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Fibijean

Fibijean

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  • @Wuhelm said:

    https://forum.deadbydaylight.com/en/discussion/comment/867654#Comment_867654

    This game is more of you'll find some good apples but most are bad. The toxicity in this game is widely known in the gaming community.

    The same is true of Fortnite, Overwatch, and League. But they don't breed toxic communities, it's just that their communities are so large. Some people are toxic, so more people equals more toxicity. It's possible that DBD, like any game with separate, opposing roles, breeds hostility within the community for that reason, but I'd still take with a grain of salt anything that's "widely known" among gamers. Most people aren't critical thinkers and just parrot anything they hear because it's what everyone else thinks. In that way, it's very easy for something to get a reputation that is hugely exaggerated or simply untrue.

  • @OogieBoogie said:

    https://forum.deadbydaylight.com/en/discussion/comment/867648#Comment_867648

    They've said it on multiple occasions for at least a year and a half. It was there reasoning for making the obsession visible to everyone and giving the little animation when they're in a chase. That was added with the Curtain Call chapter.

    So you're telling me they have been making gradual changes over time to improve the experience of solo survivors, exactly the way they said they were doing?

  • The reason they showed us the PC stats specifically is because that's where Nurse thrives. She's vastly more popular on PC, and much easier to play with a keyboard and mouse than a controller. If they had only showed us the mixed stats, it wouldn't have told us much about her performance because there is such a wide gap between PC and console in that regard.

  • @Wuhelm said:

    https://forum.deadbydaylight.com/en/discussion/comment/864900#Comment_864900

    Funny thing is you'll find some bad apples in other communities. The deadline daylight community on the other hand is a bad apple always has been it's the nature of the game.

    I don't know about that. People are people wherever you go. You'll find a lot of great ones around here if you look for them.

  • @Kaelum said:

    https://forum.deadbydaylight.com/en/discussion/comment/865895#Comment_865895

    That is not camping, as I stated in my post. If there is a survivor within the “proximity” range of the hook, then the killer is not camping. Thus, there is no way to abuse it, only stupid survivors giving the killer more power.

    Yup. That was already pointed out to me, and I admitted my mistake.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/865037#Comment_865037

    We've seen almost no follow-through on this since they said that though.

    They have only made it worse in some cases like nerfing on of the answers to it.

    Ask any solo survivor. Lot of them are waiting for the changes too.

    The only time I've seen them say that was in the Reddit AMA. It's been barely a week, give them a break.

    Although if they said the same thing previously in a stream or something, I'd be most obliged if you could link me to it.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/866051#Comment_866051

    To be fair, survivor being near the hooked survivor kinda forces the killer to stay near right?

    That was what I thought, yes, which is why I assumed this idea would be abusable. But as it turns out the OP specified that the speed boost would not occur if there were survivors close to the hook, and thus it would only work to punish killers who are genuinely camping and not just defending from nearby survivors.

  • Being a superfast slug is my favourite thing.

  • @aregularplayer said:

    Does pallet, window and locker grabs count for this challenge? It would make it so much easier...

    If not, this challenge is pay to win. It's pretty easy getting gen grabs with GF, but it's hard as s with other killers. I sometimes get some grabs with pig, but only playing against really careless survivors, since her blade makes an unmistakable sound. Demodog also already get some, but not easy at all...

    Wraith is the only stealth killer who almost can't gen grab.

    I'm not sure about lockers, but pallet and window grabs definitely count. Locker grabs might count if you catch them getting into or out of the locker, but I'm not sure it would count if you open the locker and find them there (since the challenge is to "interrupt and grab" survivors).

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/866467#Comment_866467

    For the first, correct. 75% would be three kills (i.e. you've killed 75% of the survivors).

    For the latter, no, it's a percentage of which that killer was picked out of all matches played. So if they were all picked equally, you'd be looking at 100% / 17 = ~5.88%

    Wouldn't that mean that a pick rate of 10% would indicate that that killer was played 1 in every 10 trials?

  • @Go_Go_Roboto said:

    https://forum.deadbydaylight.com/en/discussion/comment/866417#Comment_866417

    Am I playing huntress wrong? If I have ever thrown 20, that's gotta be my max in a normal game.

    You're not necessarily playing her wrong, although it's possible that you aren't taking full advantage of her potential if you're not using her hatchets that much. It's also possible that you throw a lot more than you think you do without even realising it, since I'm guessing you don't count them as you go.

  • Good on you! Keep going and you'll reach it in no time, in that case.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/866417#Comment_866417

    Feel like ppl think of hatchets HITTING survivors when looking at the numbers. Personally, when I had matches where I decided to be nice to the last 2 survivors who had ragequitters or something, id use that time for target practice while they were fixing the last gens.

    That's entirely possible. Either that, or they get intimidated by the number of zeros and assume it's a tall order.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/866397#Comment_866397

    This pic is obviously shopped. You can clearly tell that the words on the paper Wraith is holding are edited in.

    Dammit, you got me.

  • What are these leaks you're looking at? And is it a master challenge or not? Because that distinction can make it sound a lot more ridiculous than it is.

    Either way, the developers have already said that the challenges are open to change prior to the official release. When level 3 releases on Wednesday, then we can start complaining about its contents.

  • It's not unusual for a Huntress to throw 20-50 hatchets in a match. That's only 50 games at maximum. It's actually a fairly easy achievement to get.

  • All original characters have, in the past, been available for 9000 shards each upon release (since the introduction of the store, that is). There's no reason to think the Oni will be an exception 😊

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/866338#Comment_866338

    Yeah I don't think Peanits actually declared Spirit as overperforming. Regardless, too much weight was put behind the idea that Spirit was doing too well statistically. "Overperforming" means a killer is performing too well (since "performing" means accomplishing the conditions of your role successfully, "overperforming" means going above and beyond.) . Meaning that declaring something "overperforming" means "they're doing too well".

    No matter who said it, justifying the idea that Spirit needs changes with "she's overperforming" and then turning around on a post like this and saying "we do not balance on statistics alone" is either facetious, deceptive, or a product of miscommunication.

    It was probably just not the perfect word to use for what they were trying to describe, but the stream wasn't scripted or edited and people don't use the perfect word all the time. It's just unfortunate that the community latched onto this one word so hard and refused to let go.

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/866277#Comment_866277

    "overperforming" usually pertains to statistics by a very heavy degree. If Spirit was overperforming on a macro scale, then it had to have been her pickrate or killrate. Her pickrate does make her appear as an outlier, and her killrate being one of the best probably influenced that decision. Peanits did just say that they do not balance solely on stats, but they did say the biggest reason they decided to shift focus to Spirit was because the complaints on her led them to see that she was overperforming.

    And yes you are right, the safest map for survivors IS rotten fields. I read the percentages wrong and assumed the numbers were escape rate, not kill rate. That is my mistake.

    Also a killer that I consider "not viable" is a killer who isn't able to reliably 3K on average. Nurse, Demogorgon, Huntress, and Clown all have killrates below 65%, which means the concept of a 3K for them is not that much more feasible than a 2K, which is a draw. (according to the red rank emblem system, a 2k is a loss but that's a different story).

    I'm about 90% sure the overperforming part wasn't about her killrate, because they mentioned seconds later in the same stream that Freddy was actually the killer with the highest killrate. I suspect it was a bunch of smaller factors that added up, but there's really no way for us to know for sure without being told.

    As for the viability thing, I didn't think of it that way, and that's a fair enough assessment.

  • @PoisonN said:

    This word "overperforming" always make me laugh. Idk, it has tons of irony and sarcasm behind it lmao it's all your fault, peanits

    Poor Peanits. How is it his fault? He wasn't even the one who said it D:

  • "Overperforming" was most likely never meant to refer to the Spirit's flat killrate, that was an assumption made by members of the community. There were likely a lot of things which factored into that label, including data which we don't currently have access to.

    According to the stats, every single killer has a kill rate of 60% or above at red ranks, so I'm curious as to what you consider "not viable".

    And Haddonfield is actually not the safest survivor map according to the stats - that honour goes to Rotten Fields.

    Otherwise, interesting read. I myself would be curious to know some of the answers to those questions.

  • Basically, it's because there's a lot more that factors into the decisions made to nerf or buff specific killers than just their average killrate.

    People assume that the use of the word "overperforming" means that the Spirit had a disproportionately high kill rate, but the devs mentioned on the same stream, mere seconds after making that comment about the Spirit, that Freddy was actually the most lethal killer. So it's probable that there was a different problem with the Spirit that they felt needed addressing.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/866116#Comment_866116

    Then exactly what does over performing mean then? I didn't see the stream, did they explain beyond it is more then just kill rate?

    They didn't elaborate on the term, but as I mentioned, they acknowledged almost immediately afterwards that Freddy actually had the highest killrate, so clearly they saw more issues with Spirit than just her average kills.

    It's possible that it had to do with the fact that she was considered low effort, high reward - that is, the problem wasn't precisely that she killed a lot of people, but that the amount of kills she was getting was disproportionate to the effort it took to get those kills. In other words, it was far too easy to do extremely well with her.

    There were almost certainly a myriad of other factors that influenced the decision as well, based on other data that we don't currently have access to.

  • There's a lot more to "overperforming" than just number of kills. In fact, in the same stream where they said that about Spirit, they discussed how kill rate is only one factor that goes into balance decisions, and even mentioned that Freddy was actually the killer with the highest kill rate.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/865895#Comment_865895

    The post says it wouldn't work if theres a survivor near the hook

    You're correct, I misread it and thought it said when the killer was within 16m of the hook. My mistake!

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/865889#Comment_865889

    Feel like even Springwood has some questionable totems. The ones surrounded by bushes are nice, but the one right next to the school's downstairs gen location, or directly behind it next to the hatch location still suffer from the usual problem of being visible while your working on a gen. Overall though...Springwood is nice.

    The one in the hatch room isn't visible unless you go looking for it, because it's tucked around the corner. The one near the gen is less than ideal, but overall Springwood has by far the best spawn locations.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/865909#Comment_865909

    Maybe it's a good idea to add the image we have in the forums where it says "this are not bannable offenses"

    Or maybe something like "Before you make a report, please take a moment to read our list of reportable offences" and then a button which links to an ingame popup (the same way the "News" section appears) containing the text from that post.

  • To be fair, some of the rules are unhelpfully vague. For example, a lot of people think that bodyblocking the killer when they're trying to hook someone is bannable, because there's nothing which specifies that the only bannable form of bodyblocking is using it to take the game hostage. I think it would be helpful if the ingame rules were a bit clearer about what is reportable and what isn't, to prevent too many false reports from being made.

  • I feel like this would be pretty open to abuse.

    "Hey, you loop the killer around the hook while I do generators. We'll be out of here in no time."

  • Fortunately, the devs are in the process of slowly working through reworking all the maps, and part of that is fixing hex totem spawns so that they're less obvious to find. Eventually, all the totem spawns will be like the ones on Springwood.

  • @UncannyLuck said:

    https://forum.deadbydaylight.com/en/discussion/comment/865765#Comment_865765

    No, he was right and you both are misreading the perk. People tested it - it's only when you're stunned/blinded.

    It says "Anytime a new Survivor becomes the Obsession, they are affected by the Oblivious status effect for 40 seconds and their aura is shown to you for 4 seconds." If you're telling me that it doesn't mean "anytime" but only "when a survivor becomes your obsession as a result of this perk", that's an incredibly misleading perk description.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/865756#Comment_865756

    My bad, the perk said it shows the aura of the new obsession when the obsession changes. Was using that 3 perk combo on Wraith already, just figured that would be handy on it when I read it to fill the 4th slot. Typically running windstorm addons will get you back to the hook fast enough to find the savior before he goes far, build up some more PWYF stacks and 1 shot the savior.

    No, you had it right, he made a mistake. Your build works - Nemesis will activate and show you the person's aura when they become the obsession after unhooking the current obsession (because Furtive Chase).

  • @Pokerface303 said:

    https://forum.deadbydaylight.com/en/discussion/comment/865739#Comment_865739

    Nemesis doesn't active though until the obsession stuns you so yea the myc would become the obsession but then you would have to find them and make them stun you which at that point the myc could already be out.

    With Furtive Chase, anyone who unhooks your obsession becomes the obsession. Nemesis activates any time the obsession changes and shows their aura.

  • @Pokerface303 said:

    https://forum.deadbydaylight.com/en/discussion/comment/865567#Comment_865567

    It's not even that they are releasing weak perks cus I could care less as long as it's fun that's all I'm asking for. But some or these perks serve literally no use. Take Furtive Chase for an example, name one time that perk is ever useful. Or Mind breaker, you would have to be a stealth killer at the start of the match and the person you find needs to have sprint burst for it to be useful. It's the same on the survivor side to for example premonition, why would you ever use that over spine chill. Buckle up serves no purpose because you know if somone is recovering if they are not moving and you know if the killer is coming by the heart beat so that parts pointless.

    Furtive Chase with four stacks halves a standard killer's terror radius while in a chase. On someone like Huntress, it would reduce her TR to 4 metres. There are a lot of crazy plays you could make with that. Off the top of my head, you could combine it with Beast of Prey to make mindgaming loops easier, or use it to counter BT.

    Mindbreaker, you already gave one example of a time it could be useful. If you're able to close chases quickly, it can stop survivors from using exhaustion perks to make a quick getaway. You could also combine it with addons for an anti-exhaustion build.

    Premonition, while not as good as Spine Chill for knowing when the killer is coming, can be useful in a lot of situations for knowing where the killer is approaching from, and thus to know which direction to run or be able to choose an appropriate hiding spot.

    Buckle Up is very good in clutch situations where someone is being slugged, particularly as a solo survivor. If the killer is nearby and a teammate is on the ground, you might have time to get them up if and only if they're fully recovered, but stopping to check can be lethal. Bucking Up could mean the difference between life and death in a scenario like that (which are more common than you may think). And again, being able to see the killer's aura tells you which direction they're coming from, so you both know where not to run.

    Of course, none of these will be challenging the meta any time soon, but they're all far from useless.

  • @Helevetin_nopee said:

    Sort of off topic but anyone knows when the next tome will appear?

    The next level of Tome 1 is due to be released on the 27th, I believe.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/864530#Comment_864530

    Ummm.... OK now I'm scared but hopefully I don't get banned. I don't think I've thrown shade at anybody but if I accidentally have I'm sorry. I'm merely a tea and crumpets citizen and don't wish to offend

    You're not going to get banned, unless you've already broken forum rules a few times in the past. If you've never had any issues with the mods before, the most you'll probably get is a warning.

  • Basically, because variety is interesting and makes games fun.

    Too many people don't realise that the meta is not even close to being the only viable way to play the game and are afraid to experiment outside of it.

    "Mid-tier" perks that may come off as bad to some people are designed to give the players a wider variety of playstyles to choose from. Many perks that are generally considered mediocre can be excellent in the right hands, if people would just get a little more creative with their builds.

    There are also a lot of perks, particularly for survivors, that are designed to help new players get into the game rather than challenge the meta, such as Windows of Opportunity and Deja Vu.

    Every perk in the game has a purpose and a use. You just have to be creative enough to find it.

  • The developers have already told us what their plan is for SWF. Bring solo survivors up to the same level of information as SWF players are allowed, which I'm guessing will probably take the form of UI improvements for all survivors, since they've said they don't want to implement voice chat into the game. This kind of new information would be inconsequential to typical SWF players, since they can get all the same info from voicecoms if they choose, but for solo players or SWF playing without voice, it would help to bridge that gap. After that, they can work to balance killers appropriately.

  • @YouDontNeedToKnowme said:

    https://forum.deadbydaylight.com/en/discussion/comment/864900#Comment_864900

    Thank you for understanding. I didn’t mean to come off so angry, i really like being a chill player: I just wanted to get this off of my chest. ( perhaps I could’ve done it without so much cursing, it was a heat of the moment rant. )

    That's fine, it's understandable. Everyone gets frustrated, and sometimes you just need to vent and get it all out before you can move on.

  • @Azgard12 said:

    https://forum.deadbydaylight.com/en/discussion/comment/864836#Comment_864836

    Fair enough.

    I enjoy being able to play as SWF. I don't entirely mind playing against SWF (with the right mentality). What irks me is when I play solo and I'm paired alongside a 3-man SWF and I'm treated like chum. I wish there was more protection and that I wasn't relegated to that pre-credits kill.

    Also fair enough. While it's natural for people to want to look out for their friends above strangers, there are planned improvements to give solo survivors access to the same levels of information that SWF players have, which should help somewhat with making the solo experience less miserable.

  • @Azgard12 said:

    https://forum.deadbydaylight.com/en/discussion/comment/864924#Comment_864924

    I really want to post the full chat for that one- they were also saying I was specifically targeting them because of their brand new part. They were spamming me during the match (on PS4 it can be annoying) because they were the first down. But they were realllllly mad. I think I caught her before she could use it (as Michael).

    Ahhh okay so maybe not then. That's unfortunate.

  • @Mrwood204 said:

    So we do need to differentiate between the tome and the rift. Like the tome will be there forever. So some joining when we are in the next tome, can still complete this one. So the "grindy" aspect shouldn't really be a factor.

    So you can struggle, but keep at it, knowing it isnt going anywhere. So if they are only interested in the tome portion, they can take as long as they like, it's the rift that actually has an end date.

    Yes and no. While it's true that the Tome will be around forever, the Rift Fragment rewards will not, so there is still some advantage to completing all the challenges now, and therefore some validity to complaints about challenges being too grindy or difficult for people to achieve all the rewards while they are still available.

  • I agree that recovery should also net survivors points, which would solve your issue with Flip-Flop as well. But I think a per second count is good for the wiggle meter, because it rewards survivors for the amount of work they do. If points were awarded for the percentage of the meter filled, survivors would get points for doing nothing when dropped and picked up by the killer, and they would also get less points for the same amount of effort if the killer is using a perk like Iron Grasp.

  • @Azgard12 said:

    https://forum.deadbydaylight.com/en/discussion/comment/864831#Comment_864831

    For what its worth, as survivor I'm Rank ~6 and as killer, much worse (Rank ~12).

    The only one who I think might have been kidding was the Huntress who told me hatch wasn't allowed.

    The terror radius complaint against Michael (T1) was from a red ranks player (who admittedly started playing with Stranger Things, it seemed).

    I feel like the Feng with the BNP might also have been a joke. At least... I hope it was.

  • Fair enough. You'll find bad apples like that in any community. It's unfortunate, but it's how it goes. Some people are just like that, and the best thing you can do is to simply ignore them.

    A few things you can do are make sure you have public comments turned off on your profile, as well as messages from people who aren't your friends, and if the postgame chat is really bad most of the time, just don't read it. Pop a "gg" in there and move on to the next game, because engaging with people like that or letting them make you feel bad is honestly just not worth it.

  • @SanityNight said:

    https://forum.deadbydaylight.com/en/discussion/comment/864876#Comment_864876

    Fair enough. Do you know when, or even an estimated amount of time until the issue is resolved?

    Unfortunately not. It's the middle of the night in Montreal currently, so I wouldn't be surprised if the issue doesn't get properly resolved for another 9-12 hours at least. Hopefully the devs are aware of the problem, and I'm sure they'll update us with new information as soon as they are able via the forums and/or Twitter.

  • Lots of people seem to be experiencing connection issues still, so it seems the problem wasn't altogether resolved. Hopefully the devs are aware of the ongoing problems, and will update us with more information in the near future.

  • @silverwolf4455 said:

    https://forum.deadbydaylight.com/en/discussion/comment/864846#Comment_864846

    This isn't a new thing... it has been happening to me often since 3.2 I'll be in an xbox live party.. never lose that connection and the game will kick me and tell me no network connection.

    The issue is far more widespread at the moment, though, since the servers are currently experiencing some significant issues.

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