holywhitetrash
holywhitetrash
About
- Username
- holywhitetrash
- Joined
- Visits
- 676
- Last Active
Comments
-
@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1762284#Comment_1762284
I wonder how Freddy's snares work, because I think they slow you down even when you Dead Hard over them, maybe it's based on your model? I really have no idea.
it is because the puddle is much bigger than the bear trap, dead hard only barely has enough i-frames to make it passed the bear trap
-
i think he should just start with all his traps in his hands, the traps already have limitations on how close they can be together
-
TO COMBAT SLUGGING
don't immediately go try and pick them up give them time to recover , you have a ton of time before they bleed out
fully recover before you start crawling, if i see someone crawling i assume they are ready for a drive by healing , the only acceptation to this is if another survivor goes down near you then you crawl away from them so the killer can't guard both of your bodies at once
after you have fully recovered then crawl away from where the gens are being worked on that way if the killer sticks around for you they lose all pressure
if you think a survivor is going to go down near you move someplace else , being stealthed nearby when someone goes down just means 2 people are now being stalled by the slugging killer
-
@adsads123123123123 said:
I came to this realization after going from rank 9 to rank 1 in 2 days with Clown a while back. I realized that all you have to do to get rank 1 is not tunnel, which gives you a hook on different survivors, and apply at least some form of gen control. Running PGTW will suffice in most games. As long as the game goes long enough, you won't depip with 0-1 kills and you will pip with 2 kills. I don't think I deserved rank 1 with the way those games went with Clown. I probably had 2 kills on average and the game just fed me pips because the game lasted long and I didn't tunnel. Rank 6-7 would be a more appropriate rank. Imo, you should never pip unless you get 3-4 kills and depipping needs to occur about 20% more at 0-1 kills.
3-4 kills should not be the norm , in ideal match making 2 should die and 2 should escape if one side really outplays the other +1 to that side and a 4 escape or kill should be distant outliers... this clearly isn't the current case for the game
-
the only advice is be less predictable, every time spirit guesses wrong you extend the chase by quite a bit
-
@Kira15233 said:
https://forum.deadbydaylight.com/en/discussion/comment/1648858#Comment_1648858
But, I liked faking, I use a lot of faint of most killers because it works, Wraith/Spirit and etc are both fakers and they don't get looked into, yet PH did, sounds weird to me
its like PH's "fake" had zero down side unlike spirit and wraith...
-
@OkKiLLer said:
i was playing killer and I picked someone up in that area and got stuck and they just t-bagged and pointed at me until I left the game.
if you get stuck as killer you can look at the rocks by your feet and strafe towards the hill ramp this consistently got me out in testing with my friend
as survivor if you have dead hard just hold sprint and spam the activate button that will very consistently pop you out
we also seemed to get results from just holding m2 or whatever button you use to self heal with medkits
we managed to have the killer just push the survivor out very consistently (good luck with getting a random killer to do that for you)
and the last one we discovered requires you to be ready to go and was not super consistent, when the killer comes to down you, you need to be holding sprint towards the the hill ramp and when he its you hopefully the momentum will get you out
that was all our test results yielded and all of these results seemed more consistent when trying to move towards the hill ramp
-
@Bludge23 said:
I think after playing the new map it made not understand why there are breakable walls other than at the shack? They take up a killers time with as little as they already have. They could just get rid of the walls and make them openings without them.
the entire point of the breakable walls is that the killer will have to choose to take some time to make that area weaker for the rest of the match, they are probably experimenting with ways they can make strong loops more intractable on the killer side
-
@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1143702#Comment_1143702
Adrenaline isn't bad if you played well. The only time Adrenaline is a problem is if you've already lost the game and 4 survivors are still alive at that point just take the L.
lol "freebies arent bad if they benefit me" - a hypocrite
if NOED is a problem for you just do totems it is really easy you dont even need to go out of your way searching for them just cleanse the ones you come across and if you cant be bothered to do that then stop whining about NOED
-
@kate_best_girl said:
Im sorry but its not a punishment on survivors for not doing totems its literally just a reward for a killer who performs bad. Its only a clutch perk made for 1k end game face camps and thats really it. If it stopped being a hex and actually took effort and something for the killer to activate it it would be great but all it does is give you a kill for free :/ I keep seeing people say "Well just cleanse totems!" Okay well I'd like to present the argument of when someone jumps into a locker with DS just open the locker! It gets rid of DS and you don't have to wait 60 seconds to chase that survivor again! Both wasting time to cleanse totems on a chance the killer is running a perk is a huge waste of time and could cost you a game same as a locker DS could so why is one perfectly fine but the other is a huge detrimental problem that the entire community must rally against?
because noed can be completely turned off and ds cant and each survivor can have ds, the killer is playing against a clock so them wasting time is way more detrimental
and the number of games where noed went off and lasted longer than 30 seconds is probably less than 5% for me even lower for noed getting more than 1 kill
lets not pretend adrenaline isnt a reward for bad survivors... it will literally wait to activate if the survivor is on hook or being carried
-
@CrescentGent said:
Before I continue, let me preface this with "I'm a killer main" but I also play Survivor and I have been a fair amount recently.
Anyway. Recently, I have gotten into 3 games, back to back with The Oni. Now the way to beat the Oni is to gen rush him, don't both healing. However, personally, I feel that the Oni should be nerfed in many a capacity
For a start, he can whip around corners with his demon dash, who came up with that and why? With the Billy, it's a tad different, you have a chance to miss but with the Oni, it's near impossible to miss. Especially around trucks etc.
and lastly but certainly not least. He gains blood fury ridiculously quick, I get the idea of the power but my god, he can go from Blood Fury to Demon Dash to Downed Survivor to Hooked Survivor and back to Blood Fury again within easily 1-2 minutes if he's efficient. Why?
Please, nerf him.
Also, off topic. Why did BHVR feel the need to remove the thing where you can't leave the trial with a bear trap on your head from the Pig, that's literally her entire kit and is precisely the point of the bear trap and yet they removed it. Now Pig mains get to be bullied at the gates and still escape, nice one.
gen rushing counters all killers just saying
really the only thing about oni that is dumb is that if he hits you there is no juking and losing him since those blood orbs will just lead him straight to you, billy's miss chance is much lower than you think since all they do is zip around till they find you then use their 115% move speed to butt hump you and chainsaw you point blank
so unless something changed in the past month pigs traps don't ACTIVATE until a generator is finished while it is on the survivor's head, ACTIVATED traps will most certainly kill if you try to leave through a gate (hatch will still save you)... in a nut shell use your traps when ever you get a chance
-
@batmanscar said:
I feel that blood-warden should be re-worked . ' As soon as the Exit Gate is opened, Blood Warden is activated. The Auras of any Survivors located within Exit areas are revealed to you. '
Once per trial, hooking a Survivor while Blood Warden is active calls upon The Entity to block both Exits for all Survivors for several seconds.
I feel that it should change to once the gens are done , blood warden activates if a survivor is hooked and will stay active even if the survivor is unhooked until all the survivors escape . these are the changes I think it should change to -
1 - shows the aura of the survivor that uses the lever while they are opening the exit gates and if they stop their aura is still visible for 3/4/5 seconds , if 2 survivors are left and both are opening each gate , both would be shown
or
2 - blocks the lever from being pulled for 20/25/30 seconds depending on level of the perk
imo this is a much more effective version of blood warden , then how it is now , would you like blood warden to change to either of these ?
so these changes would completely replace blood warden or be added into it?
option 1 would probably be a nightmare when used by billy and oni but the rest of the killers would just be like "oh so that is the gate that will be opened by the time i get over there"
option 2 is just old "remember me" but worse since RM required them to actually pull on the lever for an additional 30 seconds and here they would just need to hide for 30 seconds
-
@Bullettimegod said:
Or cosmetics? You guys are clearly screwing killers via match making, ruin changes etc. Why should i care about your paychecks if you guys dont care about killers time?
Before any of you survivors come in allow me to retort to everything you are going to say.
"Get good" i would if the game was enjoyable instead i get broken match making with annoying survivors who can find everyloop and pallet drop. As well as first two gens are done so fast it really doesn't make any sense.
"Gen rushing isnt a thing" yea okay. Neither is camping or tunneling. Its "playing my objective"
"Noed promotes bad gameplay" noed is easily counterable as well as can be stopped. Tell me how i can stop ds locker jumping and the 60 sec cd. Or survivors who hide under the hooked survivor where i cant hit them. Or bt. Or sprint burst. Or any of your second chance perks.
"Swf is fine" if youre a survivor yes. If youre a killer. Fk no.
"Just apply pressure" okay! Let me split myself to 4 and be every where at once.
"3 gen them" yea. Because the game doesnt become longer and more boring for both parties!
"2k and 2 escape is fine" i agree..unless you want to pip.
"Ranks are useless." I cant agree more with how broken and mixmatched matchmaking is.
So whats the point in caring about the devs paycheck if the devs arent caring about killer mains?
you either like the content the DLC adds and you wanna buy it or you don't
but most importantly and this applies to all games if you don't like the game in its current state then find something else until the game reaches a state you like but continuing to throw your self at something that is giving you a miserable time will just make you resent the game more until you just quit entirely
-
@gatsby said:
Whenever, I go against Doctor. I keep my distance so it takes him awhile to catch up and then proceed to waste pallets because you can’t really greed them or pallet stun doctor (if he’s good with shocks). And vaults are often a waste since you can’t mind game them either.
Every chase I’ve won against Doctor has either been with an exhaustion perk or because I’ve run into someone else who’s taken the agro instead. I’m not sure if you can traditionally loop him, I’ve never been able to do it. Any tips or thoughts?
you can drop 2 pallets some what close to each other and just bounce between them , eventually he will have to break one since he isnt gaining blood lust if he is shocking you, when he does you just leave him behind and if he does manage to get you down by the time he hooks you 3 gens probably popped
pallets are only wasted in chase if you get hit as you drop it because the killer is on a clock
-
it would need to be a pretty insane mori for me to buy something that i then i have to find something the bloodweb to be able to use
-
i dislike struggle quite a bit , but if "struggle" was automatic i would like a "accept death" action to replace it so that you could give that last survivor an attempt to hatch out
-
"oh no the killer is clearly trolling us by leaving us all to bleed out, if only i could alt tab or watch some youtube on my phone for 4 minutes" - silly goose
"i would much rather douchebags have the option to screw my entire team by DCing with no repercussion anytime things didnt go their way" -same silly goose
-
@Haku said:
The real buff is the fact you can no longer sabo traps and you can reset a trap even you are full of traps. The last one is very annoying to be fair. One thing I am worried about are the ultra rare addons which I think will need to be adjusted. After no longer being able to sabo traps, the self setting traps+injuring traps have no real counter and will becom even stronger/and they already are/. Have to be some really coordinated SWF group or a really bad killer to win that match. They have to either keep these being sabo-able or add another thing to compensate the removed sabo
lol a solo survivor can already counter these, when you encounter traps that damage on disarm you heal your self to 99% and then just go disarm all the traps you know of and you just stay at 99% until you see the killer coming at you
if you think they are rearming traps as well then you just come back and check on the really important ones
these are lovely QOL changes for trapper they still need to address the issue of traps moving to survivors when they trigger
-
@BulletsNonstop said:
Like man come on you guys are gonna tell me killers aren’t OP if I’m only allowed to get hooked once and half the time I’m getting camped on or used as bait ? 😂 nonsense.. that’s dirty and why are they not at least penalized so it doesn’t feel as #########? 😞
we get it you play at POTATO ranks where any killer with any perk will pub stomp but instead of trying to improve any aspect of your gameplay you just whine about everything and ... even about wraith
i can only hope you are just a troll and that you dont actually play as badly as all the posts you have put in this thread would seem to suggest
-
i dont say anything and just leave the post game lobby, most of the people i see camping are doing it just in the hopes of getting some salt out of you
-
@ZoneDymo said:
I know, who cares about points? but honestly I feel a killer should not get rewarded for tunneling, if you hook the same survivor 3 times in a row, that should heavily cost you bp and your emblem for that category imo
posts like these make miss the down vote button, instead of just retyping what has been said dozens of time on the same thread i could just a hit button to show i disagree with you
-
@ppo8820 said:
In your opinion which killer needs to be nerfed or reworked next? My vote is hillbilly but I also think a few others could be toned down. Thoughts?
i dont wanna say nerf but i hate ghost face's mechanics
i hate that if i look around for him and i accidentally start breaking him out that he just gets free information on where i am, so i need to look at the ground but he is a zero terror radius killer so if i do this he will likely pull me off a gen
i hate that he moves at full speed while stealthed and can attack out of it instantly things neither pig or wraith can do
i also hate that he comes with a built insidious with an insta down for camping
at the end of the day quite often when i play against ghost face i feel cheated and i dont feel that way against other stealth characters even when they wreck me
-
@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1052022#Comment_1052022
"Get good" should be a bannable phrase with how much people spout it to derail actual conversation.
Not all of us are going to commit to memory something as arbitrary as token spawns. I'm not switching onto Small Game for several reasons, mainly that it doesn't fit into my builds, and a majority of killers don't use it.
https://forum.deadbydaylight.com/en/discussion/comment/1052032#Comment_1052032
I complain about it because it is bad perk design 101. Followed by No Mither.
There are TWO perks that give you exposed with no warning: Devour Hope and NoED. One you have to work for. That is the issue.
I know it can be cleansed and prevented, but when I climb to red, solo about 50% of the time (usually only 1 other person in SWF, sometimes 2), relying on randoms and using perks to keep myself alive, also limited by Archives challenges, Small Game literally does not have room in any of my perk builds.
so if NOED is a perk that rewards you for doing nothing then what is adrenaline?
if you cant be bothered to fit small game in your load out then clearly NOED isnt a big enough threat to warrant this conversation at all
but even without small game i cleanse usually 2 totems a match just while looking for a gen because finding totems isnt that hard when you rotate your camera as you walk
i can count on my fingers the number of games a killer had NOED proc and got more than one kill with it, 50% of the time when i see noed proc it gets blown up in less than 30 seconds
-
i think the change is currently in the beta, the new ruin replaces old ruin entirely still a hex totem any gen that is not being worked on regresses at 200% the normal rate (which even with that multiplier is not a large amount... i think the normal regression speed is like .25 per second so this bonus would bring it up to .75 per second)
so against survivors who stick gens it doesnt do anything
and since the gens auto regress while not being worked on you cant pair it with pop goes the weasel
-
@twistedmonkey said:
It has nothing to do with bias.
Ruin was only good at low ranks. Higher ranks its effects were nothing to good players as they powered through the skill checks. Its why killers tend to use PGTW instead now. This change doesnt look good imo but I dont see any bias by changing soemthing which has no effect.
The changes for insta heals and MoM were all about the effects they had on killer gameplay and not once did I see a post stating the devs were killer biased when those changes were made.
that is weird i saw dozens of those "this game is too killer biased" posts when those changes happened
-
@Groxiverde said:
League of Legends literally made all skins free obtainable a few years ago. 1 guy asks in this forums to do an event 1 time a year to get some auric cells to buy skins (and he said 5-10 for match, so more than 100 games to get a 10€ skin) and people disagree. This community is amazing.
league did not do this, the only free skins you can get is from boxes or event orbs both of which are random skin drops and you can only obtain 4 boxes per week and only once per champion you can get an s ranking on in a year (you also need the dust to convert those skins into permanent, which you get from dusting other skins)
this game and its chapters are very reasonably priced and yet people still expect to just be given free cosmetics
-
because 5k is the reward for escaping not for participating
-
I use similar strategies with Freddy, relentlessly patrolling the last gens and biding my time for when the remaining survivors get desperate and much more reckless in their attempts, and profit accordingly.
this is not what OP is talking about, this post was about a doctor who's intention from before game start was to pick 3 gens that were very close together never chase anyone and just shock people until they disconnect since they cant work gens in tier 3 madness
only even leaving treatment mode if he walked up on a survivor currently on a gen and then not chasing them after the hit and no intention of sacrificing them, i imagine they were running overcharge, distressing, surveillance, and brutal strength
what you were doing i assume had the intention to actually kill the survivors
-
@Groxiverde said:
As @ba_tetsuo says, if you 3 genned yourself that is your fault. Just learn how to play against this type of doc.
in this scenario 3 genning was not the fault of the survivors, a doctor who is gonna use this strategy picks his 3 gens at the start of the game and completely ignores the rest of them, and since you can't even work a gen while in tier 3 if the doc gets a "good" spawn and refuses to chase then there is nothing you can do about it
-
@Slayer said:
https://forum.deadbydaylight.com/en/discussion/comment/515843#Comment_515843
Not blaming anyone. Learn how to read. Im saying that people create toxic atmosphere(reputation) for the post chat that it sometimes makes me go toxic myself.
If i d blame anyone i d say its all your fault youre the ones to blame. But i said (at least meant)that something is going on with me because you created such atmosphere yourself and gave a few examples as to why( i dont feel such atmosphere in other games).
you are blaming others right there, you are saying its not your fault that you are toxic
you being toxic is nobodies fault but your own
-
Make it to where Survivors don’t get notified that the killer has the perk until the first survivor gets hooked.
lullaby even with zero stacks still applies extra regression on failed skill checks
-
Also, why exactly are you running out of add-ons? As a Survivor that makes far less BP per match I have so many add-ons, even if I play every game iwth addons I will never run out.
its like all survivors are the same so there isn't a lot of reason to dump BP in multiple survivors but killers have completely different play styles so any ones you want to play require regular dumps of BP
-
my god how many times are people going to suggest this non sense, it was tried survivors abused it and then it was removed
-
i don't really care if they make getting stacks on WGLF easier but the aura reading probably won't work there are a bunch of perks that give aura reading with similar activation but they dont give blood points.
also not knowing if it is safe to heal under hook is an important part of the game
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/510248#Comment_510248
That wasn't my question at all.
Play on lowered settings at 60 FPS, then play at high settings at 30 FPS. Tell me which one you found easier to play.
Because I can tell you right now, skill checks at sub 60 FPS are a ######### ######### to hit.
you literally asked what competitive advantage these settings would have on the game and then they told you what they would be (my favorite was the foliage, in pubg it was insane how much of advantage turning down foliage gave you)
they didn't even include turning off chase music so you can hear every action the other person is taking while they can't hear you
everyone having access to these changes would still mean very little since most players like to have games that don't look or sound like trash and some players are ok with making their game look like crap even on a high end machine for the advantage it gives you
oh and i used to play this game on 30 fps all the time, good skill checks weren't much harder but great skill checks weren't worth trying
-
@fluffybunny i know NOED isn't a problem, my point is that people are constantly saying NOED is broken but these same people REFUSE to use a perk that is practically a hard counter to NOED or to even bother to break dull totems at all
If you're bringing the perk, that's one perk down you could use for something that's actually useful. Not only that, but you're wasting time on something that isn't guaranteed
just saying adrenaline is one of the most used perks in the game but if you aren't injured when the last gen pops then it didn't do anything for you
Please don't act as though everyone plays SWF.
expecting players to have the capacity to type into a chat box 60 seconds before game starts is not assuming they are SWF, if no one answers then you can assume they aren't gonna help you in your plan, which means you have to decide whether to abandon or figure a way you can commit to it by your self
-
Solo survivors aren't given enough time to plan stuff like that out and most will bring stuff to help them survive during the match
60 seconds not including the time you had before all 4 got in lobby is in fact enough time to ask if someone is bringing small game.
if NOED is a problem then bringing small game will help you survive
-
@thesuicidefox on your answer to time wasting in that scenario wouldn't it make more sense to just note the time the player was downed and then if the player dies use the noted time if they somehow escape use the full time? decisive strike is a thing and even if only one player can bring it the killer still has to worry about it existing and that is 60 seconds that they can't touch a downed survivor
we will have to agree to disagree on the NOED/ruin parts
-
Hello, So with MoM change we on Reddit got an idea how similar changes can be implemented on noed. Instead of giving noed for free, let killers earn noed.
NOED was not free, they lost a perk slot all game and all you had to do was break some skulls sitting on some sticks to stop it from ever activating
all the people who say NOED is a problem also refuse to do dull totems "cause they are too hard to find" but also can't be bothered to use small game, survivors have 16 perks to work with in every trial
-
the survivor and killer sections feel like a trash pile
did i read the killer part right in that killers can only put up a mist offering? but survivors can drop 4 petrified oaks
trapper just straight up isn't playable, gets 1 add on that can't be pink or purple (this probably makes a lot of killers not playable)
killers who brought NOED cant close the hatch what is the possible reasoning behind this, the killer closes the hatch and finds you before you open the exit gate, it doesn't matter if he can instant down you or not.
ruin and NOED are some how a forbidden combo what ?
if survivors are allowed to open chests why aren't all things found in said chest allowed?
are survivors allowed to bring in a key but not allowed to use that key for anything?
why does we're gonna live forever give a time bounty? because it it does nothing , then why doesn't left behind or slippery meat give a bounty?
why are killers forbidden to "waste time", kill time is their literal condition for victory? so "wasting" time is just throwing their ability to win away
-
if people aren't chasing you with flash lights then it is a buff killers won't even notice
-
what the other 2 said , your offering was burnt at the loading screen if the match was canceled the refunded the offering, you do have to wait till the "match canceled" screen shows up to sure you get it back
-
there are a few options, they are rng based
if the gates spawn on top of each other you lose, if the gates spawn on the opposite side of the map you auto escape unless you are a potato
so if you get an in between spawn you pull on the lever to about 20% since those lights turn on at what seems every 25%, you then wait till the killer comes and checks on your door and as soon they leave you commit fully to opening the door not letting go unless they are about to hit you
-
why if the last survivor jumps through the hatch the game ends instantly, if the gens aren't finished and some one keys the hatch their icon will change to the escape symbol when they jump through
-
i like map variety, i want big and small maps, cluttered maps and maps with big open danger zones
these things mean you have to play differently for the different environments
-
@Mister_Holdout totems can't have both more "hidden" and more "random" spawns , if the totems are forced to spawn more "hidden" that is inherently less random
people who play a long time are going to start noticing and remembering the "hidden" locations which means they will check those places first
totems spawning with more randomness means sometimes they just spawn completely in the open, maybe in a way that blocks movement, maybe even spawn in blocking a side to a generator
someone already mentioned a lingering effect , that sounds good but i would prefer a minimum time of effect so like ruin effect will last at least 3 minutes (or whatever reasonable time they come up with) so if it is broken before that time is up the effect stays until the time is up and if it is broken after that time it will just be gone
-
This games killer queues are ridiculous on console . I shouldn’t have to wait 15 minutes to play killer . Wish they would fix this
that is not something they can fix, there are only so many survivors and killers queue-ing up at a time
so for every game to start you need 4 survivors and 1 killer , so if 100 players queue and 50 of them choose killer then those killers are gonna have long times and those survivors are gonna have fast times
this game does not have AAA player numbers
-
@Visionmaker said:
https://forum.deadbydaylight.com/en/discussion/comment/501005#Comment_501005
@holywhitetrash It was a significantly higher time investment than 4 hours per week in both iterations.
Both. They were the ones who said the Rift paid pass will be available via play time. It is not a topic of debate.
... That's such a stupid argument, I'm just going to ignore that.
Having the cosmetic earlier than everyone else. Three months is more than enough bragging exclusivity time. The point is having the OPTION. Right now, you are arguing against having the freedom to choose to play to pretty and pay to pretty. That is absurd.
And if you are going to call people addicts for wanting to spend less than $20 buy something as opposed to spending more than 4 hours of labor per week for three months, then you need to look in the mirror.
Maybe someone didn't fill you in, but my money is more of a contribution to the health of your game than your hours of gameplay. Ironically, I am the one arguing that free to play and paid players be treated equally.
when they announced hallowed blight they said all the skins would be purchasable meaning they made skins that you COULD BUY but were generous enough to allow people to earn some of them through in-game time, so of course they took a long time to get
while i like being able to earn cosmetics or whatever with in-game time, i never expect anything the devs make to be earn-able and anyone who does expect things to be free is entitled gamer
so no you do not have the right to choose to get something for free , that is something the devs gift you
the rest of your argument is all over the place. i am not calling the people who want to pick and buy the cosmetics they like addicts, i am calling the people who have to get 100% of content and cosmetics in a game that will be releasing cosmetics ad nauseam addicts
i am arguing that no player should have any expectation that additional content made for a game will be free
-
@Visionmaker said:
https://forum.deadbydaylight.com/en/discussion/comment/500818#Comment_500818
Well, first, that 4 hour per week estimation is an assumption based on games that are completely unlike DBD.
Second, if we do use a comparison to similar events in the past, in the most recent event, Hallowed Blight, the objective tooks ages to complete. Far more than just 4 hours/week. Plus, these will be quests with multiple difficulty tiers. Furthermore, they released the Halloween cosmetics for purchase because arbitrary exclusivity goes against their direction for cosmetics.
I purchased a game and continue to put my time and money to support its growth. I expect access to all of the content. Not most. Not some. ALL.
If you can't play the game without the need to feel exclusive and better than everyone else, then you have a narcissism problem that you should probably seek help for.
its been a while since hallowed blight so i don't remember how long i spent on it but i do remember survivor side went very quickly and once they made all the tiers accessible from both killer and survivor sides finishing off the tiers went very quickly as well
on expecting "access" to all content i assume you mean ability to pay for and not ability to get for free, because expecting to get anything the devs made after game launch for free is the most entitled you can be
DBD is a versus game and everyone who plays versus games play expecting to get better at them which means they want to be better than some one else.
if the cosmetics in the battlepass aren't exclusive then what would be the point of doing the quests and challenges that come with the battlepass since i could just buy the exact cosmetic i wanted and not do those things?
-
@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/500749#Comment_500749
The people that are ok with this stuff because it's "just cosmetics" shouldn't even get into the discussion, since it's just cosmetics right? These people don't lose or gain anything since they don't care, so honestly their opinions are moot to me.
The only other people that want Battle Passes are people who want "OG" gear. It's sad honestly, because not everyone has the time to put in for this stuff. Everything in a game should be always available, this goes for absolutely every single game.
it takes very little time and effort to complete most battle passes, probably only 4 hours a week... if that is too much of a time commitment then your life is probably to hectic to worry about cosmetics in a game
battle passes usually offer a GREAT deal on cosmetics and the prestige of having those cosmetics since some people will not have them
lastly if you can't play a game without owning 100% of it's content (especially in a game that intends to launch cosmetics ad nauseam) then you have an addiction that you should probably seek help for