but it is kinda sad that we're not gonna be able to do multiple moris in a match anymore.
Yeah, I do recognize it's ultimately "good" in the average scenario, but from my experience most people aren't going for optimal gameplay when they bring Devour, they're going for style. I think removing that style is a shame.
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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
I'd even argue it's a pure flex after P6 - the charms of the perk icons are...not something even as a completionist and someone who tends to enjoy showing off hard earned things I've gotten that I'm interested in. Bloody outfits are worth it so P6 is valid, but the perk charms...eh.
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Assuming the incentive system worked when it came out with the anniversary event, you would've seen BP incentives for killers every night with how fast killer queues were and how long survivor queues were. Wesker + changes to the game making survivor harder than it's been in the past has hard shifted the balance where it's pretty much always on survivor (though I have seen killer get 25-50% occasionally in the evenings when the post-work-SWFs get on). So at a time where people either finish adapting to the meta changes and base game changes or things get changed to favor survivors again, I'm confident we'll see nightly killer incentives again - it was like that for years, so it'll go there again.
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Finding friends
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Can also confirm it's one per person - I was given a code by a friend who had managed to get two since he couldn't get the second to work, worked for me first try.
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If David had No Mither basekit, no one would ever play David again unless they were memeing.
Conversely, if David had Dead Hard basekit, there would be a huge influx of David players because you get DH and four other perks.
You can argue that the answer is to give him the middle strength perk of WGLF, but what about characters with three good perks like Meg? Sprint Burst, Q&Q, and Adrenaline are all very good perks (Q&Q there's an argument for being more niche but even so it's a net positive to have) - and she gets one of them for free on top of a full loadout? Or what about Ace who has no strong perks beyond meme builds? Why pick him over someone who got a good perk basekit?
Ultimately whenever survivor passives are brought up, I'm inherently opposed because it would kill survivor variety more than cosmetics and pain noises already do. Whoever had the best passive would skyrocket in pick rate, and the worst would be even rarer than the never picks already are. We already joke about Feng needing her equal attention cosmetic every batch of skins because we see her almost every game, but I'd rather have people picking the characters they like because they like how they look than because their basekit perk is good.
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I'm glad I finished the rift before the issue came to light, that's for sure. Taking a nice break from the game again until it's fixed. Immortal Empires in WH3 is certainly enough of a game to keep me happy in the meantime...I know the odds of me being targeted are low but I work from home and am not risking a salty child keeping me from doing my job.
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The old animations have their charm, and I do think the slightly hunched idle and walk animations on the old system were more natural for a situation where you're being hunted by a murderer, as opposed to the proper posture power pose, but after they fixed up the new injured animation it looks a lot better than the old one in terms of gliding - Pyramid Head gets flak for moving way faster than his run animation, the old survivor one was just as bad with its limpiness. Short quick pained steps matches up better than slow limpy.
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@blue4zion said:
I say this is all relevant to someone who wants to grind out Achievements right away.
Otherwise, this is something you dont even have to think about and will eventually have it.
I don't inherently disagree but I'm speaking from the perspective of someone that does enjoy focusing on the achievements. I know it's not really a perfect example, but in Bartle's Taxonomy of Players, I'm almost, not entirely, in the Achiever category. Dopamine hit from number going up good. Back when I first committed to getting all the achieves, for a long time I became what I hated, hook rushing and trying to get 3 protection hits a game to get that awful 250 Taking One For the Team. BT and all so I wasn't screwing over the unhooked, but even so I became a weaker link in the chain and didn't care one iota about dying. I'm not saying this was the best behavior, but I'm using it as an example to how much I will bend my playstyle to get an achievement.
This achievement requires me to get RPD, have the killer not DC (which frankly I don't blame them if they do), and have my teammates be somewhat good but not good enough to be on the doors before me, OR have the killer be slow enough at getting hooks that I can get 4 and a half gens done myself, which is what happened the currently only tick on that achievement I have so far. Oh, and I need to play on RPD at least 19 more times when I cannot get a mental map of that place. I've tried and just can't. It's bad achievement design. Inflated numbers are terrible, and they've acknowledged it in the past. Even in this release they did 10 times hitting a survivor with a survivor, and 50 times vaulting a window...neither of those are too hard to do if you're consciously working towards it, but requiring at a minimum 20 games to get something you're actively working on is awful.
A good achievement is one that requires you to do something noteworthy. Adepts, for all their problems, are good achievements. Even if killers' powers never count right on release and instadown killers are punished for using their powers. The "repair this gen and escape" are good achievements because it encourages doing the gen in the middle of the map and living, but you only have to do it once. Grind achievements are worse. Grind achievements that have prerequisites to even attempt are worse still, and grind achievements that have specifics that can invalidate a tick of progress at the last second (other survivors open the gates) are absolutely awful.
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Posted my own post in feedback about this - I absolutely agree. It's abysmal design and as someone who's done my hardest to get and keep 100% it's absolutely absurd. I wouldn't want to escape 20 times by personally holding down the lever on ANY map for an achieve, let alone the map I still have no internal memory of because I haven't played Resident Evil. Absolutely absurd.
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Just saw this happen as a Wesker actively chased me out, he got softlocked until the end of the game. Felt bad for him, he was doing well.
Edit: This was on Dead Dawg so not map dependent.
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Survivor, 4-5 - have games where I definitely was the best on the team and have other games where I've checked the streamer in the lobby's stream after and they're livid with me for being absolutely moronic (with varying levels of justification, person who brought the GF directly to me when they knew where I was). I'm not going to hard carry an actually good team even after playing this game on and off for five years but I'm pretty decent on average.
Killer, probably a 7 but it's hard to say since my "sweaty" games are still comparatively not sweaty on my end...me tryharding is me focusing and attempting to be efficient, my builds are never meta since I find gen regression builds boring as all getout, and I hate using addons. As a result I'm not sure how often I'd win if I went full sweatfest every game for a while and actually used good add ons and meta builds. Even without those things I win more often than I lose, so I feel like this is a reasonable number?
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@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3145011#Comment_3145011
Green glyph challenges are unironically the only ones I really like. I wish the entire tome was just green glyph challenges -- I can easily net over 70k bp per match before multipliers.
Agreed, I'm always glad to see those. Genuinely really good BP gains on those games with them...
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As someone who plays mostly solo queue when I play survivor (due to being one of the last people in my friend group crazy enough to play this game still) - the biggest difference is people give up more. Genuinely. Before the rebalance patch you'd have your rage quitters, but generally if someone went down after a gen got done they'd stick around because (I'm assuming) the done gen made them feel like they had lasted decently long in chase. Since the patch, though, I've seen on both sides survivors throw in the towel on their first hook regardless of when it happens. Jane the last one hooked and I'm on death hook because the Nemesis tried to tunnel me? Gonna kill myself, nevermind the fact 3.5 gens are done. We're down to 2 gens against a Legion where two people are on death hook and Claudette's getting hooked for the second time right as Feng and I both have gens halfway progressed? Better DC on hook, especially since the dead on hook Nea's already given up and is hiding in a corner hoping for hatch! On killer, I'll be having what feels like a good game where either side could win shift suddenly and irrevocably in my favor because the third unique person I hook decides it's not worth playing anymore and DCs.
I'm not gonna say it never happened before the patch, but it feels a lot more pervasive now. You either luck into at least a 2 man and lower your odds of someone DCing or giving up tremendously just because they've got a friend, or you're rolling the dice very heavily, no matter how well the game's been going. Used to be that you'd know early on if your team were going to be babies about it or not, now it can genuinely happen whenever. I don't run strong survivor builds, I think it's more fun to do something silly or something that feels good than anything else, so I don't go in expecting to win every match, and I'm not saying there's not clearly unwinnable matches where you just want out, but I've seen quite a few games that could have gone either way become easy 4ks because someone decided they were done halfway or more into the match, and that's happened a heck of a lot more since the update. Feels fairly confirmation biasy that so many people think the game skewed too hard towards the killer side at this point, honestly...
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@Icaurs said:
OK this is such an awful mindset.
Imagine getting into a match, where one side is clearly overpowering the other side and when someone says, I give up I want to move in hopes to find somebody closer to their skill level, you take offence because you want make them upset. That is so toxic. Its amazing, how people go on and on about bully squad this and 4 man SWF that. When a killer says, I'm not enjoying myself, people rush to their defence and tell them how hard it is. But if a survivor who just want play for a bit before they got sleep and encounter a fully stacked killer and they just say "I give" everyone gets so outraged by it.
The fact most of you are just giving killers free wins because you instantly give up at the start is stupid. Just because you went down fast doesn't mean everyone else will nor does it mean we cant still win.
Fine, but do you know what going down instantly does mean, if that killer chooses too camp you, not only are you almost guaranteed to die, but your teammates are unlikely to finish their generators before that survivor on hook dies. That killer is extremely likely to win, and everybody knows it. Now if a killer chooses to play properly, then yes a 10 second down is not a guaranteed win by any means. But as so many killers say so, they don't have to. They can paly however they want cause its not against the rules.
It's a team game,
No it isn't. If DBD was a team game, then survivors would be scored as a team. They are not. They are scored individually. Survivor is an individual based game, where you cooperate with others, until you don't.
stop throwing everyone's game because it didnt go your way. Learn to stick it out and learn from your mistakes.
Imagine saying that to so many things over the years of DBD.
Insta flash lights
Brand new parts
chain loops
infinites
Complete sabo.
Imagine telling a killer to not DC and to just improve, when survivors were using boil over in the RPD library. Because using boil over in the library is not an exploit. That was using the perk as intended, just really well. Seriously, the audacity of some people, to be like just improve, just get better. Oh but here is the list of 500 things I want nerfed, but that's different because I find it hard. There are may problems in DBD. Things that are just miserable for survivors and killers and I don't blame anyone for giving up against it. But its so infuriating, when people try to guilt players into remaining in unwinnable matches just to flex.
>When a killer says, I'm not enjoying myself, people rush to their defence and tell them how hard it is. But if a survivor who just want play for a bit before they got sleep and encounter a fully stacked killer and they just say "I give" everyone gets so outraged by it.
I can say with very high levels of confidence neither side tends to give a crap about the other side in the middle of the game. I've had games as killer where I've tried my best and just got absolutely nowhere, they thrashed me, and I just want the game to be over so I'll head to the basement and stare at the wall. Over 90% of the time they'll take their sweet time leaving and wait the entire 2 minutes of EGC, and at least half the time they'll come find me and try to bait me into playing more when it's blatantly obvious I just want the game over (and to note I've alt tabbed and am watching something in the other monitor at this point so I'm not willing to engage.) It's a rare situation where I see people leave quickly, even if I open the exit gate myself first before exiling, and I can count on one hand the number of times I got a "pity kill" to EGC.
On the flipside, there are matches as survivor where I'm solo and I keep getting insta saved and then my rescuer vanishes so I get tunneled, which to be clear isn't the killer's fault at that point, rather my altruism lemming teammate, and frankly I'm just done with the game. I can think of exactly one time where the killer realized how done I was and decided to give me an extra chance. Billy on Torment Creek back in 2019. I still remember that game fondly. He still killed me, but he opted to not take the easy kill and let me get some points before an organic chase happened later.
Now, to be clear, I don't think the other side should be in charge of your fun, but I also think that saying the majority baby one side and not the other is absolutely untrue. Most players don't give a crap if the killer's having fun, or if the survivors are - they want to have fun and dammit they're going to. Helps to make your own fun and stop taking the game so seriously, it's helped my mentality with this stupid game by quite a bit, if I'm being honest. That being said, giving up immediately as _either side_ is a dick move to the other four players, and one bad chase for you doesn't define the whole game. You agreed to play when you queued up, being unhappy the first minute didn't go your way to the point of quitting's a bit much. But if the game's clearly over for you, then I think it's reasonable.
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@MojoTheFabulous said:
https://forum.deadbydaylight.com/en/discussion/comment/3113005#Comment_3113005
Well hot damn, that was the issue. Not sure why the site didn't tell me that but anyway, thanks for the help!
Yeah, I have no idea why there was nothing there to tell us both why that was a requirement, I only thought to check it because I always put the space if I can and it's absent here, so thought it might be a BHVR quirk, and...yep. Glad you got in!
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As someone who's been outside the RE sphere (and still is) I recognize Wesker's name, and don't recognize Berkin's name. Also recognized Rebecca's name (and Ada I didn't know about). So as far as taking characters people who didn't play the games would at least recognize, they got 2/3 for me.
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2291965#Comment_2291965
She's coming with the Project W chapter tho?? Wym it won't happen?
OP Necroed their thread (reasonably, not saying it was a bad necro) so all comments before the one before yours are from 2021.
Glad to see you got (half of) your wish OP.
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@MojoTheFabulous said:
It seems to be the case. Although I can't do it myself as I get an unknown error whenever I try to create a BHVR account.
I had the unknown error too until I took out the space in my username (same name as here) - the moment I did that it worked. Potentially same thing for you, or another username issue?
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@AngryHobo2 said:
https://forum.deadbydaylight.com/en/discussion/comment/3082222#Comment_3082222
Do you think that chest builds will potentially serve as a solution to the item problem?
No I don't since that doesn't fix add ons (barring one perk for specifically survivors) and offerings remain bad for both.
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@kaskader said:
Blight is the most bugged killer in dbd history. Despite many people playing him the devs just don't give a ######### about fixing his bugs ever
Gotta disagree there when Nurse exists. Blight's got his troubles but Nurse has had years to keep her bugs appearing/reappearing/"being fixed but not really".
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I hold that they reduced the grind on perks overall, especially for those who invested in their characters already - the next time a killer comes out, I will only need to pump points into them to get their perks on everyone and then everyone on that side has all perks. My survivors are more of a WIP but eventually that'll be the case on that side too.
New players I don't see much benefit for them perk wise overall, until they've put a lot of time in, then it gets better, see above. So I don't think the new player experience will change much.
Add on, offering, and item wise this was absolutely a downgrade from the previous system across the board.
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They're talking about reducing the grind, that event was absolutely reducing the grind and that was great.
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I think Dredge has better map control, but Demo's better in chase. Locking lockers is so fast and its teleport prioritizes locked lockers in the group, so you don't get that much use out of its power in chase, even during Nightfall, unless you've broken all the locks or they didn't lock them. Shred is infinitely more useful in chase and can get you hits M1 killers couldn't get very often. However, Dredge's ability to traverse the map beats Demo's due to no setup involved, so checking far away lockers is much easier for it.
So ultimately I think it comes down to which you value more which is stronger.
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@oporopolist said:
https://forum.deadbydaylight.com/en/discussion/comment/3019671#Comment_3019671
It is so funny that someone thinks they were "baited". Every post she made, Mandy tried to play it down, keep peoples expectations low, telling them it wasn't going to be cosmetics or charm. LOL
Mandy played it down and I do thank her for that, but I'm still annoyed at marketing or whomever decided they needed to announce it weeks ahead of time at all. "Hey by the way P3 before the progression update gets a distinct reward per character" from the marketing department is going to generate interest and people going to P3 more characters. They then withheld what exactly it was, and I think whomever was calling the shots knew they'd get the backlash they're now getting because they didn't reveal it for weeks.
Just feels mishandled at some executive level. Should have not teased it and just released the info with the dev update, just a footnote "oh by the way, if you've already P3ed your characters, you get a special icon" and then...shown the icon. The fact they haven't yet just feels like continued mishandling.
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Those are bots and you can absolutely report them.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3021042#Comment_3021042
That's odd, because previously - from what I recall - it was a full doubling. I know that during the last blood hunt, I was getting 30x2 = 60k from BBQ, then x2 to give me 180k total.
Got it. I’m admittedly rusty with the workings of the game, was breaking for most of a year until a month ago, so I could be working with outdated info. Just know in the past it was always 100% added.
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It should be +100% from what it was, like you fully stacked BBQ or WGLF (RIP soon). Not a full doubling. So 260k should become just about 300k
