ich_häng_mal_rum
ich_häng_mal_rum
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@DemoDorggo it‘s not just during the events, but I agree. My point are the low chance for specific items cause of the low item-spawn
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In my opinion, WA combined with franklins is too oppressive. In most matches, all four survivors bring an item and then there may be items from cheastes... WA counts over several levels and the dropped item is not displayed with an aura. This makes it a huge time investment to collect items and carry them to any corners. Especially in the solo q. The perk or perk combo should urgently be weakened. Franklin's is also more than borderline; you can't take away the killer's addons in a match.
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I don't like the new design at all. It's totally inconvenient to switch between survivors and customizing outfits is a pain. Please undo this and give us back the old button and the menu for the cosmetics!
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If a survivor gets hit from Wesker with his power the survivor stuck in the grabbed animation and „surf/slide“ over the map.
It‘s impossible to have a normal chase or game against him at this statue.
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Same problem
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It’s that simple: devs nerfs strong and useful anti-tunnelperks into the ground and want shake up the meta, and now they must fix the tunnling problem with their gameplay and not with perks 🤷🏼♂️
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@StarLost said:
While there are a few things that probably need to be tweaked (put DS back to 5 seconds, Nurse needs a look), the major argument seems to boil down to 'I'm not escaping as much as I was'.
That...is the point of the patch.
BHVR has access to data we don't.
According to them, kill rates weren't high enough.
They thus adjusted them by buffing killers.
Naturally, you won't be escaping as much as before!
the devs argue with to low killrates, just to make clear: 50/50 means a killer get on average 2 (or more) kills and on survivor side 2 of 4 escapes. That means a solo q survivor had already just a chance of 25% to escape. If the killer gets more than 2 kills the survivors escaperate is lower. Now the devs buffed killers and a solo q expierience get worse… on top the games are more unfun.
In my opinion the whole increase killrates is laughable!
The mmr is just bad and paires new killers with to good survivors = low killrate
Mainsurvivor try their archives challenges and doesn’t care for kills = low killrates
In the past I recognized mostly fair and hard matches if the matchmaking was good. But to often the mmr doesn’t work!! Good killers had still a high killrate and now they can chill and get more easily their 4k and bad killers do the same just by tunnling, stacking slowdowns or camping.
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This „mmr“ is broken most of the time. My experience is more the other way: bad/new killer were paired with good survivors and that’s the main reason for the low killrates!! But instead fixing the mmr the devs decided to make a big killerbuffupdate…
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@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/3081332#Comment_3081332
Most SoloQ problems are not balance problems, they are matchmaking problems.
The whole patch were not necessary if the devs would improve their matchmaking. Low killrates were forced from babykillers paired with experienced survivors. You saw every streamer got mostly 3-4 kills, even with meme builds…
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/3085340#Comment_3085340
I never used meta perks, I hate BT, DH, DS.
So yes I love the update because they made average perks better !
I think the ones who dont like the update are the ones Who cant play without DH, which is very sad.
Now we will see only true skill players escaped, which is gooooooood!
Only skillful player escape?! Lol
You mean 3 survivors dying while 3-4 gens left, so the skillful one gets the hatch… that’s really impressive 😏
With the patch some perks were shadow nerfed, cause the devs didn’t adjust numbers, for example you have to work longer on a gen to ready up blastmine or flashbang and with the killer basicbuffs perks like superhit and overcome…
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@Veinslay said:
Not all of us killer mains are stacking 4 slowdowns. I've been playing Devour Hope Ghostface, big terror radius Clown, and No Way Out/Blood Warden builds. You can actually play these builds now and have a great chance to get 2k+ 8+ hooks playing fair if you play well
That’s the point: killer can play meme builds and gets easily hooks and kills, but imagine a killer with strong perks, camping and tunnling: it’s unwinnable for survivor, unless it’s a bad killer against a good swf…
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@FriendlyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3084497#Comment_3084497
You have overcome confused with smash hit.
LOL thx 🫣
I picked it up from the guy whos post I answered
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3082405#Comment_3082405
What's funny is that survivor told killers to just adapt when the ruin changes happened. Seems they can't even bother to try adapting to changes themselves.
Ruin was stronger than before, killer needs time to realize that. There were very strong combinations like ruin + undying, ruin + thinkerer or even ruin + pentimento…
Now the devs buffed killer basemechanics and even camping and tunnling while they nerfed the strongest perks on survivor side at the same time. If you don’t play on comms or with insane randoms, you can’t do anything against tunnling. There is nothing that a survivor can use what has an equal impact. Ds stun is worthless, if you get hit during basekit bt otr doesn’t work, so you will go down no matter what…
that’s not a thing of adept, it’s a thing of a realistic chance.
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@Maxx_Calin said:
https://forum.deadbydaylight.com/en/discussion/336417/survivors-are-literally-throwing-games
Technically Overcome and Dead Hard are in essence the same perk. The only difference is that u have to get hit by the killer to get a speed boost. So when u look at it that way. All Dead Hard mains have to do is switch to Overcome to compensate for the Dead Hard nerf.
I've only ever thrown a match when there is me and one other survivor with 3 or more gens to cause at that point unless u are really good at finding the hatch. U are sure to lose.
wow, that’s cute. You really think this perks are equal?
To use overcome you need the stun and this mostly work only against m1 killer.
with dh you don’t have to drop the pallet and can go for another loop. Dh was used to avoid hits from killer powers like nurse, huntress (hitboxes!!), Pyramidhead, blight and so on.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3074428#Comment_3074428
Oh its not about deserving to be here and there. Its just that the perk carried people with a decent amount of skill to regions where a lot of skill is required. That backfires now.
And what was with all these noed-usern? They were carried by their perk, than have to go against to good survivors and cry for nerfs and are part of the „to low killrates“
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@Mozic said:
https://forum.deadbydaylight.com/en/discussion/comment/3074479#Comment_3074479
They did explicitly state in the patch notes that the objective of this patch was to raise kill rates. With such a big change it's inevitable that there will also need to be followup tweaks to fine-tune the 'gist' of what they're going for, but the motive is pretty clear.
That’s my point: they say killrates are to low! But if they matched newer killerplayer against good survivors what do they expect??? That’s just stupid.
I have over 5k hours and my opponents/killers something between 100-10.000 hours… that’s no sbmm, just a bad designed joke. Against killer with similar skill the matches were mostly fair and often 2-4kills.
They buff killers without removing/punishing tunnling and camping and nerf survivors few ways against this „strategies“ (especially in solo q) is so crazy. And on top some people in this forum talk about „gid gud survivor“ or „mmr adjust“… that’s just sad.
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Dude, this matchmaking is just bad. Newbie killer were paired with experienced survivors and instead of fixing their matchmaking the devs buff every noob killer that now can win against pro swfs with 1-2 slowdowns and tunnling… very skillful. That has nothing to do with boosted dh survivors or something like that.
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@Hibagon said:
The problem is not nor has it ever been the speed on gens. The real problem is map design and more specifically the strength of pallets. Pallets are the strongest resource survivors have in chase and they begin the game with all of them for free. On some maps even average skill loopers can easily run a killer for a long time juts by pre dropping pallets and holding W. At the start of the match when survivors have the most at their disposal one or two chases take an eternity. This makes the first and even sometimes the second gen basically free. People see this and go wow gens are too fast when in reality the problem is chases are too long. They need to bring gen speeds down and nerf slowdown perks while also fixing the maps and pallet placement so chases are shorter.
The problem is that bad mmr, nothing else. I have +5k hours and get killers in a range from 100-10.000 hours with… the newbies get destroyed but on a equal level the matches are very fun/fair with killers that 2-4k mostly. With all these upcoming changes they try to buff new players for such unfair games instead of fixing this matchmaking! For better killer it will be ez in the future and games will be very boring… I think a lot of player (survivor) will look for other games…
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@Devilishly_Rowdy said:
This patch is such a healthy change to the game. Gen speeds have been addressed and dealt with, along with camping and tunneling. Metas have been butchered. Dead Hard is dead (which is a massive relief lol). Basekit BT isn't that hard to deal with compared to Dead Hard atleast. The endurance effect stacking is now fixed after the ptb. And the grind has been reduced.
But some players (especially survivors) are threatening to leave the game saying "oh killer sided patch, solo queue is destroyed". You do realize that these slight killer buffs were necessary because kill rates weren't high enough in the first place right?
They just should fix their matchmaking! That’s the mainreason for lower killrates: babykiller were matched with experienced survivors…
If you get opponents with the same skillevel all is fine
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@Peanits said:
We actually just posted an update to those while you were typing this: https://forum.deadbydaylight.com/en/kb/articles/341
First of all, thanks again for the quick info.
Unfortunately, exactly what could have been avoided with an open discussion has now occurred... certainly some good changes are there:
+ Rarity of the addons
+ bp cap increased to 2.000.000 bp
+ now 10.000 bp per categorie possible
+ more valuable perkcharms
+ nerf overcharged
+ look into otr
+ sounds of injured survivor is adjusted
+ spine chill
But there remain serious things that have not been addressed or thought through to the end:
- endurance stacking removed is good, BUT a camping killer can immediately hit and bt trigger and then tunnel! This makes otr useless and ds is further ONLY 3 seconds!!!
- dh is finally useless by hitting during bt and the additional nerf to 0,5 seconds
- selfcare nerf was not taken back and will definitely hit newbies and solo-qs the most
- 20,000 bp to prestige is still questionable!
- p3 rewards are visually better, but still not outwardly visible to others and still absolutely not appropriate
- catch-up ignores finished leveled characters
- the problem tana + pertimento on legion and plague is not noticed or ignored
- still no counter against facecamping bubba, which was even buffed by the longer gen duration!!!
- stacking of genregressing perks and slowdowns still possible despite 90 seconds gentime and chasing buffs
I, and I'm sure others, would be really interested to know if these points were even discussed and considered and then why they seem to have been ignored?????
Of course some of these things will be changed after the midchapter release (at least I hope!!!), but are such things really not seen by the devs in advance??? I don't want to seem presumptuous with this post either, I just really care a lot about this game, in which I've already put over 5k hours and also a lot of money 🫣. It would be really great if there was some open feedback on this.
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@Mandy said:
We just posted a Developer update giving information on the changes from the PTB. Which is the way we always do it.
After the PTB closes, we make sure to collate all the relevant feedback to notify the various teams on how things are being perceived. Then comes the decision processes of what will change, what won't change etc. Then we have the update to write up. It's pretty normal that we do not communicate on things until full decisions have been decided on.
I know that all needs time. Thx for the feedback
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@Peanits said:
We actually just posted an update to those while you were typing this: https://forum.deadbydaylight.com/en/kb/articles/341
Thx
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3054035#Comment_3054035
This is patently false. If it were true, why would the devs not changed the way she functions long ago; and meanwhile, continuing to release perks that are arguably strongest on her?
https://forum.deadbydaylight.com/en/discussion/comment/3054048#Comment_3054048
Nurse doesn’t ignore or negate survivor defenses. Walls, vaults, pallets, and lockers all still exist in matches with Nurse. She simply changes how you use them effectively.
Because they just look on their stats and see nurse has the lowest killrate… but we all know that’s only cause new players have a hard time to play as nurse.
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@Ripley said:
https://forum.deadbydaylight.com/en/discussion/comment/3051635#Comment_3051635
The problem I think is that once players knew there would be some reward, they grinded several characters to P3. I see why players would be disappointed.
I'm on the fence about having a unique reward. I don't care much for the "sparkle" icon, I think a bloody avatar would have been more fitting. But maybe that is going to be saved for the future. But the question to me is "do we really need to distinct between players that did it before the new system?" because the new system isn't all that different. It's still a bad grind.
Players prestiged long before the announcement of the upcoming change and a kind of reward. You can say these players want to see a fitting compensation for all the stuff they lost over the years while they commit to the game and the prestige system and when the update arrives you don’t have to loose addons, perks, items or offerings…
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/3052096#Comment_3052096
I get being mad that the portraits don’t look as best as they could. I wish it was a cosmetic but even when they revealed it wasn’t gonna be the reward I still went ahead and prestiged a ton of characters.
Prestiging was all the years the only way to get the bloody cosmetics, so you had to start always again from level 1-50 and again while you lost everytime your inventory (perks, addons, items). Now they change it so you will not loose all these things, so all who have decided against prestiging are now the lucky ones and to all who loose these stuff in all the years they say: bad luck
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@M4dBoOmr said:
since we are at "not giving players stuff others cannot get", how about somehow making old Charms available to everyone! it would be just fair, or how is it fair that I will never get the Gardendwarf or the Mr puddles charm?
There are still a lot of exclusive cosmetics in the game, neas hype shirt, trappershirt for dwight, megs golden shirt, outfits from 4th birthday and so on… in the past bhvr give out to everyone just the cosmetics which codes were sold for very high prices on other platforms like street meg. They want just remove the code selling.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/3051635#Comment_3051635
I think the reward is fine they just got to make the portraits look better. They said that they weren’t gonna do cosmetics so I don’t know why people are complaining about it now lmao
And that's exactly what I'm putting up for discussion here: how can you justify fobbing off players who have lost their inventory again and again over several years and thousands of hours of play (long before the announcement of a prestige changeover!)? The invested effort is simply many times higher compared to the few months at the beginning. And just because bhvr says: we don't do cosmetics, it doesn't mean "all right, we think it's great!"... in an open discussion, factual arguments and criticism should be allowed to be expressed. And if necessary, objectivity can also change opinions. Makes sense to question even times own views and possibly change mistakes or even business act...
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@Alen_Starkly said:
You guys presented some awesome ideas. I too understand that designing a bunch of cosmetics for us who P3-ed before this midchapter goes live would take so many resorces, but.... Taking existing default or bloody cosmetics, and changing the blood color, or just adding some shiny parts (like the original legacy, but instead of golden/lava you add blue or red or something) would be so satisfying. It shouldn't take too long to modify the default (or bloody) outfits, especially since only the original characters would be getting them anyway.
I think this would be the fairest reward. Free BP or shards would also feel extremely lazy and cheap to me. The currency gets spent, and then what do you have left? Nothing. The cosmetics are the only reward that would feel satisfying.
Heck, even if you don't want to modify the whole default/bloody cosmetics (I don't see why adding a bit of colored particles would take too much time to begin with though), give us at least something! For example, just torso cosmetics! The default torso piece with colored particles. Surely, I think we deserve full outfits, since we grinded MUCH more than the 2016 grinders, but even just special modified torsos would be something.
The current glowing overlay on the characters' portraits just shows how little you value your commited players. (who have spent a lot of money on DLCs and cosmetics btw!!)
That’s a huge point:
I think a lot of the longtime players spend a lot of money over the years… and I would think about that, if I were a company. Disappointing such a part of the community/customers couldn’t be a good move 🤔 but what I know about customer relationship? 🤷🏼♂️
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3048722#Comment_3048722
it also came at a time when there weren't 29 survivors to prestige so its about the same.
That’s what I said + all the killers…
You (bhvr) couldn’t argue with the „more grind at the beginning“. They can just use the bloody prestige-skins and change the blood into silver or something like that. On top maybe put the P3-Logo in the score-screen.
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@The_Krapper said:
As a owner of legacy outfits I think the old ones should remain locked and those who earned them be the only ones with them, however they should make a new legacy style cosmetic that's a different color there's absolutely nothing stopping them from implementing something like that they just choose to not do it because they wouldn't be making money on it
I didn’t say now they should give out the „original“ legacy again. I just want make clear, that the grind of the last years should be rewarded in a similar way.
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@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/333224/bhvr-can-we-stop-this-patch-for-the-moment
I think you’re right on a lot of this stuff, but I don’t expect to see BHVR make many of any changes. There might be a few very minor tweaks after the PTB, but for them to delay or scrap all the things you mentioned that are broken would mean that the BHVR team would have to admit that this patch was a major f-up and they’re never going to do that
But doesn't it make more sense to accept criticism and to question oneself and one's work and then to react accordingly when necessary? There are good approaches, but it's really no help to anyone if you implement something at a loss and go live with it, where so many things hang on it! Apart from the fact that previous game progress of the players is completely thrown over the heap, I really see the danger that the game fun and thus the game itself will suffer very much. And that can times then not bend on the fast again.
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@LiaLight said:
First of all, I don't agree that the reward should be a legacy skin, since it was pretty clear from the start that that was out of the question.
I am just very disappointed with the design of the portraits themselves, which seems very lackluster and out of place. I don't agree that the "turn off" feature is an admission that they know that they don't look good, there are plenty of people who wouldn't be happy having the effect only on some portraits but not all (myself not included but I know a lot of people like it), so I think it's nice they can be turned off - even if they looked amazing. Still, I hope they will see the feedback and at least change the design.
The explanation regarding licensed characters makes sense for outfits but would not apply to post-game screen icons for example, which I have seen as a better suggestion that would actual account for the "bragging rights" without being too crazy.
I like the idea of the post-game icons too. They can easily use the actual PIII-icons, maybe with a little tuning.
The discussion about legacy cosmetics I opened, cause in my opinion they couldn’t argue about the grind, how I mentioned. And just because they say something is no reason that make a lot of sense to me. We are all player but customers too, so we can expect from a company an open customer friendly solution.
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@[Deleted User] said:
These cosmetics won’t even mean anything if everyone has them. Hot take here, but announcing a reward for this round of grind changes was a big mistake.
I think to make the change without anything would be the bigger mistake. Now they can have an open discussion with the community (a part of this forum)
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@Emeal said:
I certainly agree the Prestige Glimmer looks very cheap.
I dont think bHVR is unaware that many veterans are certainly disappointed by this Prestige Legacy Reward by this point.
I care more personally about the changes, but I certainly find it a bit embarrassing on bHVR's part.
I think they should sweeten the deal a bit more. Come on BHVR get the goodie bag out.
The gameplay changes in another discussion please. I hope the announced chapter never go live 🫣
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@M4dBoOmr said:
https://forum.deadbydaylight.com/en/discussion/comment/3048748#Comment_3048748
Just put a red circle or a bloody overlay onto the new Prestige Icons and a lot of people would be OK with it.
when you think where prestige in gaming is coming from, it absolutely makes no sense to only show it to the player himself. That makes no sense regarding the basic idea of prestige...
Good point 👍🏻
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@MrMori said:
Man, they should have just removed losing perks, addons and offerings in an update when the prestige reworks were announced.
Sure, so give player who p3 before, all their lost stuff back… round abbot 300.000.000 bp 🤔
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@Annso_x said:
As much as like cosmetics, I'd rather the reward not be one because it usually means the licenced characters don't get anything, and I'm sure many people such as myself prestige licenced characters in priority bc they don't have many cosmetics (if any) and they can't be bought with iri shards. For eg if the reward was legacy it'd mean I would get a reward only for a third of the characters I've prestiged, so I'm not mad at all about the reward being portraits tbh.
I have all characters p3 50, this also includes the licence characters. But I prefer to get a bit as a reward, it’s better than nothing. And the portraits are looking a bit… cheap.
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@Tiufal said:
I would have liked to get the anniversary glitter effects for those characters. Its was obviously aplicable to licenced too, so why not give this to players? Or at least a shop-ticket for one outfit (excluding legendary) for each character. But instead we got something noone else can see that even looks really out of place. But at least we can turn it off.
Don’t get me wrong, but things from the shop we could simply buy, there is nothing nearly a reward.
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@Mandy said:
Legacy cosmetics were given out at a time where the bloodwebs were massive, where you didn't make so many points per match, where there were no 100% BP offerings or Events etc. So it was a lot harder to reach Prestige during that time, especially as the game had only been out a few months.
Legacy cosmetics will not be returning.
And that’s the point: game was out only a few month and now we talk from players who have grinded for years…
It mustn’t be legacy 2.0 but you have set a certain standard in the past and I think you should be guided by that. And to call a picture a reward... well... no offense.
And regarding the license characters, I'm sure everyone understands if there are hurdles here. Also additionally in the scoreboard a P3 logo would be clearly more recognition. Would find it important as a sign if the devs would come up with something appropriate.
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I think the devs want/try to much at once.
A few perkchanges + gensduration =fine
Chasingbuffs + perkchanges = fine
It would be easier and healthier to make a few tweaks and make more changes if needed. Maybe simply this would change the meta, cause survivors will run other perks to push/defend genprogress or in chase of chasingbuffs they will run more perks to avoid chases… who knows.
But with all this changes at once in this kind it is a disaster.
The now prestige system punish newer players, rewards player who didn’t prestige in the past and is a slap for longtime player who already p3 all characters. And the p3 reward is ridiculous.
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The most funny thing is that all the complaints about dead hard started, when the hit detection went to servers and the better connection counts. Since then killer are crying about this perk, cause they couldn’t use vpn or profit from survivors exhausted on the ground. This was fine for years and survivors had to deal with this. I would prefer dh only for distance and just remove the dash trough traps, shocks, hatchets…
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I think mapofferings shouldn’t be in the game, for both sides!
It would also nerf broken addons like wallhacks on wraith, myers or pig, who will always send you to indoor maps or especially the annoying gameplay of pig with the hidden jigsaw boxes on rpd.
But if the devs would remove mapofferings, they had to optimize map rotation. I‘m so tired to get the same map over and over again!
Just make map groups (Mac Milan, Badhams, Coldwind Farms, …) and make sure no player of a lobby (killer + survivors) get a map of the same mapgroup in a row.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3041216#Comment_3041216
No, that's BACKWARDS.
"I need these 4 perks to face this Killer" means you are balanced around that metric. That's bad. It creates a reliance.
Drop the perks, let the Killer stats increase, the imbalance becomes noticeable, Devs can adjust accordingly.
Personally, I like that there is this variety of killers, strong perks and addons, as well as tunnling, slugging and camping, but there must be counter against all this. That's what makes dbd so varied and exciting: you never know what to expect in the next game! Really think increasing the selection of good perks would be the more interesting way to shake up a fixed meta. Especially it would be more sustainable than just nerfing the next meta again, and then the next one and so on...
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@Yffriium said:
https://forum.deadbydaylight.com/en/discussion/comment/3040965#Comment_3040965
I think you misinterpreted what I said. In my post, I stated that it is impossible to make all perks equal strength. Having perks be equal is an approximate goal, not a fixed one. There is bound to be some variation. Some will be slightly stronger, some will be slightly worse.
I also never said that the devs did a good job of this with every perk. Self-care and Spine chill were definitely overnerfed. Though, I think they did a good job with some other perks.
It shouldn’t be all perks the same, but more options on an equal level, not this 5-6 perks you see all matches. I would prefer buffs to perks like balance landing, headon, superhit, jolt, inner strength and so on, instead of switch the meta to a few new perks. So every player, killer and survivor, can choose perks which complements their playstyle
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@Yffriium said:
https://forum.deadbydaylight.com/en/discussion/comment/3041216#Comment_3041216
Alert is a very fun and powerful perk against most all killers, there's just a few scenarios in which it won't provide much value. All perks have their value & situations, save a specific very few. You can't judge a perk by its absolute worst case when the worst case is pretty rare.
I like alert very much. Run this with dark sense and you have a nice „wallhack“ during chase ☺️ I like the stone too: blind the killer on a pallet and throw it to a near window while crouching away…
Niche perks are important and funny.
but if you want „win“ it’s a better chance with strong perks aka meta.
Alert for example is less useful against all the stealth killer or tinkerer. While exhaustion perk’s mostly helps a lot. Sure, iron will or selfcare can be useless to against plague, or ds against pyramidhead, but with all the possible killer you can go against stronger perks do more.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3041180#Comment_3041180
Ah, the only "Most perks don't do anything" argument.
Most perks are fine. People have just come to expect Dead Hard / Iron Will / Decisive Strike level of impact.
Learn to live with perks like Alert and Self-Aware and stop expecting the moon.
Good luck with alert against a 3blink nurse, alchemist blight or a endless slowdown Legion with mending simulator… that’s the reason why survivors feel they need the strongest perks. Survivors and killers will always fear the heaviest opponent and try to prevent a chance. That’s reasonable
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@JawsIsTheNextKiller said:
I agree with you. Surely the point of nerfing the meta perks was to prevent everyone running the same perks. Since both sides clearly have combinations of perks that are too powerful, there will again be no variety.
Just nerf these new overpowered perks before they get released and we might be in a situation where everyone doesn't feel forced to run a meta build.
Players will always feel forced to run meta perks (maybe a few run fun settings).
Survivors are worried if they go against a 3blink nurse or a blight with alchemist or something like that. Maybe the killer will tunnel or camp… As long as extremely strong killer and addons or these strategies are in the game, the meta shakeup will fail. Killer on the other side want win against a sweaty swf too, so they bring the same strong stuff like the survivors will do.
but in my opinion these risks: against which killer I go? How will he play? What could be his perks/ addons? All this make dbd interesting and entertaining. So why nerf everything to the ground instead of make all weaker perks stronger to shake-up the meta??? Of course player complains about tunnling, camping, slugging, different perks or killer, but be honest: it would be boring to get the same matches or 4k always and nothing to discuss… 😉
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@anarchy753 said:
I'd be fine with a new meta. The issue is, the survivor meta is still just the "how many free health states can I get" meta, but the perks have been renamed.
Oh wow, OTR is sooooo different to BT, in that it's just the same perk with 5 times the duration.
And killer will still run genregressing perks and slowdowns… that shows the upcoming changes are more or less useless in point of meta shake-up. That’s what I said.
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People will still run dh or sprint burst, bt or otr and coh… so nothing changes and killer will go on stacking genregressing perks. Same as before
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@Chocolate_Cosmos said:
Survivors will always want to run second chance perks and killers will always want to run slowdown / gen perks.
Gameplay of the meta will be the same, you will just equip a different perks.
That’s what I said: every player will always look what perks gives him the best chance. But if you can choose from 6 viable equal good exhaustion perks, from 5 healing perks or 8 good slowdown perks, which are all strong then you don’t see the same 1 perk like dh or ruin every match
