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AlwaysInAGoodShape

AlwaysInAGoodShape

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AlwaysInAGoodShape
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  • @Hanuka5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453921/slippery-meat-rework-anti-tunnel

    While all survivors are alive, when you are the only survivor on deathhook, you leave no scratchmarks, pools of blood, and make no grunts of pain

    This can be the case fromt he 2nd to the 7th hookstate. People will just purposly go on 2nd hookstate ASAP and than flashlight and flashbang the killer constanly. This makes it basicly impossible to hook the survivor if hes a decent player.

    I understand the plan behind this but this perk is way to abuseable.

    If the survivor does that and screws up, then the killer may also likely win the game off of that, since they're 1 hook away from death.

    It may look that strong at first, but you have to realize that if 4 ppl run this perk, only 1 person can get value from it, unlike perks like DS, which will give value to all survivors

  • It's not true. The devs do listen but they rarely carbon copy the entire idea over as it was proposed.

    They transform it and turn it into something new.

    I've proposed a freddy rework long ago, and suggested they should make it where freddy can make the world around a survivor dark and hard to see so freddy could ambush them, and later came The Dredge

    I also proposed a floating killer ghost with candles who could shoot copies of herself through the map and objects to "haunt" survivors and hit them in a straight line, and later came The Artist

    I even proposed the freddy to be more based around the moments in the movies and referenced the bloodbath he appears from with link to clips from the movie and it's now part of freddy's rework too

    When you post killer ideas never fully expect them to copy it. They will consider the ideas proposed, transform them into something new and think about the best fitting themes to implement them

  • @ItsKingDavid098 said:

    The skin walker(the imposter)

    This is one of my most favorite games ever I love it and will always be loyal to play this game I have had a few ideas for killers!!

    First idea is ancient folklore of a skinwalker this character would be able to shapeshift into a Survivor character that they are playing against so that they can trick the survivors into allowing the character to get close!! The killer would have zero Terror radius until transforming into its full Skinwalker form!!

    The Imposter can also damage the generator in Survivor form while it may look like to the Survivor that a fellow survivor is helping repair a gen the Gen is actually losing progress the killer can only do this per generator for a total of 10 seconds after 10 seconds the killer will automatically turn into its Skinwalker form!

    When the killer chases in its Survivor form it has a somewhat demonic laugh!! And when stunned with a pallet it goes back into its full Skinwalker form the killer can also play with the minds of the survivors when a Survivor is downed their aura disappears for for 35 seconds and transfers to the Killer the killer can appear to be downed in Survivor form to get unsuspecting survivors to come help heal

    Perks:

    1-sheered nerves: survivors being on edge not knowing who to trust when doing a generator Will Repair a generator 3% slower when Within five feet of the Imposter

    2-pain pause: when a Survivor is downed what's the killer picks up the Survivor all generators are blocked until hooked or dropped or if the Survivor escapes the grip of the Killer.. generators won't lose progress but the entity will block those generators

    3-killers determination: gain 1% haste for every down you get for a maximum of 8% disabled once exit gates have been powered!!

    Story of daniel trelin: Daniel trelin always had a hard time fitting in always trying to find his place in the world even acting like the people he went to school with imitating them whether it was a hairstyle or clothes just trying to fit in but one early morning hit at home he ran into this witch Who tricked asked what he wanted most after stating that he just wanted to be able to fit in and be like everyone else she laughed and tricked him he now walks the rest of his days unsuspecting as a funeral being able to be anyone he chooses to be!!

    When killer is about to mori a survivor the evil spirit allows Daniel to come out just for a moment just to yell help me for the killer letting him see what he has done but having zero control the killer then bites off the face of their civilian and Daniel is yet again put back into the darkness!!

    I think one of the reason we're never going to see this killer in the game is because it gets completely demolished by SWF's with coms, so it would be impossible to balance since it's core strength would only really work against Solos who already have it harder

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466244#Comment_3466244

    Yes! This is also a simple solution. If they're so scared of a specific part clipping (which in most cases it doesn't) just make that part linked and free the other parts!

    This is genius

  • Exhaustion didn't exist in the past for movement speed perks for survivors. Exhaustion was specifically added to remove problems of survivors stacking movement perks, so I don't think it's going to get added, since it's basically asking for a solution to a previous problem to be reversed

  • @idi_007 said:

    But think of the possibilities!! It'd be awesome if it were just a bit different

    I think the first part of the mori should change. Maybe the stab could be more spectacular, but I also wouldn't want the mori to last longer because I do love lategame builds

  • I honestly wished the fishnet at the top looked more fishnetty like in the original image. Still the best skin in the game in recent times imo

  • @idi_007 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451932/merchant-rework-merchant-like-in-the-cutscenes

    Honestly, the only rework I wanted from Skull Merchant would be a Mori rework. Idc that she's bad, but that Mori is awful 😭😭😭😭😭

    The mori is actually the main reason I play her, I love it 😭😭😭

  • @BlueRaveUnicorn said:

    https://us.v-cdn.net/6030815/uploads/IGG09VTGXUTK/img-3634.jpeg

    Lots of people Said this was coming with this rift but it didn’t When does it come ?

    Here's how it looks like in game:

    https://youtu.be/uTLrovKMHv8?si=qNe4SwZBuCk7-EDu&t=322
  • Knight: Because of sandwiching and it's just running away from loops

    Houndmaster: So buggy and a low cooldown on her ability feels unrewarding

    Nurse: Simply because she ignores most of the game, but playing against a weaker nurse always does feel funny

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972008#Comment_3972008

    I honestly think that her 1.0 version with 3 gen limitations that been done would be the best option now

    I would happily accept that, tbh. With the anti 3-gen mechanic in place things would be okay, I would say.

    What is it about Skull Merchant's playstyle that you actually like?

    Are you into it for the trap-planning?
    Are you into it for the insta down effect?
    Are you into it for lastertagging? etc

  • Where are all the Skull Merchant mains at. I heard from someone they scrapped the new rework idea?

  • That looks badass. Bye 1080 auric cells

  • I think for Skull merchant to be the real intel killer she needs a form of non-lethal map mobility, because what's the point of knowing where survivors are, if it takes half a generator to get there.

    I also think that skull merchants DESERVE to have a rework in which they can continue "lazertagging" and using their rotation flicking skills that they have build over the many months of play with her. That would imo be the ideal world

    But I am definitely happy with her getting more into chase powers, The passive injures made her too easy, which made her problematic at lower levels. It should require skill

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969854#Comment_3969854

    all you did was give killers a worse corrupt and give survivors big buffs with aura reading

    solos are only bad because they don't do gens and can't read a hud to save their lives(literally in this case)

    And because they can't heal as easily and waste a lot of time compared to SFW's, which is why Behaviour is forced to keep killers weaker than they have to be against SWF's, to balance the books.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970308#Comment_3970308

    The entity's grasp implementation could vary slightly but the main idea would stay: Slow gens down until the killer has found the first survivor)

    They already did this though. I get that it might be bugged currently sometimes, but having all survivors spawn together does this.

    You have to walk across the map to work on separate gens, and working on the same gen together is way less efficient, especially early game. Likely, you're walking into the killer doing that.

    The thing is that normal M1 killers may only arrive at the place they all spawned together once half a generator is already completed, and in unluckier situations worse, which unnecessarily puts low-mobility killers behind in a part of the game that doesn't even involve much gameplay

  • @n2njauwu said:

    yeah some killers will cry but it will also benefit them if soloq are buffed closer to SWF so that game can be properly balanced around that level while now its in between.

    This! It's really not about making one side stronger than the other. It's about making soloq and SWF play at a more similar level to allow for balance and address common frustration points for both killers as survivors, like we've done in the past!

    I don't think too many serious people will complain about basekit BT and longer gen times after they've gotten familiar with it, and I doubt they'd try to reverse these changes once they were in play either

    (The entity's grasp implementation could vary slightly but the main idea would stay: Slow gens down until the killer has found the first survivor)

  • @kit_mason said:

    Point systems are frequently requested but often fail to consider that it would make balancing the game more complex, not less. Arguments about how if perks should be worth 50 points or 55, reworked perks not being made worth enough points because of unhealthy interactions that devs didn't consider (like FTP Buckle Up), and so much else.

    This idea adds another layer of overcomplication by having to introduce scaling outputs that may not be considered even by the playerbase. All in all, systems like this just serve to create pointless arguments about minmaxing perk scores.

    If it was in the game already, likely nobody would want to have it the other way around, as just 4 perk slots would kill half the perks in the game.

    Arguments about perk minmaxing will always exist, but the difference is that it will be infinitely easier to make quick balance adjustments to numbers without much human effort, than it's to design a perk effect that must always equate an equal 25% of build power across all builds. The 4 perk system continuously forces you into different perk reworks if you actually intended on all the perks being used and not just be dead perks and clutter in the bloodweb

  • @R2k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969837#Comment_3969837

    I would disagree with you. It was multiple times proven Discord beats everything. People even streamed how they 4 man perkless squad outplayed killer just by using voice calls. Also voice call completely removes any stress and doubts from game as one who loops killer tells others what to do. It's win-win scenario in comparison to SoloQ players who must pick auras to be effective.

    I agree. Coms not only tell you where survivors are, it also tells you where they are going to be. Coms essentially give all survivors in a team permanent info on where everyone is and lets them see into the future as well. As a completely free perk, that's a hell of a powerboost

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969820#Comment_3969820

    auras are always stronger than comms when it comes to sharing info because they give accurate and up to date information.

    Which is perfect, because both killers and survivors are getting stronger from this update, and it sets a healthier floor for game balancing after as solo's won't be as near at a disadvantage anymore compared to swfs

  • @NightWolfsFury said:

    I would say the time to see other survivors should be longer because seeing other survivors without a perk is crazy strong information. It also should not show auras or survivors in chase so it can’t be abused by SWFs or flashlight savers as easily.

    I pretty much solely play survivor these days whenever I do play.

    That is the mistake in mindset though, many SWF already have access to each other's information and location through coms. It's only the solo players that don't have access to this, which is what creates a gap, and this gap makes the game harder to balance. The smaller the gap, the easier it will be to balance the game

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969698#Comment_3969698

    It sounds well. But I still can't fully imagine that as a gameplay. I defienetly would like to see her be more appealing to both sides. But same as BHVR, you offer way too difficult multitool. But in your suggestion it might make her stronger. In BHVR suggestion I don't see her being better than C tier with a long set up which as we know requires some time that you don't really have.

    My idea was to make deployed drone start harrassing survivor as soon as they see them, being completely stealthy. When drone sees survivor they follow them and revel them to SM. SM gains undetectable for as long as the survivor is chased by the drone. She would have 4 of them. Her second ability would be to shoot bullet from her mechanical weapon. Once survivor gets harrased by drone enough to fill the lock on meter, lets say 30s, she can shoot them with this bullet to damage them with this power for as long as they have lock on. Lock on would last about 60s. So the gameplay would be that you see survivor being harrased by drone that follows them, you prepare your bullet ability and once they have full lock on you can shoot them. This would give her antiloop as well as more interactive power.

    When I'm trying to explain it more closer to a game design document it looks a bit more complex than it is, since a lot of small details aren't as necessary to understand and are pretty intuitive.

    She would play a bit similar to huntress, You would essentially just try to dodge her projectiles & duck her scans
    Her sending shooting drones out would also be pretty intuitive to understand. It can simply happen if you have a stalker drone on you and you just run away for a bit
    Her ambush would also be a bit more noob friendly. It's a long dash across a predetermined path, that you can interrupt. Since survivors can outplay her by predicting it and bumping into her, it would probably end up in fun survivor clips pretty fast, like trapper being able to step in his own traps, and would be understood by the community as a classic outplay of skullmerchant

    And it keeps lastertagging in for SM for the OG fans, which I think they deserve 😊

  • I think this is an exclusively great idea. It would only create a better experience for everyone and help killers who want to create fun matches for everyone

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451932/merchant-rework-merchant-like-in-the-cutscenes

    It's kinda difficult multitool.

    I've said that the Merchant after rework except for the speed/slow was kinda ok. Not fun or interactive, but fun. To be honest, I'm not huge fan of BHVR rework idea, because it will make her more difficult to play while leave her being one of worst killers. This idea seems way too complicated. Can you do a summary in short sentences of how would the playstyle go?

    I kinda imagined her having selfmoving drones that hover around map and search for survivors. Once they spotted someone you can speak about the propulsion or how it was called.

    What you would do in chase is Shoot a bouncing drone and try to injure or down them with Scan mode (stopping the bouncing trajectory and locking it in place for a scan), or you can try to hit them directly in Stalker mode (Aka normal bouncing trajectory), which will make it easier to mindgame them with M1, cut them off with Ambush, or try to leave the chase and get the Upgrade off successfully to quickly move to a new target (with ambush) so you can give more survivor stalker drones for a strong SWARM to slow down the game.

    That's the quickest summary without getting into the super details of how every ability works.

    Since her main chase is dependant on survivors having to "duck" when she does scan mode, she will be able to mind game with this too as well, since if she doesn't activate Scan mode to lock the drone in place, the stalker mode (aka normal bounce trajectory) will hit a survivor whether or not they're crouching

    Also a mini summary of all her abilities (without game implementation details):
    - Can shoot out a bouncing drone in a straight trajectory (called stalking drone) that will bounce off walls twice and if it hits a survivor will follow them and blind them if they look in that drone's direction. Being hit by this drone applies 1 stack of SWARM. It can be removed with a skill check
    - She can upgrade all stalking drones attached to survivors, preventing them from removing it with a quick skill check. It can still be removed if the survivor enters a locker for 30 seconds
    - She can hold the ability button to send a SWARM out for each survivor with a stalking drone attached, which will chase their latest past location for each stack of SWARM and shoot the survivor if within LOS and within 8 meters if the killer isn't within 16 meters of that survivor
    - When shooting a bouncing drone in stalker mode, she can press the ability button again to lock it in place, entering Scan mode, where it scans and injures/downs any survivor scanned by it if they aren't crouching
    - She can use Ambush to create a fixed path and quickly travel over it, without ability to break off of it once she's traveling it. If she bumps into any survivors while flying over this path, she gets fatigued for a prolonged duration

  • #Chest surprise build:

    Plunderer's instinct + Appraisal + Ace In The Hole + (something of choice)

    #Pallet save yourself build:

    Flip-flop + Power struggle + Unbreakable + Tenacity

    #Dissapear from the killer build:

    Overcome + Lucky Break + Iron Will + (something of choice like self-care)

  • I think your best bet is by trying to make maps feel less familiar. One of the more subtle elements of horror is uncertainty. Initially, you don't know the layout of maps, which is terrifying as you get chased, you have to make split second decisions adding to the fear of being found.

    If you want to make the game scary, make sure that survivors cannot "dream" a map out of their head.

  • There is a good discussion on one of Nickenzie's post about why voice coms might not be as ideal as it initially appears to be.

    Im on mobile now, so itll be hard for me to link.

  • That dude looks like he's been playing too much Town of Salem

  • It's possible to make every killer viable competitively without changing a single thing about them. The only thing that you'd have to change is the Emblem system.

    If you have a ranking system that has competitive measures for how well a killer performs in a game (competitive meaning that if the killer gains points, the survivors are losing points), then you can collect people's scores across ranks and take their average. Compare their score against people with the same killer and use that to determine whether someone wins or loses.

    For example:

    Let's say a nurse scores 80/100 points on average in rank 1. Freddy scores 60/100 points on average in rank 1.

    If you play Nurse and score 70/100 points then you'd derank, because you perform below average, yet if you'd play Freddy and scored 70/100 points you'd rank up (or in this case stay at rank 1), because you'd be performing above average.

    It wouldn't mean that every killer would get an equal amount of kills, because as you said, if we'd not be allowed to change anything about them then that'd be impossible, but it is definitely possible rank-wise.

  • @Poweas said:

    So my take is on it, healing is good with Self care? Please explain it if I've got confused.


    @Poweas

    When someone is being healed by 2 survivors and a killer interrupts them at 10 seconds, people often don't think of it as just as a big deal as someone who has been healing solo for 30 seconds.

    When multiple people are healing each-other, the likelihood of the killer not being occupied and thus interrupting them is increased. People often forget that detail;

    If in case A, someone is being healed for 10 seconds by a teammate and in case B, someone is self-healing for 10 seconds, then if the killers interrupts the heal, case A will suffer twice as much time loss even though they have been healing for the same amount of time.

    That is why team-heals are very dangerous in uncoordinated teams: It's a way to very quickly accumulate time-losses.

  • DBD Gamers trying to avoid a high ping:

    META.jpg


  • "Anything and everything gets repetitive with time."

    A lot of things may feel repetitive. Simply things with an unsure nature do not feel repetitive. RNG, scarcity etc.

    Actually, the most fun thing in the match for a survivor is in fact the killer. A mechanic that would involve or increase the chances of a survivor interacting with the killer would be ideal.

    The current Gen may feel repetitive, but they at least are not exuberantly demanding, rendering them the better, yet unideal solution.

    I simply do not believe that any kind of mini-game would be a fun solution for generators. Even if you picked the most famous dopamine inducing mobile games, such as flappy bird or candy crush and made them thematically fitting with DBD and generators, would I want to play that 5 times each match of DBD.

    I don't think that changing the complexity of the generator process is inherently flawed, but I do think that doing that in the form of anything resembling the typical mini-game would be something that everyone would be disillusioned with quite quickly as a permanent addition to the DBD formula.

  • @darktrix said:

    If Ruin was standard you can say goodbye to new players. It's probably been goodbye to new players anyway, but there should be something between Ruin and...no ruin.

    Exactly. If ruin is meant to have survivors hitting greats every time, then ruin might as well simply nullify great skill-check bonuses.

    If ruin is meant to be missed, then it might as well always be that way, in an unpreventable (and preferably in consistent?) manner.

    All ruin does now is worsen the skill-gap which is already worse for survivors at lower ranks.

  • I think the mini-games will become more repetitive than you think. Even if you create a bigger collection of games.

    It is one thing to do something boring and not having to pay attention. It's 2 things to do something boring and having to concentrate on it. I think it'd be a change that you would dislike once you've tried it enough times and the feel of personal involvement would've fainted.

    Your goal is not wrong here; generators are very boring indeed. But in it's current implementation, at least you can read the chat.

  • I think it will hit console players the hardest. Missing an attack mechanic is normally healthy but on console missing attacks might have increasingly to do with low frame-rate and locked (low) max sensitivity.

  • At 14:00 he grabs the survivor by the legs. Wish we had a sped up version of that. Really gives me the chills just looking at the animation.

  • "Survivors should have all information about the other survivors."

    Exactly. Not being able to see a strangers perk removes so much strategic debt. I had games where I used premonition and "poked at a gen" as I and only 1 other guy were still alive. I managed to continuously hide from the killer. Since there were 2 gens left, the chance of us escaping through the exit gates was very very low.

    I almost managed to finish the whole generator with the Premonition & Hide strategy but I got impatient assuming my friend would be found anyways. The killer found me and I got killed just to find out my teammate had been running premonition as well and was doing the same as me! If I had known this information, then that match would've ended differently entirely.

  • Hey @Hudson !

    Thanks for writing all of that out. You brought up a lot of interesting points. As I don't own Freddy it's really interesting to hear what a committed Freddy player thinks about it.

    So as for the dreaming-transition: I think I wrote it down as holding it from 3-10 seconds. The longer you hold your dream on them the stronger the mist. If indeed Freddy mains like to put multiple survivors asleep at the same time, then it would be possible to make it from 0-10 seconds, meaning that you can instantly put someone to sleep, while having the option to create for a stronger mist. (The 10 seconds may be lowered through experimentation)

    As for how the power would help him in chase: He will be invisible and has no heartbeat. In order for him to become visible, the survivor has to look at him directly for a small amount of time. That time might not look like it is that long, but if he's coming around corners, then that advantage is huge. Though it might be possible to decrease the time it takes him to disappear again. If 5 were to be lowered to something like 1-2 seconds, then he'd be on of the game's strongest "mind-gamers". This would make it desirable to loop Freddy in open area's where one can see over loops, which has its own interesting aspect and makes normally safer loops less safe.

    I find your idea of the reverse aura reading interesting too. Aura-reading for survivors might be the most frustrating thing to deal with for any player who want to have some degree of immersion, so I'm typically careful with removing that dynamic from them. Though proximity aura-reading during a chase might be exactly what he still needs, so he can know where to sneak up from, etc. I'd estimate it to be about 20 meters and have it only work on running survivors. (This form of aura-reading would work in-chase and outside of the chase)

    What do you think?

  • @NoShinyPony said:

    Are you looking for a scenario where it matters whether the survivors get the 8 items from the chests instead of ignoring the chests?

    I'm not sure if I understand your question, but: If a survivor would deliberately ignore items and chests, then they should expect to feel behind, in a similar fashion to how playing perk-less would feel as similar to perks in this version we'd expect them to have perks and we expect them to have items (even if they didn't pick them in the lobby. Due to their easy availability they would get them effortlessly)

    There would be scenario's where it matters whether someone uses an item or not if the chosen significance standard of items were to be medium-high.

  • @NoShinyPony said:

    So you are looking for a scenario where it doesn't have a big impact on the trial whether the survivors equip items in the lobby or not, is that right?

    Correct.

    From the OP:

    That is the current fundamental flaw with items: Where as the ability to equip items in the lobby should've only granted you the option to CHOOSE your exact load-out, due to how finding items during the match plays out, it also grants you the ability to meet a superior power-level.

    The lobby item has to serve as giving you a choice option, but is not exclusive in giving you the power that items give you.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/421225#Comment_421225

    But a nerfed item would also be less significant. What is the difference?

    I was responding to your second sentence, not your first. There is no difference because nerfing the item makes it less significant. That is the problem. My approach isn't linked to making items as insignificant as possible to achieve balance.

    There's this sort of humour that when you'd want to design an item in DBD you'd have to make sure it isn't that significant. The best job you could do is to not have made an item at all as that has 0 significance.

    If an item were to be strong, one could still easily buff killers appropriately; but now item-less survivors are in trouble.

    Hence the problem comes from the gap between those 2 different survivors and the ways through which they could acquire an item.

    In the version I propose, significance of the item isn't a problem as you would be able to buff or nerf the killer appropriately as the difference in strength between the 2 survivor types is closer to being nullified.

  • @NoShinyPony said:

    Why do you think it's necessary to rework the entire system? Why not simply nerf the existing items and add-ons that are too powerful?

    Because that approach tries to balance things by making something less significant. The less significant, the more the left green chart looks like the right green chart (2nd image). Perfectly balanced here would be no significance; items without value.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/420321#Comment_420321

    @Carpemortum That was also my initial reaction. After reading the part "3 people healing the injured survivor" I just skipped the question.

    And guys, don't forget, that quiz doesn't have to be perfect. It was just made for everybody to have fun, so thanks @AlwaysInAGoodShape ! 😊 ❀️

    The question about 3 people healing is a theoretical one. The healing speeds are altered unnaturally too as to test whether people know how to measure a team's efficiency.

    A surprising amount of people knew how to measure it right actually.

    Edit: Still don't know how so many missed the devout one xD

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/420112#Comment_420112

    There is no Bill on PS4. Bill cannot be played on PS4. People do not choose not to play him on PS4; he is not an option to begin with. I thought you were being clever and put Bill there to see if people would understand that you can't have a 0% play rate on something that doesn't exist, but apparently you just made a mistake.

    If that's how you want to cope with answering it wrongly, sure.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/420084#Comment_420084

    Bill is null on PS4. I viewed PS4 on its own, which is the way you wrote it. On PS4, Bill does not exist.

    You made a mistake. That's all.

    Bill's playrate is 0% on ps4. Bill exists within the dbd universe. That is what i said. Not what you said I said.

    At least 83% of the people understood it.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/420042#Comment_420042

    Look up the difference between zero and null in programming. Something that doesn't exist has no attributes.

    To say that Bill is the least played survivor on PS4 is like saying that Jason is the least played killer in DbD.

    Bill is not Null in DBD. Jason is.

    The Dead by Daylight universe exists regardless of what platform the game is on. Hence why Meg on ps4 is not a different person from Meg on pc.

    The mistake you're making is viewing ps4 DBD as an isolated product and universe instead of simply comparing the data of all characters in this universe across platform. Considering the title there is no reason to assume we're not talking about the DBD universe.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/419445#Comment_419445

    3 is wrong. Bill is not the least played survivor on PS4 because Bill is not on PS4.

    Is Bill a survivor?; Yes

    How often do you play him on ps4?; 0 times.

    Bill is the least played survivor on ps4 because he is not available on ps4.

  • @bubbascal said:

    https://forum.deadbydaylight.com/en/discussion/55689/quizzing-hype-a-medium-to-high-level-dbd-general-knowledge-test

    This quiz was fun.

    But what were the right answers? And what was the answer to the final question? lmao

    I feel pretty darn confident I got quite a few of them right. I also typed "controversial perk". Hope that was right. 🀣

    The right answers are:

    1. Rotten fields: 65%
    2. Nurse: 77%
    3. Bill Overbeck: 83%
    4. All: 84%
    5. Team A: 64%
    6. 96.25%: 51%
    7. Adam: 59%
    8. Overwhelming Prescence: 73%
    9. None of the above: 93%
    10. Dance with me: 20%
    11. Game Director: 74%
    12. 2 Pips on average: 20%
    13. 300 Survival, 650 Boldness: 27%
    14. Devout: 21%
    15. None of the Above: 37%
    16. There is no right answer to this xD


  • @Devil_hit11

    "Overwatch actually tried this ranking system(your proposed ranking system) and it failed miserably, because players looked to earn the most "points" in the hidden rank system rather than play the game properly."


    They did not. What failed in Overwatch was that their their ranking system and "playing the game properly" didn't match.

    You might want to ask yourself what "playing the game properly" means. If you know what it means than there you have the particular features of your emblem system.

    Often what "playing the game properly" means is simply winning. That makes for a decent emblem system. Add on top of that how many generators have been completed in case there wasn't an escape and make sure all survivors get rewarded as to make them not play self-ish.

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