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kodd1000

kodd1000

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kodd1000
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  • In addition, I really dislike the new daily challenges. Some basic chase, earn bp, and get one kill... it's just not really engaging. I enjoyed when they focused on specific killers or survivors to add some variety.

    And yeah... I'm not sure how the rewards will scale if the quests get harder over the rift pass duration, but as of now it's a really undesirable change that they focused more on giving a few fragments from a whole slew of different sources instead of just sticking to some straightforward challenges on your own time table.

    It really seems backwards. Not really a positive change if I had to lean one way. It's workable, but not desirable.

  • The fact that they even admitted it is based on kills/escapes alone just shows how busted the system in. Absolutely zero consideration to add-ons/builds in a game that has a crippling attachment to such things each and every match.

  • It just shocks me that there isn't any disagreement in the fact that it is a straight loss at higher ranks. This should not be the formula for gameplay, the killer should be able to load in to any map and not be immediately discouraged from the very start. I'll sound a little killer main here, but I think the point of being the "killer" was to give the person a sense of power, and if you can't even get one kill in a match because of the layout of said map and not because you simply made poor choices and mistakes throughout the game, then something needs to be reevaluated.

  • @Sluzzy said:

    Their management does need to stop listening to only killer mains.

    Bubba can still hold his saw in a survivors face and prevent someone from playing the game. NOED, objective regression perks when survivors have none. Management is now guilty of balancing with double-standards.

    You're really going to look at Trickster and tell me that they are listening to only killer mains? Are you serious? To this poster's point though, it is indeed a nerf and I agree with it. It lets you heal yourself. If you do literally anything else, you are not being tunneled at that point, which was the only point of that perk ever existing. Use Dead Hard if you want your cheap second chance.

  • @KingRyan17 said:

    Has anyone else been loading into a game and it just says your xbox overheated? I've played other games and everything has been fine up until this update is it a isolated issue, or is anyone else having this problem?

    This is interesting because I played the Blight on Tuesday, but the game seemed a little buggy, then I tried to load up on Wednesday/Thursday and it just puts my Xbox One X into overdrive and it shuts off before even getting through the initial loading screen. Is anyone else having this issue? Hadn't happened to me ever in the game until a few days ago, now it is basically unplayable since I can't get through the loading screen.

    I did actually manage ONE time to get through to the game and everything was very Very small icons and it was very slow to navigate around, almost as if it were using a super high resolution. Managed to get into a game itself as Freddy and it was incredibly choppy gameplay, to the point where I'm surprised it didn't crash through the entire game. Again, even in game the icons for perks and survivor status was super small and stuck in the corners of the screen as if I were jamming my face into the large screen tv.

    Please let me know if anyone else has this issue, my Xbox runs every other game just fine, even Modern Warfare of all things... so not sure why a game like Dead by Daylight would be the one to "overheat" the console unless they seriously messed something up in the update. Looking forward to hopefully hearing it wasn't an isolated issue? :/

  • @[Deleted User] said:

    I think that's totally fair. I wouldn't necessarily even stop it at just generators either. If you're unhooking another survivor, are you being tunneled? If you've been fully healed, are you being tunneled? Etc.

    Right, and I didn't want to say any action done would cancel it out. Maybe everything except for healing really. Due to the way people reason this perk should still exist, it should be solely useful for getting away from the hook, taking time to heal, and then getting back into the game. But instead it is being used as an invincible minute of gameplay and I think that is not the way it should be viewed.

  • @KingFrost said:

    I think if you unhook someone, it should deactivate. Maybe suffer a repair penalty while Decisive is active (actually I'd be for a general repair penalty after being unhooked, in exchange for a speed boost to help prevent tunneling in the first place). That way a survivor can't go, unhook someone, the killer then can't pick either of them up because they could both have decisive strike.

    Right, and to your point, that's another issue I have with it that I didn't currently bring up, but that's a topic for another day. Namely being that the games that require you to put up with Decisive from four different survivors lead to situations like that where you just cannot win no matter what you decide to do because of the way the mechanic work. You are correct, though, that if you unhook someone and had to suffer the consequences for that choice in an unsafe environment, it would definitely alter the game play. Not trying to protect hook camping killers by any means that way, but yeah definitely are situations where you know the decisive survivor is being chased by you (usually because they were sitting on a gen until you dared to inch closer), so they deliberately just go for the unhook as a martyr.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1108438#Comment_1108438

    They use the add on that increases their hatchet count 99% of the time

    Well, perhaps they should look at making those add-on choices no longer stack. The problem isn't a one-shot hatchet as much as it is too many chances for that shot. The ultra rare meant for it to destroy the hatchet reserves in exchange for one super power shot. I think if it was made to where the hatchet count could not move past one, it would be more than a fair add-on to play.

  • They are trading off four hatchets for their confidence in a successful first throw. This seems like a pretty fair trade-off to me. Especially considering you can usually loop around something if they try to prime their hatchet.

  • The ability to draw one giant triangle across the map, so a huge phantasm pops up?

  • First thing that would come to mind for me is any screenshot that would have your name and the devotion level in the same shot. That ought to be the way it works if I were in charge of the process. Though I'm not sure how they'll restore your progress. Sorry man. I would HATE having this happen to me when I'm about as far as you've said you are. I'm only about 275, but still feel that.

  • @[Deleted User] said:

    Not the only one at all. Grinding the previous rift has left me burnt out. Include the current state of the game and in the past 30 days, I've played 4 hours of DBD.

    A good half of that time has been spent in lobbies at least.

    I agree Sairek. In a past iteration of the game, I would have loved a system that required this much grind. But in the current state, they've left games extremely quick, hard to obtain objectives, and killers only to go against SWF groups. I can't be bothered to invest in that play style any longer.

  • Windows of Opportunity becomes obsolete once you have put enough hours in (I'm not proud), but Boil Over and WoO can both have their moments. Some killers have fallen for Dance With Me and lost the chase while others it definitely would have just needed a very slim amount of the wiggle bar left to escape and Boil Over would have prevailed. So I'd say it comes down to choice, but WoO is useless from an experienced standpoint.

  • I think toolboxes need to be rethought. I originally only ever used them primarily against Ruin, but that is out the window now, so I have no fair "use" for them in my opinion.

  • Used to do this as payback for them having NOED or Hex: Ruin. Now I feel so bad for them because we pop all five gens in five minutes, so I just head on my way and get in another match.

  • That moment when you see them finish the last gen and then see that you are chasing the obsession...

  • The Clown getting some more exciting add-ons or a mobility boost would bring a refreshing breath of life to the character. Looking forward to it some day.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028386#Comment_1028386

    If they’re going to give me access to a challenge, and include limited-time rewards, but then bar me from actually being able to play it because “boo-hoo you didn’t put in the ‘effort’ to engage in our deliberately slow and tedious grind”, I absolutely see a problem there.

    Keep in mind, this doesn’t affect me. I have every single character except Kate and Ash. But if there’s someone who doesn’t have several hundred hours shelled out into the grind or didn’t want to get all the characters since, you know, Survivors are just skins and half the Killers are a steaming pile of garbage, then it’s very possible this to feel problematic.

    I’ve seen games manage a “trial” DLC just fine. Take the TF2 contract system, for example. The beginner-level Pyroland contracts keep newer players in mind by granting them a “rental” version of a weapon they don’t have but will need to complete their selected contract. I don’t see why DBD can’t do the same. You select a challenge, you gain access to a DLC character, once the criteria for that challenge has been met or you pick a different challenge, you lose access to that character again. Sure, you can try to cheat the system by deliberately not doing that challenge, but A) most challenges require you to just sort of use the Perk/Killer’s power on a base level, so you’re most likely playing a handicapped half-Killer to avoid losing them, and B) that renders you unable to work on the Tome because you’re refusing to complete or switch off this one challenge. So you’re totally screwing yourself over by doing this.

    Those are very good points actually. For the sake of middle ground, I would say they should just not put character specific challenges. I don't want to bring judgment upon me for mentioning it, but perhaps DBD could follow the system of Destiny 2 challenges. They are possible to complete over time through a sort of long grind OR you can do the specific challenge to complete it faster. So, idk, like "Kill 100 enemies, Sidearms grant most progress" would be like 100 kills anything, but 50 kills if you do sidearms etc... Perhaps we could see that incorporated where DBD challenges would have a second, harder objective to achieve instead of using the character specific challenge.

    For middle ground, perhaps we can both agree that maybe DLC shouldn't have been touched upon this soon, they had plenty of survivors and killers to explore before doing so.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028352#Comment_1028352

    “Spend heaps of time grinding for the ability to access these handful of missions and skip out on their limited-time bonus reward or fork over the cash to earn the right to do them.”

    How do you not see the issue here?

    It is called loyalty. Every game has some sort of favoritism to it. You can't just spend the iridescent shards elsewhere, then complain because you can't unlock killers with iridescent shards. If you don't have the shards, then you have not been playing long enough to warrant the ability to play as a killer that they took the time to develop specifically for revenue. Let's not forget the game cost $30 base and that is assuming you didn't get it on sale. It is not realistic for them to just start handing out their killers just because challenges use them. Also, maybe you could consider it a "challenge" to unlock said character. Not a fun one, but a large portion of people have found a way to do them, so you have to as well unfortunately.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026709#Comment_1026709

    I dont think that I will discuss anymore when you really think that is "working our asses off", because it is just playing the videogame you play anyway. You dont have to do any special things to get Iridescent Shards. And even if you have to do the Challenges later in those 70 days - they are not that many Challenges. 4 in Level 1 and I would guess that there will be 4 for each Level. OR even less, considering that Claudette Challenges were also only two in the Entire Tome 1. Of course there are the Perks, but they will be in the Shrine.

    And honestly, at some point they have to do DLC-Characters. And it is totally fine to use those where you not need to spend real money on them. I would have a totally different opinion if you would need licensed Characters for them, because this would indeed mean that people are forced to pay real money on those Characters.

    But, even if you dont have Jane/Doctor/Spirit, you will need to spend Shards on them. Given the fact that those are super-easy to obtain and you have infinite time to do so to complete the challenges, this is fair. Like, you should not be entitled to get everything for free (which seems like a common misconception for the Archives, the Devs already made those Challenges way too easy and will not make them more difficult... Tons of free stuff already).

    I thoroughly agree with you that licensed killers would change my perspective as well. I also agree with your standpoint on acquiring characters. These killers are developed content, they don't just appear out of nowhere. Asking to have the right to play a DLC killer as part of a "challenge" is just a bit far fetched. Like you said, they have infinite time to do their challenges if they really want to work for it. If anyone wants to call me out on the Rift reward fragments and timeframe, you may as well look at that as a premium reward for either being a veteran and having shards to spend or shelling out money to acquire the correct characters.

    Lastly, none of the previous points even touches on how this would work if it were to be implemented. "As long as a challenge is active?" Are you saying a player can just play as the killer for as many times as they like as long as they don't finish a challenge? Maybe they can have one shot and that's it (but even that comes with so many issues). There is no real middle ground to a 'trial' DLC.

  • They are keeping the Tome challenges to killers that can be unlocked through Iridescent Shards. Now, if you have been playing the game for any length of time to care enough, you should have at least one set of shards for a character. I have every character through about half-paid and half-shards. If you can't stand the grind, then shell out $8 for the character. If you can't do that, then get playing. I'm not supporting business models, but that is how it works. You either play so you don't have to spend the money, or spend to save time.

    If these challenges meant the end of the world to someone who NEEDED to get them done, like me, I would advise they simply shell out and work towards saving shards for the next Tome characters now that they know what to expect. Honestly, expecting them to keep the Tome confined to certain characters is just naive at this point. Please feel free to correct me. I don't mean to say this is the perfect solution, but just an insight to the reality in my eyes.

  • This seems like a solid change, but the issue I have in my head is a scenario where a killer uses NOED and finds someone trying to open first gate. If they run away, the killer opens the gate and chases them down, knowing he is probably letting the others go, but that he will get a guaranteed mori on the survivor he is after if he catches them, which is very likely. Maybe that is just a trade-off.

    I do like that it would cancel out a last-minute DS though. That has always been an easy way out for the survivors, and yes maybe they save it for that situation, but there is nothing more frustrating than playing the lottery on that when picking one up in an exit gate.

  • @Seanzu said:

    Pay to win implies you can buy something that gives you an advantage, as nothing in the Rift or Archives gives you an advantage it couldn't possibly be considered "pay to win".

    Additionally, you can reach the end of each tome page without using a single DLC character, you just can't do some of the side pages, but you can save up iridescent shards to purchase, or, the DLC characters are on sale in the store 350 Auric cells each instead of 500.

    I think they are referring to the extra bloodpoints gained from the tome, which requires DLC to complete said challenges, therefore giving the ability to purchase more add-ons and offerings to level up faster.

  • As long as it resorts to characters that are able to be bought with earned in-game currency, it is not pay to win. It costs 9000 shards to buy each like you said, which is dependent on a bit of game time. Yes, a player could buy it for roughly $8 and save probably the equivalent of about four hours, but that isn't really that big of a deal to be honest.

    As far as if it were pay to win, are you really going to call it pay to win if the player earns rewards for a challenge they completed? It isn't like they paid money and got bloodpoints, they still had to meet the right conditions to finish the challenge. I really understand your opinion, but I think it is a bit of a stretch here.

  • I agree. I tend to play Killer when no one is around and Survivor when my friends hop on. That being said, I no longer play alone because it is incredibly stressful to score a kill in the red ranks now. I'm not saying I want a 4k but I can hardly manage one single kill and that is by camping the hook after all gens are powered and the other three are getting out. I'm not one to complain about people escaping, after all, get good and all. But honestly, when you go 5+ games with three survivors or more making it out, it kind of kills your motivation to play as killer. I know for a fact I'm not that bad at the game either, which is pretty arrogant sounding. But I've downed survivors almost instantly and still the other three survivors pop a gen while I'm hooking the one.

    That being said, Survivor side was entertaining for about three games before it got old. Sure, one or two of my friends have fallen a few times, but that is because we play altruistic plays that don't work out and they hook us well after we've already gen rushed and could have gotten three out. There needs to be a change to balance this. It's the worst I've ever seen after 800+ hours of play.