SixthSinse
SixthSinse
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- SixthSinse
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Oh you mean THAT. Yeah that wasnt a feature before but its still slow. Hardly an upgrade. Teachables/unlocks wasnt really a problem, though thats an massive upgrade.
Overall levelling through bloodwebs still takes so long at present, even with that red button. However I will trust that there's an upgrade coming so I can just dump my points into a character without having to watch every web pop since somethings about to change when Springtrap drops -
@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937947#Comment_3937947
just wait for Springtrap and your problems will be a thing of the past
I cant believe it lmao they really addin that mf 😂 I cant wait
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@Rulebreaker said:
It was much MUCH worse in the past. At this point its "appreciate what we have" rather than "gimmie gimmie more".
Nah, respectfully as the consumer, gimmie more.
If you want me to commit time to consuming art (books, TV, Movies, Games) Then chisel it into something I'd like tp consume. Gimmie More.
Also, I'm not sure what you mean by "worse in the past." Last I checked, the blood web and it's piecemeal approach to leveling has been the same since launch? At least thats how its been for me? lol I dont know. I just dont bother anymore. Its slow watching it go by. Sorry for the necro -
@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832397#Comment_3832397
The first thing we're going to point out is that it doesn't need the change. We are arguing if this would be a decent idea or not as the op and us and the like are tired of waiting in scenarios we've described. Necessary and convenient are different.
Seeing it as unnecessary is reasonable (this is just a thought experiment on if it would help the above situation after all)
We don't care about if the survivor has the chance to escape. In your situation we'd call it fair for the mori. The purpose is so when the game really is over, people on the dirt don't wait awhile to die. Those that want to kill just to kill will be hooking to end the game, those wanting to mori just to mori need more hoops, and those who are slugging to slug it has no effect on.
I see. In that case I'd offer up a different change. for me, there wouldn't be a change to second-to-last survivor as that is a matter of choice on both ends as to what happens when the game has reached that point, but for any scenarios after it wouldnt hurt to have a timer that shortens any interaction once the game is said and done. Similar to endgame collapse, if there's no one with self pick up available and everyone's down, the bleedout timer could just be cut to like 5 or 10 seconds unless the killer interacts with them (picking up to pause and hook as well as sufficient time allotted from hook to possible second pickup)
This cuts all the fluff out. same as when you hook the last survivor and all current hooks auto terminate
I feel as though we should take care of the unnessary slugging but leave mori alone. even though I main survivor, I still feel slightly guarded over the mori because with the new Drac it feelsl ike we are seeing a new opportunity to spice up mori's. I dont want to detract from the value of mori if in the near future we'd be getting some fun animations we could invest in. (lol heck no im not paying 30 dollars for a mori so lets get that out of the way NOW.)
new mori's and such as a custom option could also be incentive to brush up oon the dev's animation skills too, since we wont be getting any real gore -
Im speaking on personal opinion here but thats apart of the game so if I get annoyed at killers hitting me within 5 minutes of the match starting, I suppose I should suggest a change that all survivors cant be hit until 5 minutes elapses, 's what I getting from all of this.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831845#Comment_3831845
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831855#Comment_3831855
It's not ment to combat slugging for the 4k, it's more to incentivise getting the killer to end the game in a more timely manner.
Since people keep slugging and then waiting just for the mori it's becoming more of a pain in the arse. With this the killer would have to go close the hatch if they want the mori that bad or the gates would need to be open for whatever reason.
you'll have to explain what you mean by "waiting," as I still do not see the reason why this is a needed change. Mind you, being a pain in the arse is what comes with the territory of just losing. Like getting hooked.
to illustrate my point, if Im playing killer, and the gates are open and I catch you at the gate, I am GUARANTEED to just mori right then and there in most cases. because everyone else who happens to banking on that gate and still in trial will just run out, and mori will specifically cut off any last chance wriggle-out's on carry, DS, hook saves (so nevermind any safe unhooks postgame missions now) ect. and thats just strategically. Outside of that I wouldnt even care to try it because in your proposal it only fits nary a purpose.
I dont even see it as a nerf to killers, just an unnecessary change. Like, akin to making it so that the last survivor cant get hatch until they do 25% of a generator before it opens. That is also pointless and an extra bit of a chore for one minute thing
Personally speaking, I'm still not sold on why its needing a change because YOU got tired of it. -
@Rulebreaker said:
If we may make a suggestion: Allow the mori only if end game collapse is active.
Seems like a good compromise to us, but what does the crowd think?
nah. its literally fine the way it is. might as well mori someone and then put the controller down, or just to ot mori at all unless you have a slug or two in the works as this would be a near guarantee for the others to just zoom door and escape.
hell if I started playing killer more than I'd just make a build for slugging and mori in endgame as a back up with this kind of change. -
@Yoshirama said:
The only think I hate about finisher mori is that it can denies survivor any adventage they have while slugged: Power struggle, killer drop them and they can wiggle out, etc. And all of these without hooks
I posit that you dont need an advantage for that though. its the same as getting hooked for the third time. if your time is up your time is up
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@nodforkiss said:
i had multiple 3rd survivor not giving up on the hook so killer has to wait for 2 entire minutes. this isnt killers fault survivors are just acting petty like they always do killer is never allowed having something fun for once
I wouldnt be so quick to think its a petty move. I WILL struggle to the last second unless I'm trying to move onto doing something else like tv or movie or whatever.
Had someone message me the other day along the lines of "cmon hurry up dude XD" and I had to tell him like "bro I need every last bp I can get."
even if its just 200 Imma take it I dont care lmao I play way too casually to be messing around on bp gains. It's too much sht I didnt grind out yet -
@AssortedSorting said:
Keeps it from looking too compartmentalized. But It wouldn’t surprise me if they eventually let the alpha channel be customizable to a degree.
fair enough. I just wish to see more splashes of color while I'm tallying up post-match stats. Its just some of those banners look like they got something to sale. like the atmospheric ones, like that lone mic or the baba yaga animated one looks like they would be lit
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I have to disagree in my personal opinion. its a shorter animation and one that shows a unique interaction at that for each killer. In fact, I wish they sold some animations (for dirt cheap of course, considering there isnt any real gore. Kudos to MK and brethren. that and the animations aren't like state of the art animated and are generally about 7-10 seconds long)
logically speaking, if the 4th surv is downed and no one else can do anything (save for the miraculous kobe) then a mori wraps things up nicely.
I have to ask, whats so tiring about a simple animation thats faster than the total time to carry a surv to a hook, hook, wait for hook anim to complete, and then wait for 2nd hook anim to complete? -
I share in his joy
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lmao I only have this one wish, BeH just dont change it this is the face I make when I see it
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@Ayodam said:
No other perks affect the abilities of boons. You cannot increase or decrease their ranges. The boons perks are:
Boon: Illumination, Shadowstep, Dark Theory, Circle of Healing, and Exponential
Do you think that would be a good addition to the game? A boon equivalent to Open handed? (16 meters to boon effective range, soft chimes range increased by 16 meters)
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@ARTRA said:
There are no perk that improve boons beside illumination that allow you to replace a boon a little faster.
I would say circle of healing and shadowstep are decent perks, not meta, but not a troll build.
Illumination and dark theory quite bad.
Exponential could have a moment of glory with luck but meh.
What?! I like illumination!!! sometimes I just cant find gens. I only recently started making boon builds and honestly not too bad. started with shadow step which only a day or two after drac comes out and honestly? it slaps right now frfr. so since I already had one perk and decided to small game it, I added in illumination and generally? my games have been going smooth unless human error took the reigns.
sidebar, whats with these random survivors getting in the game and then just dumpsterfiring on all cylinders? its far few in between but sometimes I get a match where survivors just choose violence against themselves and their teammates. I'm talking Dennis the Menace levels of horrible decisions (im playing it up but after accidentally spectating a recent one Im just kerfuffled) -
@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789589#Comment_3789589
the devs have removed the bp bonus from bbq and wglf because they don't want players to pick perks just for bp
I dont get that though. Im spending a whole slot just for a measly bonus and they take it away to change my decision? that weirds me out bruv
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@Toystory3Monkey said:
the whole point of this mechanic is to fill up queues on either side.
if it doesnt depend on the amount of people playing either role at any given time, it's not doing its primary job of making queue times faster.
yeah now that I think about it my suggestion doesnt answer for those that simply dont play one side. perhaps perks that simply give those bonuses with no other effect? that way the trade off for doubling bp earned at the end of the match in perk form is a taken up slot? that way its a self-imposed difficulty-up for better grind reward? (stacks with queue bonus)