The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
Green Hex: The Third Seal????
I will flip out in private if some stupid decision was made to retroactively change each killer and survivor to have two purple perks and a green perk rather than base the perk rarity off of the power of the perk. (No offense)
My baby deserves a spot in the Very Rare ranks (even though there are plenty of Ultra Rare posers mixed in already). This is also a perfect example of deteriorating game design choices when it comes to introducing new chapters formulaically.
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because of a forum avatar you're this upset?
You ok???
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It will be ok, breath in, breath out.
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It would make sense. It's the 1st perk in the chain
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*breathes in* Why, lord? *exhales*
That was kind of refreshing tbh.
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I'll never understand how people get upset over something as small as the color behind an icon.
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NOOOO!!!!!!!!
It doesn't make any sense!!!!!!
Rarity, for perks anyway, signifies the amoun of impact a perk can have on the game. It's not just an arbitrary color defined for a pattern's sake. Teachable perks were assigned rarities and then assgned to survivors to whom they would fit. A perk's rarity shouldn't change because of a whimsical thing like "It's the first perk in the chain." The Hag's perks don't correlate to one another in terms of synergy or any other terms, so there should be no reason for this change that is based in an unfounded correlation.
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Dude chill, it's just a color choice. It really doesn't have any bearing on literally anything. Compared to Ruin and Devour Soap, Third Seal isn't particularly powerful.
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Boil Over is purple. xD It doesn't show the impact the perk has on the game. It's Kate's worse perk; it should be green.
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Well, changing things like that SHOULD make a difference, but the developers have begun throwing the perk design and balance office out of the widow, so I'm here to express my distress.
Killers and survivors are obtaining new perks left and right without any effort whatsoever, and there is no publicized consideration for what ought to be done about teachables (in reality, it's perks altogether) and their state in the game.
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Some perks are good, others are bad. Most are in a solid middle ground. That's how things are for...well just about everything really. What does any of that have to do with perk rarity, which really isn't a huge deal already
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Not really... it just "hmmm let's put this perk here... OH and this perk here"
For example No Mither is lvl 40 and WGLF or Dead Hard are lvl 30 and 35.
It sometimes just happens that the strongest perk is lvl 40 and weaker is lvl 30
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Exactly.
BBQ should be the best perk for The Cannibal, unlocked at his highest level bloodweb (and I hate the stack change made for this perk).
Fire Up should now be Very Rare.
The Pig should have her unlockables as follows: Hangman's Trick at 30, Surveillance at 40, and Make Your Choice at 45.
Bamboozle should not be the first perk unlocked (Caulrophobia would be a better fit).
The Legion, The Plague, and The Spirit should have no perks at max tiers less than Very Rare, with Discordance being the last teachable unlocked from The Legion, and Corrupt Intervention being the second unlocked from The Plague.
DWM should be level 40, WoO level 30, and Boil Over level 35
All of Jeff's perks should start out from the Rare level, with the unlocks in the following order: Distortion, Breakdown, Aftercare.
All of Adam's perks should start from the Rare level, the order of unlocking being Autodidact, Diversion, Deliverance.
The rarity and order of unlocking between Flip-Flop and Buckle Up should be swapped.
The developers are just throwing colors and rarities around without taking heed of the consequences: a grind that is not as forwardly progressive and a trend toward a lack of perks relating to the killer.
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Aaaah, but that makes sense form a design standpoint. the final teachable to be unlocked is something that was completely unique to David and a risky perk idea from the developers. It makes sense to place No Mither last so as to not force survivors to pick it up before dead hard. The extra ability (DH) comes first and then follows a synergizing handicap (No Mither) Why would this perk be placed as a blocker to the final teachable? It would never.
Well, that's dubious considering the degin choices made by the developers recently.
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If the rarity of the perk actually had an impact on the Bloodweb, for example if you had green perks available they would appear in place of a green add on or item and wouldn't cause the entity just for taking it, it would allow the devs to target the player base with what they consider less used or baseline perks. It's a pity they don't do that, and so we have randomly different colors of perks for no good reason.
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Technically, perks can only spawn on nodes of that rarity, so there is some direction about what perks can spawn in a bloodweb, but it would be nice if common perks were brought back and did not have the same properties when obtained on the bloodweb as perks of other rarities (does not trigger the other perk being eaten).
Still, the forum icon for Hex: The Third Seal should be the color it is in game regardless unless all perks get different color variants.
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And the weakest
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So you say. I've had it do terrific work for Scratched Mirror Myers, creating much more interesting responses from survivors than Ruin or Devour Hope.
But that's partially beside the point. Third Seal deserves its rightful purple color here on the forums due to its Hex nature and its potency in various scenarios.
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Why are you necroing an 8 month old thread? Lol
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(even though there are plenty of Ultra Rare posers mixed in already)
Yo. 😊
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I was just looking through my discussions and noting the ones that I had left unattended. Responding to someone who speaks about an issue you hold passionately is always better late than never. And the post is still relevant because Hex: Third Seal is still green cough.
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I have my eye on your pinkness, Boss. Sibling perk, sir, please throw some love @Hex: The Third Seal's way. Can you not see how distressed I am? Just look at my face and that strange eye-like growth on my forehead! They're signs of stress from being undervalued and sidelined.
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I really hope this is a joke.
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Are you implying...that I am not serious about the importance of breaking a needless, harmful pattern in perk rarity application? I...don't know what to say to you. You've broken my heart. Look at what you've done to my face: @Kind_Lemon
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How I feel after reading this^
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I feel like this thread has deviated from its original, intended purpose, which was to highlight the unclear and dubious design decision to release every character with one Rare perk, one very rare perk, and one would-be Ultra Rare. This clouds the reasoning behind why a perk is a given rarity and causes confusion in the new player base when some of their go-to strongest perks are green. It was especially important for me to use Hex: The Third Seal because it was an example of the devs going back to revert a decision about design without ever providing any reasoning to the community. Additionally, the perk is powerful enough to warrant a Very Rare final tier, and the avatar on the forum is not aligned with what is in game. Humor is an effective way of drawing attention to an issue, so that's why I decided to not make this an excessively serious post. But, the forums seemed to have deflated my argument.
TLDR; No! not the spoon! How did you know my ONE weakness?!
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quick question: If I ever get the "Trusted" label, do I get to pick my color, or is it automatically Ultra Rare's color?
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