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Fibijean

Fibijean

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Fibijean
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  • Congrats! The only killer Adept I have left is Deathslinger (got Clown a couple of days ago, and Legion the day before that). I'm having a really tough time getting it because I am not good at aiming, and Deathslinger and Oni are my least-favourite killers to play. At least Deathslinger's "use power X times" achievement is fairly easy.

    I made sure to get the difficult ones like Evil Incarnate and From the Void She Kills out of the way early on once I started seriously achievement-hunting a few months ago, and I got Left Behind ages ago by complete chance because it was bugged. The hardest one I have left is distance hatchets on Huntress, of which I have four so far. Luckily, I play on PC, so I only need 20.

  • If you reported them in-game, you can submit your evidence via a Support ticket at this link: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191426

    You will need your own and the offending player's Steam ID64 or Gamertag, depending on platform, as well as your Player Cloud ID (which you can find at the bottom of the Options menu in-game).

  • @Actionjacksn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282536#Comment_1282536

    What are you talking about? We found out here that it is an ability unlock if you watch the conversation, right now im trying to hit the right combination when playing with Oni.

    Well, the person who replied to me was speaking seriously (or appeared to be) so I responded in kind. Sorry to hijack your thread.

  • For starters, there are no downvotes on this forum, so everyone's opinion gets heard equally (as long as they can express it civilly) ๐Ÿ˜Š Also, this is going to be long, but judging by your OP I'm guessing you don't mind long posts!

    Tunnelling

    First, definitions. Tunnelling does come from the expression "tunnel-vision". You will find people with many different definitions of it, but as far as I'm concerned, tunnelling is going after the survivor who has just been unhooked, period. In my experience, most people who say that X is tunnelling but Y isn't because of the circumstances say that because they associate the word with unsportsmanlike behaviour, and wish to distance themselves from that connotation by using "tunnelling" as a term to distinguish between behaviour they consider acceptable and behaviour they don't. (For example, "it's only tunnelling if there are other survivors around and you choose to do it anyway" or "it's not tunnelling if it's the end of the game", or even "tunnelling is a word survivors made up to shame killers".) The conclusion I have come to is that definitionally, chasing a survivor off hook is always tunnelling regardless of circumstances, some forms of tunnelling are simply more widely acceptable than others.

    Which brings me to the next point, "where is the line"? The answer is everyone has a different line, so practically speaking, there isn't one. Dead by Daylight doesn't really have anything which is universally agreed-upon enough to be considered an honour code. Some survivors won't have a problem with you tunnelling regardless of circumstances (though they will likely appreciate a bit of mercy if you care to offer it), some will only be okay with it if it's during endgame or if there was no one else around (as in your case), and some will genuinely expect you to pretend they're not there if they've just been unhooked, no matter what.

    My advice to you is this: you can't please everyone, so play how you want to play. Tunnelling is a valid and usually quite effective strategy, but it can feel pretty crappy for the survivor on the receiving end. If you want to employ it for strategic reasons regardless, go for it. If you would rather avoid it out of kindness, that's okay as well. The important thing to remember, in either case, is that it's completely up to you. If you sacrifice a strategic advantage to be nice, that's your decision, and if you choose to capitalise on that advantage instead, no one should make you feel bad about it because there's nothing wrong with playing optimally as long as you stay within the official rules. If someone does cross the line into outright verbal abuse, as happened in your example above, feel free to report them for it. This is not only my perspective, but the official one held by the developers from everything I've seen and heard (as you yourself will have seen in the most recent stream when they discussed camping).

    Exploits

    What you're describing certainly sounds like an illegal exploit, but there are some things in the game that are technically "exploits", in the sense that they work by taking full advantage of a particular mechanic, but aren't against the rules because they have been officially endorsed. Looping, which exploits the survivors' smaller collision box to maximise chase length, is one such example. 'Window tech', which exploits the killer's limited FOV and collision mechanics while vaulting, is another. In order to determine which one this is, you might need to give us a bit more information. When your team asked you to crouch in front of the killer, was this while he was carrying or hooking the survivor, or while she was still on the ground? If the latter, were you asked to crouch on top of her? What position was she and/or the killer in (e.g. in a corner, on a hill)?

    Annnoying Tactics

    You are completely right about annoying tactics existing on both sides, and in general the ire around them is due to a lack of empathy. This is true both in the sense that people who only main one side sometimes don't understand why things like camping, tunnelling, looping, blinding etc. can often be necessary for strategic reasons, and also in the sense that often something looks or feels very different from your opponent's perspective than it does from yours. For example, as you pointed out earlier, a survivor may feel like they're being singled out when in reality, the killer simply couldn't find anyone else to chase.

    In my experience, the idea that killers get more stones thrown at them boils down to two things: firstly, it's not very true in general, especially on the forums, but it may feel that way to someone who identifies more with the killer side due to cognitive bias; and second, to the extent that it is true, the reason would be that overall there are more survivor mains in the community at large than killer mains, given the game's 4:1 ratio and the fact that survivor is the only role you can play with friends in a public match.

    As far as I'm personally concerned, as I've said, everything is acceptable as long as it's not against the rules. However, there are a couple of reasons why people who do believe that camping and tunnelling are less justified than looping feel that way, outside of simple entitlement.

    Firstly, scoring: a survivor who gets camped or tunnelled to death will likely depip with very few bloodpoints earned, while a killer who gets looped all match will probably come out not well, but better, particularly since killers tend to earn more bloodpoints than survivors overall.

    Secondly, responsibility: if a killer is so determined to get a particular survivor out of the match that they will camp and tunnel them to death, there's not a whole lot that survivor can do about it beyond delaying the inevitable, unless they're unusually skillful. Chases as killer tend to be a lot more about outplaying your opponent, so if a killer gets looped all game, it has a lot more to do with their relative lack of skill than being facecamped does for a survivor.

    Thirdly, necessity. A good killer can win games consistently without needing to use tactics like camping and tunnelling to do it. Looping, on the other hand, is an absolute necessity for survivors, because survivor gameplay at its essence is about wasting enough of the killer's time that the generators can get repaired and the gates opened before everyone dies, and looping is not only the most effective, but close to the only way to do that.


    I hope I covered everything - let me know if you have any more questions, and good luck in your future games!

  • @zavch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282727#Comment_1282727

    Nintendo switch can play various online games like fortnite and more without nintendo switch online membership, but your still forced to pay for a membership to login

    Yeah, as I understand it a lot of these platforms have arguably rather unfriendly monetisation practices. I'm still very much unconvinced that it's BHVR's job, and not the job of the company that is actually charging the subscription, to compensate for that, however.

  • I'm not an Xbox player, and this information is just from what I've looked up, so if I get any details wrong I apologise.

    Having said that, it seems like what you're asking is to basically be rewarded just for playing the game on a particular platform. It's not BHVR's fault that Microsoft insist that you pay them a subscription to play any online multiplayer games. It's either that, or not have their game on the platform at all. Plus, Xbox Live Gold already has its own rewards, as I understand it - Store discounts, free games, etc. If you're not happy with those, surely that's a complaint to be levelled at Microsoft, not BHVR.

  • @ill_Boston_lli said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282631#Comment_1282631

    No bug. The achievement reads as the last survivor finish the last generator and escape through the exit gate. which is damn near impossible because the killer can just close the hatch now making it impossible to do the last gen as it gets blocked off when the hatch gets closed.

    Yes, but in that case you didn't actually finish the last generator, you just happened to be working on it when the killer, effectively, "finished" it. That's what makes me think it might be unintentional, because it's contrary to the way the achievement is worded (and the fact that the achievement is difficult doesn't make that any less likely to be the case).

    @ill_Boston_lli said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282628#Comment_1282628

    yeah but they changed the huntress achievement from 100 downs from 20 meters with a hatchet to 20 downs no issue. Its super annoying tht i cant get it lol. Im going to have to 99 a gen and ask 3 friends to play and die so i can pop it and attempt to get out hoping the gates dont spawn right next to each other.

    ps one of my friends is really stubborn and wont die so ill have to sangbag em lol

    They did do that at one point, but they haven't done it since, and they have said that they want to keep achievements consistent across platforms. Perhaps in the case of the Huntress achievement, they asked all three companies if they could change it and Valve was the only one who approved it, which might have been how they found out that Microsoft and Sony wouldn't allow it in the first place. That's just a guess, though. I do definitely understand the frustration, because I felt the exact same way when I was trying to get "From The Void She Kills" on the reworked Nurse.

    But yeah, I think what you're proposing might be the easiest way to get it done. Bummer about your friend, though - maybe you'll need to find someone else to take his place!

  • @Elk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282620#Comment_1282620

    So Flashlights aren't used for telling scary stories or hand puppets. That's what i do when i use them. ๐Ÿ˜„

    Only the ghost ones.

  • @Clinton said:

    If you're on a gen while killer closes hatch, you will get the achievement if you open the exit gate and escape. You don't need to finish it.

    At least that's how I got it.

    That's really interesting! Although it sounds like it might be a bug. I got the achievement randomly when it was glitched, so I wouldn't know personally.

  • Unfortunately, it's not actually possible to change the achievements/trophies as long as it's still technically possible to achieve in-game. Or rather, it is possible on Steam, because Valve doesn't care, but not on consoles, because Microsoft and Sony do, and the devs would prefer to keep achievements consistent across all platforms.

    I know you didn't ask for tips, but in case it's helpful: The best way to do it is to bring a gate-opening build (Wake Up, Spine Chill, maybe Adrenaline for good measure) and try to survive as one of the last two survivors, ideally with one generator remaining. You'll want to 99 that generator so that it's ready to pop once the other survivor dies, wait for them to die and then finish it. If you get a decent gate spawn and use the one-quarter-progress-then-hide method, you should be able to do it.

    The difficulty is that a number of different chance factors have to line up in order for the achievement to even be possible: the survivor team has to play well enough to do four generators, but not so well that they do the fifth, and not so badly that everyone dies before the game even gets to that point. Furthermore, you need to be the last survivor, ideally the second-last survivor needs to be sacrificed far away from your generator, and finally you need to get lucky with gate spawns and a low-mobility killer.

    Like many of the more difficult survivor achievements, it's more easily done in a SWF, where you can get your friends to take the heat (and, ideally, die at strategic moments) so that you can can escape more easily.

  • My general stance, which covers all forms of tunnelling and camping, is as long as it's within the rules of the game, no one should expect you not to do it, or give you crap for doing it. That doesn't mean it's not nice to play against someone who chooses not to do those things out of kindness, or that you shouldn't have an anti-camping or anti-tunneling rule for yourself if that's how you prefer to play (as I myself generally do), but your rules aren't everyone's rules, and no one has the right to tell anyone else how they should or should not play (actual breaches of the official rules being the obvious exception).

    As for flashlights, I'll admit I hate them as killer and find them really demoralising to play against, and I don't use them as survivor (not for that reason, but because I'm not aggressive or chase-oriented so I think there are other, more worthwhile items to bring). From an objective point of view, though, I'm fine with them as long as they're being used strategically and not solely as a taunting device.

  • In my humble opinion, the only thing that needs adjusting when it comes to keys and moris is their rarity, because I don't believe that a mechanic being overpowered on a micro level is necessarily a bad thing.

    Of course, that's a personal preference, and I'm well aware that it's an unpopular one, and it's totally okay if people disagree. It's certainly been discussed enough that I'm confident I've heard all the counter-arguments (so I'd appreciate if no one tries to start a fight with me over it). Just throwing in my two cents for the sake of diversity of opinion.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282558#Comment_1282558

    Though you have to admit, both Quentin and Meg could look better in some ways that doesn't make them look Goblinesque.

    Possibly, but my point is looks are such a subjective thing and there are definitely people out there who like them just the way they are. All I'm saying is it's not a universal viewpoint.

  • The character designs are what they are (more unfortunately in some cases than in others). The most you can do is make your case in the Feedback section (https://forum.deadbydaylight.com/en/categories/suggestions), but bearing in mind that there are some people that like Meg's model as it is and will disagree with wanting it changed.

  • @Terra92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282363#Comment_1282363

    That's ridiculous, no wonder every Killer hits you from a mile away. They hit you, send it to the server, the server sends it to the survivor, who is already on the other side of the map. Good gravy

    Yes, that's how it works. And although there are legitimate reasons for it to be that way, there are problems with it, most notably that it gives killers with high ping an unfair advantage. That's exactly why it's being changed to server-side - "very soon", apparently.

  • @jiguiri said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282418#Comment_1282418

    I wish there was a follow button here causw i would for sure follow you ;-;

    That's kind of you ๐Ÿ˜Š I'm pretty active on here, so you'll probably see me around regardless.

    Still, I really hope your problem gets sorted soon! I know how much it can suck to not be able to play a killer you enjoy due to bugs.

  • Those sound like glitches to me. I would recommend reporting them as bugs here: https://forum.deadbydaylight.com/en/categories/bugs

    If this thread is the same as the first issue as you're experiencing, you can just upvote it instead of making your own report, and maybe leave a comment describing your own experience: https://forum.deadbydaylight.com/en/discussion/147358/oni-randomly-turning-or-being-spun-around-after-a-demon-strike

    Make sure to include any relevant details such as the platform you're playing on and which perks/add-ons you're using.

  • I haven't personally, but I play on PC. The best thing to do is report it as a bug, which I see you have already done. I assume this topic, therefore, is just to check if other people are experiencing the same issue - which is fine, I just wanted to let you know that for practical purposes, you've done everything you need to ๐Ÿ˜Š

  • There's nothing in particular that I've seen, at least not that is unique to Deathslinger over other killers. Spearing people who are on the gate, or at the exit ready to leave, isn't toxic, it's smart play, and it's up to them to know better than to put themselves in that position against a Deathslinger. The only people who call plays like that 'toxic' are people who are salty about getting caught by them. In other words, you're toxic because you outplayed them. Best to ignore those types.

  • They've only done it once before, so I can only tell you what they did last year.

    Last time, the winners were one killer and one survivor, but there's no guarantee that will be the same this time. Since this is only the second contest they've had, there's no past pattern to observe here.

    No, the community will not be able to vote on the winning entries. According to the official rules, that decision will be made by members of the dev team, including the Art Director and Creative Director.

    Last year, they said that they would show finalists for the cosmetic contest but to my knowledge, never did. Again, we only have one past reference, so your guess is as good as mine as to whether they'll choose to do that this year or not. They certainly haven't said that they will, but they haven't said they won't either.

  • @DarkPit said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281050#Comment_1281050

    Especially many posts of you changed me,Fibijean. Love your content on this forums. <3

    I'm honoured ๐Ÿ˜Š Keep being awesome, mate โค๏ธ

  • @Terra92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1279940#Comment_1279940

    Wait... you're telling me they used dedicated servers but still decided to use client side got detection?

    I'm having Gears of War ptsd flashbacks

    Yep. Some things are still client-side, for various reasons (skill checks are another example). In the case of hit detection, though, that is about to change.

  • Either that person doesn't know what a skill floor is, or they just happened to be born insanely skilled at Nurse.

    I'm going to make an educated guess at the former.

  • I was going to choose Pig, but it's not a poll option so I had to go with my second most-played killer, which is Cat.

  • I'd recommend reporting this as a bug here: https://forum.deadbydaylight.com/en/categories/bugs

    Remember to include details like which platform you're playing on.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281101#Comment_1281101

    This is how I felt lol choosing 2 from each side I think is pretty fair and the devs can take as long as they need to make them.

    https://forum.deadbydaylight.com/en/discussion/comment/1281130#Comment_1281130

    I'm not expecting them to change it lol they are pretty hard to convince to change their minds. Even if it means next year they choose extra winners then I'll be happy. In terms of the art team I actually thought it would be better for them since they know roughly what they need to design.

    For me certain killers like Plague don't have any cosmetics that (in own opinion) aren't that good. I only use her p3 if I play her. In this contest I seen amazing Legion, Plague, Billy and Huntress skins that would work perfectly in the game.

    Your right about them making up their mind already. I just hope at the anniversary they say "We actually choose more winners" lol

    When I say "the art team", I mean not so much the concept artists as the modellers, texture artists, animators etc. who put the work into making these cosmetics a reality. The more cosmetics there are, the more work it is for them.

    But I agree, and I think that's totally fair enough. I'm sure the decision was really difficult either way! There were at least half a dozen different entries that I would have absolutely loved to have in the game, so it would certainly be a pleasant surprise if they were to announce more than two winners this time around. At least we know for certain that there will be at least two, since the rules specifically said there would be "winners" in the plural ๐Ÿ˜Š

  • The wiggle bar for killers serves a similar purpose to the EGC for survivors. The wiggle bar is not primarily intended as an escape mechanic, any more than the EGC is primarily intended to kill survivors. In both cases, the mechanic is simply meant to provide enough of a threat to put some time pressure on the player, so they know that if they don't do the thing in time (hooking a survivor, or leaving the match, as the case may be), they will be severely punished for it and their opponent will be rewarded.

  • To be honest, both of them are my least favourite killers in the game, so personally I wouldn't play either if I could help it. To me, Oni just feels clunky and Deathslinger is frustrating because I'm not good at aiming.

    In your case, if you're trying to figure out who to buy, I would say it depends on what sort of playstyle you prefer. If you like feeling big and powerful, Oni is your guy. If you prefer messing with survivors or catching them off guard, you'd likely enjoy Deathslinger more (assuming you can, or wouldn't get frustrated learning to, aim a rifle).

  • The winners are being contacted from today onwards, so they've surely already been chosen. Especially at this late stage, a public poll isn't going to change their minds because they most likely decided how many winners they wanted to have based on practical factors as well, such as the workload involved for the art team in creating said cosmetics.

    In other words, it's totally fine to create something like this for discussion, as long as everyone understands that it's just for fun, because the decision on BHVR's end has almost certainly already been made.

  • This bug has already been reported and acknowledged, which means the devs are aware of it and are working on a fix.

  • That's great to hear! I love how wholesome this post is - it's always nice to see someone going out of their way to improve things for themselves and others ๐Ÿ˜Š

  • @Lucian said:

    andyollolloll will get bitten by a squirrel December 2020. The Squirrel will be the next announced killer in DbD. His name is Boo. He doesn't like predictions.

    This made me burst out laughing. How do you not have more upvotes?

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1276855#Comment_1276855

    Thats unfortunate as it sounds utterly useless on both characters. I think it would be interesting if it actually did what I imagined it to do and sorta hide the saw revving for a short time. I knew about Leathers chili add ons being ACTUALLY useless but now I see the sound ones are too.

    Really wish it didn't take years for easy to address issues to get looked at.

    I agree. I do believe they have plans to adjust the add-ons for both Billy and Bubba, but no word yet on when that will happen.

    in Noise? Comment by Fibijean
  • @BigBrainMegMain said:

    As long as they know it's unfair for the survivor on hook, I hope they're planning something for it.

    https://forum.deadbydaylight.com/en/discussion/comment/1280127#Comment_1280127

    Thanks for the clarification.

    All good - it's all in the stream summary I posted, in case you missed it! (I only mention it because I know you were one of the people that specifically said you were waiting to see it.)

    https://forum.deadbydaylight.com/en/discussion/153075/i-too-watched-the-dev-stream-but-not-at-4am-this-time

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280114#Comment_1280114

    The biggest problem is there is no real discussion on the dev-side on even trying to deal with it. It's always shut with the classic "well they aren't winning that much more often compared to solo survivors so we see no problem". You can read Q&As from them and it's a frequent default response.

    One way would be to remove deranking for killers during SWF games. The problem with that is the devs have lazily made all anti-griefing mechanics tied to rank so you remove all anti-griefing measures if you remove deranking.

    Otherwise, at the very least they just need to start looking at the problem properly. We get nowhere whilst the devs continue with their cookie-cutter response each time, and more and more killers leave or stop playing unless they have saved up for a mori by playing survivor.

    I'll ask about it next time I get the chance to talk with one of them on stream or something. At the very least, it would be an interesting conversation to have.

  • @Martesa55 said:

    He seriously said? Jesus

    What he said in full was that camping is intentionally balanced in such a way that it keeps the killer distracted while the survivors work on generators. In other words, camping as it stands now is supposed to be relatively unrewarding as a strategy as long as survivors punish it rather than feeding it. He also acknowledged that it's not much fun for the survivor on the hook, which is something that the developers aren't happy with and are looking into adjustments they could make to change that.

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280084#Comment_1280084

    That's a lot closer, yeah.

    It's not raw skill that is hindering us, that is something I can appreciate. A survivor who does a good fake during a chase to buy themselves 5 meters and 10 seconds is good and fun. But all the reasons I listed in the original post and likely many more, they aren't fun and they actively ruin the fun of the match. If the match isn't fun, I don't care what my score was, and SWF teams have ways to cripple the fun for the killer and overall hinder the killer in ways that we cannot counter with dev intervention of some kind.

    I must admit that I don't have any ideas to combat that, short of removing the feature altogether which obviously isn't really an option, but then again it is 5AM for me so my brain isn't that turned on at the moment. In any case, I'm glad I was able to understand where you're coming from, it's always good to get different perspectives on things like this ๐Ÿ˜Š

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280051#Comment_1280051

    I understand that some people want a challenge, and I think that's probably a topic more about how easy it is to get to high rank rather than a more spread out increase in the difficulty ( especially as the playerbase is only growing).

    For me, and I think for a lot of people including those I know who also main killer, the problem is that we have no means to get around this.

    A smart solo survivor can take perks that help his team, and that can be playing well. A good solo survivor might just be good at giving chase, and that can be fun.

    The problem is when you can blatantly see the survivors always perfectly reacting to you in ways they otherwise could never do. As I've said, info from hooked survivors no matter how far away you are as long as there's line of sight, object of obsession being used to ensure all your chases last twice as long due to any tricks you attempt being spoiled, and even stuff like entire SWF teams taking Decisive Strike and stacking it on you during end game collapse, blatantly unsafe-unhooking right in front of you whilst knowing no one can be hooked again because everyone has DS active.

    There's no incentive for us to put up with this, we don't get more bloodpoints, we're still eligible to derank (And killers already have a tougher time ranking up compared to survivors), and we're being taken for a ride that we can't do much about. At this point, there's no point playing, and important to the devs; there's no point paying further either. I've no interest in buying another killer DLC just to watch the same crap happen that I can't do anything about.

    I see, so the problem is that regardless of whether you manage to kill them all or not, you still feel helpless while doing it and that's the part that's not fun? Am I understanding that correctly?

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1279984#Comment_1279984

    "what about that isn't fun for you"

    I listed reason after reason. Watching people blatantly cheat right in front of us is not fun. Knowing all our efforts get exploited is not fun.

    Knowing that survivors get advance warning because a hooked survivor has line of sight on me isn't fun.

    Knowing I cannot damage a gen because they tell each other when I do so that they can always bring new people in to prevent regression isn't fun.

    This isn't about maxing score. I don't need to kill 4 survivors to have a fun game. It's about the actual gameplay, the other 99% in between start and finish, being fun or not. SWF makes that entire process not fun as we watch them cheat again and again and again.

    If a survivor ranks up but after 2-3 minutes they got tunneled and felt like they were screwed, are you going to say it's fine as long as they rank up? Or did something actually cripple the gameplay for them.

    When you annihilate 4 solo players, it's a long standing tradition that you try to find the hatch for the 4th if you've had a good game, as long as they weren't being toxic. With SWF, we're being shafted the entire game, right before our eyes, and we are powerless to stop it.

    The actual gameplay is not fun, so what happens on the score screen is irrelevant. I can have a good game and see 3 solo survivors make it out alive and 1 die, as long as the actual internal gameplay was fun. 4K and double-pip is meaningless if it was an absolute tedious pain to do it.

    Well, for me and for most people I personally know, killing survivors who play well or optimally is fun, even if stuff happened during the match that wasn't. In fact, the more challenging the match is, the more enjoyable managing to defeat the survivors in spite of all that becomes. I don't need to kill everyone to have a fun game either - I've had plenty of enjoyable losses in the past - but if I do play against a team of flashlight clickers who are great at looping and frustrating or unfun to play against, killing them is way more fun than watching them all escape. For me, getting a 4K in that situation largely redeems the hell that was the match.

    I'm not trying to invalidate your perspective, I'm trying to understand it because it's obviously different to my own.

  • @Huntar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1279984#Comment_1279984

    The part that isn't fun is the knowledge that you have no impact on how the match goes. If SWF wants to leave, they can leave. If they want to stay and just annoy the killer, they can stay and annoy them. The killer might as well just be an NPC there just for the SWF to push around. 4K isn't fun. It's the interplay of mechanics and seeing your plans have an effect that is fun.

    I can somewhat understand that. So are you saying that it feels like you're not in control, and if you get kills it's effectively only because they let you?

  • May I ask - and no malice intended, I'm genuinely curious - if we assume that the winrate thing is true, and that you are almost as likely to kill SWF players as solo players, what about that isn't fun for you? I understand that certain parts of the match prior to that might not be enjoyable, but isn't it still fun (some would say more so) if you manage to kill them all regardless? Or is a 4K only fun if everything that led up to it was fun as well?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1279877#Comment_1279877

    Again, you seem like a really nice person so I'd gladly be you for a day.

    Well thank you, that's very sweet of you โค๏ธ

  • @53nation said:

    https://forum.deadbydaylight.com/en/discussion/comment/1279921#Comment_1279921

    Ok so you're saying don't go the huntress route (for the trophy) and m2 into an m1, but instead go for m1 hits right off the bat and then start puking? I am total baby plague.

    Any add ons you guys favor over others?

    Pretty much. In Huntress' case, going for melee hatchets is a good idea both in general and for the Adept, because injuring survivors with a hatchet grants Malicious Emblem points. However, even though making survivors broken before hitting them as Plague is generally the right thing to do strategically, if you're going for Adept you want to injure them with M1 first because breaking a survivor with Vile Purge does not grant any Emblem points.

    As for builds, I think I got the Adept by trying to use Vile Purge as little as possible and choosing add-ons which gave me as much Corrupt Purge power as possible. I believe the ones I chose were Iridescent Seal and Blessed Apple, so I had two corrupt fountains to start with and a maximum of five additional instances of Corrupt Purge over the course of the match as generators were completed. Since Vile Purge is generally not great for Emblems, building around Corrupt Purge (even if you don't use those specific add-ons) would be what I'd recommend.

  • My brother has more auric cell cosmetics than I do, and I have more than five times as many hours in the game as he does. It's not because he's better at the game than I am (though I'd wager he's definitely better at his mains), it's because I'm still in uni and he's 3 years older with a job in IT.

    All auric cell cosmetics means is that someone likes the game, and they have enough disposable income to show it.

  • By having bad ping.

    (In all seriousness though, lag switching - essentially, giving yourself bad ping on purpose - is bannable, and they're changing hit detection to be server-side soon so it won't even work. So definitely don't actually do it.)

  • It's referring to Shock Therapy - I can't imagine why it's worded that way, unless that was the name of his ability in an early build.

  • @53nation said:

    So it sounds like this is pretty doable at rank 15? I won't have to avoid using fountains or anything?

    Does anyone use the fountains at the beginning? Gonna try adept plague today, but I've never played as her.

    At rank 15 it shouldn't be too difficult, provided you don't get matched with a group of rank 5s or something.

    Corrupt Purge actually works quite well for Plague's Adept - better than Vile Purge, in many ways, since the latter tends to lose you Malicious points for not getting enough hits. However, it's generally a bad idea to use your free fountain at the very start of the game. Ordinarily, you would wait until all survivors are broken to use it, but since you don't actually want survivors to necessarily be broken for emblems (at least at first), I would suggest picking up Corrupt while in a chase, if a survivor leads you near the fountain. That way, you can use it right away and you don't waste time going to get it.

    In general, if you do use Vile Purge, you want to make sure you hit a survivor before they get broken from infection, so you get two hits per chase instead of just one. Slugging a lot and letting their teammates rescue them might also help you to get more hits, if you're doing well enough that you can afford not to hook them. I'm sure a more experienced Plague could give you more and better tips, these are just the ones I remember from when I went for the Plague Adept myself.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1279834#Comment_1279834

    Honestly being Fibi doesn't sound like a bad deal, I'd gladly take that one lol.

    You would be surprised, being Fibi can be tough around here ๐Ÿ˜…

  • If you are Undetectable, you have no terror radius, so if Dark Devotion is active, Static Blast wouldn't shock anyone. For that reason, it might not be the best perk on Doctor, but I'm all for trying out interesting perk builds so I'd encourage you to give it a go regardless and see if you can make it work!

    EDIT: Below are some good points I didn't consider, it's 3AM and I honestly forgot about all Dark Devotion's effects. I've looked it up, and the correct answer is actually that any terror radius-based effect will trigger on the TR emitted by the Obsession while Dark Devotion is active. That includes Static Blast, so if you use it after activating Dark Devotion, the power will activate in a radius around the Obsession.

    Source: https://deadbydaylight.gamepedia.com/Dark_Devotion#Trivia

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