Fibijean
Fibijean
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I was never a fan of the exclusive cosmetics being given to everyone really, but I do think that charms are different. Charms are a way of preserving what was good about exclusive skins - that sense of "I was here", like a souvenir or a badge that represents something special - without impacting too heavily on people's ability to customise their character. Also, charms don't face the same issues with third-party reselling or platform exclusivity that exclusive skins did.
And don't you think it's a bit silly to complain just because someone else was selected to receive something special and you weren't? That's like complaining that it's not fair that only people who win the holiday contests are granted free auric cells by the devs, or it's not fair that not every member of the forum is a moderator.
The Fog Whisperer charm is just one way of recognising a certain player as a person who has made a positive contribution to the growth of the game in a particular area. It's okay for people who have been granted a special status to be able to bear a token of that status.
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@ahandfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/858063#Comment_858063
How the hell is streamsniping not bannable??
Partly because it's unenforceable, and also because the streamer is essentially accepting that as a risk by putting their stream link up as their username.
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I believe healing speed is capped at 200%, so 8 seconds would be the lowest you could get it to.
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Tall and monstrous would be cool, but for mechanical reasons there's a limit on how tall they can realistically make him, so from that perspective I think they did a good job.
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@Kirito1298 said:
https://forum.deadbydaylight.com/en/discussion/comment/857781#Comment_857781
Asia I suppose? Philippines to be exact. Does that affect matchmaking?
It can do, as @DelsKibara pointed out the queue times depend a lot on how many people in your region are playing the game at the same time. From what I understand, Switch queues are not great in general, but it's probably a lot more bearable in places like the US.
Unfortunately there's not a whole lot you can do about it, except wait for crossplay to be implemented. Although it's good that you brought it up on the forums, because it's possible there's something the devs can do about it knowing that there are people like you waiting 9 hours in queue.
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@Tygre_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/857862#Comment_857862
I don't care, it's only fair
That's not really how game balancing works. It's not about us versus them, it's about what's best for the health of the game overall. Thinking about nerfs and buffs in terms of what's "fair" is juvenile and detrimental to good game design.
Having said that, this thread is a question, not a discussion, so it's not really an appropriate place for us to have a debate about it.
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@Tygre_DBD said:
Well killers get nerfed so why shouldn't theirs
Because it's not a competition.
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They already do match across ranks. 1am-10am isn't exactly peak time, and Switch has very few players unfortunately. What region are you playing in?
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One reason I main survivor so hard is because DBD is a game I like to play with my friends, but I don't enjoy KYF because I take the game less seriously and find it less thrilling when my opponent is my friend and not a stranger. Perhaps the fact that everything is handed to you in KYF and there are no ranks, xp or bloodpoints earned, therefore no real stakes, also have a hand in it. But if I weren't almost always with friends when I play, I'd probably play a lot more of both sides.
Similarly to many others, I enjoy survivor for two main reasons: cooperation and stealth. I'm a big fan of cooperative and team games in general, and when it comes to DBD there are few things more satisfying than pulling off a great save, or managing to juke the killer in a chase, or watching the killer looking for you from the safety of the excellent hiding place you found.
Basically, being part of a successful team is great, and so is feeling like you've outsmarted your opponent (which is something I'm sure killers can also agree with). The teamwork thing is probably the main reason that I prefer survivor to killer, because while killer can be enjoyable in its own way, I don't really like the feeling of being alone and unsupported with a whole team of people against me.
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I decide which of the available perks I'm most interested in, and then I anaylse the rest of the web. How quickly I go for the perks depends on how much there is elsewhere on the web that I want.
I isolate several things that I want to get to before the Entity does, and target those. If one or two of them are on the path to the perk(s) I don't want, I make sure to grab the desired items first and then go for the perks, since you get four free items before the Entity arrives. If there's nothing else I'm really interested in, I just go for the perk as quickly as possible.
Then I try to get everything else which isn't necessarily my favourite thing but is worth having. I tend to prioritise value, so I'll go for useful, expensive things rather than just getting the cheapest stuff to save bloodpoints. For killer I try to get all the best addons I can; for survivor I don't usually get addons for keys or flashlights, or anything skillcheck-related. I also don't usually go for very rare survivor addons nowadays, since I don't think most of them are worth the 7k anymore.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/856152#Comment_856152
Oh, well that's dumb. Maybe they put it in by mistake?? I don't know what may have caused a mistake as big as that to happen but there must be a reason that they haven't posted the link on their twitter yet.
I don't think it was a mistake. My theory is that they're waiting to post the survey on social media until more people have had a chance to test the PTB, because they know that's how they're going to get the most attention, but they don't want to be flooded with impulsive, ill-considered responses. It's likely that they'll link the survey on social media in a few days, or maybe after the PTB has ended, as I believe they have done in the past.
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@indieeden7 said:
The PTB has been out for TWO DAYS, letting people give feedback now would lead to an awful final product seeing as nobody has had a proper chance to get used to the new perks or killer power.
There is a survey already up, though, it was linked to ingame.
Sorry OP, I too have already switched back to live mode, but hopefully someone else will be able to get the link for you! Otherwise I daresay it will be shared on social media once people have had a bit more time to try the PTB.
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"Entitled". "Viable". "Strawman". "Fair".
It just bothers me when people use these buzzwords constantly without seeming to have much of an idea of what the word itself really means, because it's detrimental to good communication. Throw a word around enough where it doesn't belong, and it starts to lose all meaning.
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@Lost_in_the_Fog said:
https://forum.deadbydaylight.com/en/discussion/comment/855924#Comment_855924
This is so true! The whole "meta" build thing drives me crazy. It's something the red ranked community created and then convinced themselves that they are the only viable perks because of extreme competitiveness.
They put themselves in this box and expect the devs to make all the adjustments around the meta build. They also complain about facing the same few killers because many red rank killers only see those few as viable against the meta build.
You don't see these problems at lower ranks because people are more willing to experiment or have no choice because of limited perks. I wish people would break away from the meta build all together. I think the devs have been trying to urge this with recent reworks and the tome challenges. A lot of people don't seem to want to experiment though.
People don't like change. For some, it's more comfortable to stick to a build that they like and know works because they're not confident they'll be able to do well if they shake things up. But messing around with different builds is part of the fun of a game like this, and one of the main reasons I try to avoid getting too close to red ranks. Luckily, the devs seem to understand this and seek to preserve it. Perks and addons don't have to be objectively top tier to be worth having in the game - variety and versatility is more important in my view, and encouraging people to adapt and try new things can only be a good thing.
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@Lost_in_the_Fog said:
https://forum.deadbydaylight.com/en/discussion/comment/855833#Comment_855833
Agreed. I think a lot of my personal frustration is how reactionary most of the complaints are. Most of them seem like people haven't even attempted to think about counterplay and they are just upset that they may have to play differently. It also seems to have gotten waaaaaay worse since this forum launched a few months back.
I hate to say it, but I agree. The instinctive reaction seems to be to assume that something is either over- or underpowered because it doesn't fit into someone's specific playstyle, when most of the time, it's simply different. Different killers have different playstyles you need to adopt in order to play effectively both as and against them.
Unloopable doesn't necessarily mean overpowered, it just means you have to do something different. Bad map pressure doesn't necessarily mean underpowered, you might just have to adopt an alternate strategy. There is more to the game than the acknowledged meta.
Most of the time everyone calms right down once they get used to something and realise it's not as bad as they thought, but it never seems to occur to some people that the problem might be with them and not the game design.
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Ah okay. So it's more Dave's headcanon, but close enough!
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/855636#Comment_855636
In this cases I'm talking about less than 40 seconds into game DC
Well I don't know about the offerings, but you shouldn't be losing your items in any case.
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You shouldn't be losing your items at all when the killer DCs. Offerings have a time limit, because you're only supposed to get them back if you don't get any real use out of them. I'm not sure what the timeout on offerings is currently, but 5 minutes is long enough to die in, in fact it's long enough to complete a game in, so it's long enough to get use out of an offering, even if it's not optimal use.
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Maybe the animation for Legion's fatigue is different, so it doesn't have the same effect? I haven't played either killer enough to know for sure.
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People on both sides complain whenever something strong is released because they're afraid it will break their game - see all the threads about nerfing Oni as an example. And then everyone gets used to it and it's fine. Any Means Necessary is fine. Mettle of Man, though, wasn't just good, it was stupidly broken. Even the survivors agreed on that one.
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Thanks for the poll, Goldilocks 😉
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@PeenutsButt3r said:
https://forum.deadbydaylight.com/en/discussion/comment/855269#Comment_855269
I play solo atm, just recently happened to me, but the whole time I'm playing I always get 100ms+ server. Also the queue time is really long playing as survivor for me.
It might be to do with the local playerbase, then. Queue times are often long if there aren't enough people in the queue in your region, so it's possible that the system eventually ended up matching you with people outside your region just so that you could get a game.
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Were you playing solo or SWF? Because when playing SWF with people from other regions, you will be matched to whichever data centre is closest to the host.
According to the below post about how dedicated servers work, a data centre is selected after the matchmaking is completed, so it's also possible that you were matched with people from various nearby regions and the Middle Eastern server was determined to be the best choice overall to host that game, taking into account the latency of everyone involved. It's possible that it matched you with people from other regions because there weren't enough nearby players in the queue at that time, especially if you were playing at a low-traffic time like 2-6am.
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That may be a valid point, but it depends how you define toxicity. And fair isn't really the same thing as lore-friendly.
Besides that, I don't think I've ever seen anyone argue that toxicity is bad because it isn't lore-friendly. It's bad because it's not healthy for the game or the community or respectful of other players, and that's the part that's important.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/855192#Comment_855192
"Theoretically". However the emblem system doesn't reward players who play effectively.
I agree, which is why I used that word, but that's a discussion for another thread.
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@Stevo said:
https://forum.deadbydaylight.com/en/discussion/comment/855036#Comment_855036
I’m aware that it was an unintended side effect of the victory cube being replaced with the emblem system, hell, before Nea / The Nurse came out, the requirement was to unlock any tier of the perks 6 times, which was laughable honestly since there basically wasn’t any challenge, just play the character you were most comfortable using and spend the BP elsewhere.
That doesn’t change the fact that they didn't even acknowledge achievements (that I know of at least) whenever the emblems system came out. They shouldn’t have inconsistent conditions between roles. It should either be both sides require a double pip to get it or both sides complete their objective to get it. Not a mix of both.
I can’t remember if these counted since I haven’t done an adept survivor recently, though Hatch escapes shouldn’t count for survivors either imo. I used to think they should, but since the hatch can spawn at any time now if you are last alive, you could luck out having done practically nothing...
I know achievements are pretty insignificant and are probably the least of the devs’ worries currently, but I still don’t think they should have different conditions between roles. Adept for objective completion or adept for a double pip. One or the other. Not both.
I agree that ideally the conditions should be equivalent, which is why I voted for the 4k option. If I had to guess, I'd say the devs realised that implementing the emblem system would mess with the achievements, but made an executive decision to put it out anyway rather than letting something relatively insignificant get in the way of a big game improvement like a (theoretically) better, more accurate and in-depth ranking system.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/855072#Comment_855072
A lot of stuff can happen though that forces you to die on the hook one big one is killer internet. I love when were stuck on a game lagging then when im struggling it lags and is like "OOPS YOU DIDNT PUSH IT DEADED" um yes i was pushing it.
Yeah, but imagine that happening every single time. I'm just impressed he stuck with the game.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/854434#Comment_854434
That's why you'd run Furtive Chase with Odd One Out. No more tunneling.
No more tunnelling, but an even more powerful perk.
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Dang, a whole year of dying every time you get to second hook?
I'm honestly in awe of your persistence.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/855036#Comment_855036
I know what it used to be, but those changes make them needlessly difficult... because it depends on the killer and perks they have whether they're going to get it easier or not.
I agree, and I assumed you might already know that the system used to be different. My point was mainly a reminder that the change was a side effect of a bigger overhaul, not a decision to alter the requirements for the achievement per se. Other achievements have suffered similar consequences as a result of changes to game mechanics, such as Left For Dead.
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I would love to have presets, both for loadout and for cosmetics (especially now that we have charms as well). It would be a great QOL change, if the team can spare the resources to make it happen.
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@Stevo said:
The biggest problem is that survivors’ adepts are consistent - you just have to escape, no matter what rank you are. Killer however is a different story. Not only do you have to use a setup of perks you may not be well acquainted with, let alone that they probably don’t slow the game down at all, but the difficulty scales with rank a lot more than Survivor does. Not only do your opponents tend to be better and more ruthless in doing generators quicker, but the emblem system also requires you get more emblem points to satisfy the requirements to get the adept. It’s really dumb imo.
@Nyaren_Chan said:
Having to do a 4K only with the three basic perks would be better..
@Raven014 said:
A 4k with their perks would be the easiest way to make it consistent... something I thought behavior likes since the stealth killer changes...
It used to be a 4k back when the victory cube system was in place for ranking up as killer. The change wasn't an intentional decision on the devs' part to make the achievement more difficult, but simply an unfortunate side effect of the ranking system overhaul which was an attempt to make rank more reflective of players' ingame proficiency.
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@PistolTimb said:
Will they at least have the winter themed menu?
Probably, but we won't know for sure until we see it.
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@anarchy753 said:
I think it will still get removed, not because it doesn't belong but because its result isn't good for them.
As players it's excellent to see who you're with, you can leave when the terrible matchmaking dumps you in with the wrong ranks, or if someone's dragging a brown rank into the red ranks. It makes the games you play much more enjoyable.
Overall, though, it increases matchmaking time with more (justified) dodging, or makes it hard for the "you've queued for 3 minutes so ######### rank, here's a lobby" to work out.
Player satisfaction is good for them, though. And when it comes to queue times devs have plausible deniability, because that's not really something that's under their control, whereas UI improvements, or lack thereof, are.
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From the November Dev Update:
"Going forward, events will be focused around extra Bloodpoints (through Offerings and/or Blood Hunts), Archive challenges, and event-exclusive rewards within the free track of The Rift. This allows us to focus our efforts on game health, which we ultimately feel is for the best."
@Peanits said:
https://us.v-cdn.net/6030815/uploads/732/EMXAFUC5HSK0.png
Welcome to the November edition of our Developer Update, a series of posts detailing upcoming changes and our progress on ongoing issues. As always, we’ll start by recapping on previous topics before jumping into future updates.
Dedicated Servers
For a little over a month, dedicated servers have been live on the PC version of the game. Over the course of this test, we have often been asked why the servers were left on without any updates. We’d like to take this opportunity to explain a little more about this test.
First and foremost, we can tweak certain values behind the scenes without requiring a game update. This includes things like what the game deems to be an acceptable connection and various matchmaking elements. This way, we can test a variety of changes without forcing everyone to update their game repeatedly.
Leaving the servers on also allows us to collect far more feedback. We are hard at work making sure that as many gameplay issues as possible are ironed out before the full launch of dedicated servers. We have been including fixes for some of the most pressing issues in recent updates, including a fix for delayed stalking in the 3.3.2 hotfix. Thanks to the reports we have received thus far, we are looking to improve certain Killer powers, perks (e.g. Dead Hard), and the interaction system (e.g. Kicking Pallets or Generators).
Finally, this test gives us an opportunity to test the upcoming disconnection handling system, which allows us to better punish people who disconnect excessively. We want to make sure that disconnects are being tracked accurately so players aren’t wrongly timed out, and to do so, we need to leave dedicated servers enabled in order to test the new detection. In case you missed it, you can find the details of this system here: https://forum.deadbydaylight.com/en/discussion/73858/
The Archives
With the last Mid-Chapter patch, we launched a brand-new feature: The Archives. We are happy to see the mostly positive reception so far, although we are taking note of feedback as well. We’d like to address some of the common feedback we’ve received from this first Rift and Tome.
One of the main talking points is the difficulty of the first Tome. The first level of this Tome is fairly easy to complete, often taking only one match to complete a given challenge. This was an intentional decision by our team; we wanted to make sure that this level served as an introduction to The Archives so everyone could get an understanding of how the feature works.
At the same time, due to an error, some of you may have seen a sneak peek of the fourth level of the Tome. This level is significantly more difficult than the first. The intention is for the levels to gradually become more challenging the further you progress. With that in mind, we intend to use the following levels to gather feedback and adjust future levels and Tomes if needed.
We had also previously announced the dates each level of the Tome would release. However, due to the unforeseen delay of the 3.3.0 update, we needed to push back the release dates for these levels to match. The new dates are as follows:
- Tome I: Level 2 – November 13th
- Tome I: Level 3 – November 27th
- Tome I: Level 4 – December 18th
Exclusive Cosmetics
Alongside the launch of Chapter 14, we’ll be granting everyone the following cosmetics:
- Chuckles (Trapper – Ultra Rare Mask)
- Dweard (Dwight – Ultra Rare Head)
- Sharp Mustache Jake (Jake – Ultra Rare Head)
- Studded Jacket (Jake – Ultra Rare Body)
- Retro Windbreaker (Claudette – Ultra Rare Body)
- Claudette’s Weekend Shirt (Claudette – Ultra Rare Body)
- Purple Cords (Claudette – Ultra Rare Legs)
- Leather Hoodie (Meg – Ultra Rare Body)
- Retro Sneakers (Meg – Ultra Rare Legs)
- The BIG Hat (Ace – Ultra Rare Head)
- The TPGS Hat (Ace – Ultra Rare Head)
- Lazer Bears Victory Polo (Feng Min – Ultra Rare Body)
- Lazer Victory Shorts (Feng Min – Ultra Rare Pants)
- Donkey Jacket (David King – Ultra Rare Body)
- Hound (The Huntress – Event Mask)
- Untamed Donkey Jacket (David King – Event Body)
- Pro-Pain Hammer (The Hillbilly – Event Weapon)
- Free Song Bird Slip Dress (Kate Denson – Event Body)
There are a few reasons why we’ve decided to unlock these cosmetics for everyone. To start, most these cosmetics were unlocked using Steam codes and could not be unlocked on the console versions of the game, meaning we couldn’t give these codes to console players. Given this limitation, we have moved away from exclusive items in recent years and want to continue the trend of making cosmetics available to all PC and console players equally.
Most importantly, the codes for these cosmetics were also being sold by code resellers for exorbitant amounts of money. Others were taking advantage of this by creating fake listings to scam people out of their money. This is not something we endorse, and not something we are able to support if someone does fall victim to one of these scams.
By giving these cosmetics to all PC and console players, we hope to put an end to shady resellers and scams while also including everyone, regardless of the platform they play on.
Future Events
Recently, we’ve changed the way we handle in-game events and wanted to take a moment to explain why we’re putting elaborate objectives on hold. Unique event objectives take a huge amount of time to create and test, taking up time that could be spent fixing bugs and creating new content that’s available year-round. Going forward, events will be focused around extra Bloodpoints (through Offerings and/or Blood Hunts), Archive challenges, and event-exclusive rewards within the free track of The Rift. This allows us to focus our efforts on game health, which we ultimately feel is for the best.
Spirit Changes
The last thing we’d like to talk about today are the changes coming to The Spirit in the 3.4.0 update. The Spirit has been a polarizing subject recently with a lot of players finding her to be frustrating to play against. We also noticed that she appears to be performing far above expectations. With all this in mind, we have made a few adjustments that should make her feel fairer for everyone.
Collision during Yamaoka’s Haunting
Currently, the Spirit maintains her collision while using her power. Since phasing prevents The Spirit from seeing Survivors, any time she bumps into something she can’t see, she immediately knows that a Survivor is there. This takes a big part of the skill and counterplay out of the equation, allowing her to know exactly where someone is before reappearing. With this in mind, we have removed collision from The Spirit while she is using her power.
Window vaulting animation
Although The Spirit appears to climb through a window from the Killer’s perspective, a Survivor currently sees her stand at the window briefly before phasing through it. This left the Survivor with very little time to react, leaving the Survivor to guess whether she’s actually vaulting the window and hope for the best. The Spirit will now play a window vaulting animation from the Survivor’s perspective.
Adjusted speed curve post-phase
The Spirit currently retains her phasing speed for a short period of time after exiting her power before returning to her normal 4.4m/s movement speed. We have altered this curve to be more gradual, similar to The Wraith.
Add-on changes
We have also done a pass on some of The Spirit’s more problematic add-ons.
The Katana Tsuba
- Decreased the post phase speed boost duration from +0.25 seconds to +0.2 seconds.
Wakizashi Saya
- Decreased the post phase speed boost duration from +0.5 seconds to +0.3 seconds.
These add-ons allowed The Spirit to cover a large distance very quickly after phasing. By toning these add-ons down, she will now need to be closer to the Survivor after phasing in order to follow up and get a hit.
Yakuyoke Amulet
- Removed recharge rate modifier.
- Increased haunting duration bonus from +1 second to +3.5 seconds.
- Decreased haunting speed modifier from +10% to -15%.
This add-on increased various aspects without any tradeoff, making it a clear choice in any loadout. This change gives the add-on a more unique identity, trading movement speed for extra duration.
White Hair Ribbon
- Decreased charge speed bonus from +30% to +20%.
Bloody Hair Brooch
- Decreased charge speed bonus from +50% to +30%.
Prayer Beads Bracelet
- Phasing sound effect is now global and can be heard anywhere in the map rather than silent.
By far the most controversial add-on, Prayer Beads Bracelet would previously hide the sound effect that would play when The Spirit is phasing outside of her husk’s terror radius. This meant that Survivors were constantly at risk of being pulled off a generator with no warning or chance to react. By making this sound global, Survivors need to be on edge, as they won’t know whether she’s near them. This allows the Survivor to choose if they want to take a risk and continue what they’re doing, or if they want to play it safe and move away.
These changes will be included in the 3.4.0 update and will also be available for testing in the upcoming Player Test Build.
This concludes the November edition of the Developer Update. Be sure to let us know what you think!
The Dead by Daylight team
It's a bit disappointing, I agree, but ultimately game health is more important. Perhaps in the future once things in other areas have been patched up a bit, they'll have the time and resources to devote to unique event objectives again.
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@Paina said:
I've had some dc problems yesterday as well, three times. Usually I don't have connection issues, so I thought the killers dc, but they've had no reason, cause the game was almost done for us survivors. What's really weird is the fact that I didn't get any points, but I kept my items??? So when the killers dc on purpose I will get points and keep my items, when I dc even due to connection issues I won't get any points and lose my items, right? So now I'm wondering what happens, when the killer dc DUE TO INTERNET ISSUES? Will you as a survivor still get points or keep your items?
If the killer DCs for any reason, you should keep your points and items. If you DC due to connection issues (which may appear in the postgame UI as if the killer DCed too, depending on what system you're on) you should keep your points, but the items thing is a bit iffy. It used to be that you kept your items if you DCed due to internet dropping out, but I've had it happen a couple of times recently and lost my items, so I don't really know anymore.
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The short answer is, they don't. Every balance change that is made, both to killers and to survivors, takes into account a bunch of different factors. Community feedback, while valued, is just one of those.
If a lot of people are complaining about a mechanic, that can be a clue that something is wrong so the devs do take notice of it, but the question is always "is there something that needs looking at here?" not "so how are we gonna nerf it?"
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This is refreshing. From the state of the forums sometimes, you'd think the devs hadn't done anything all year that went over well with the community. It's nice to be reminded that's not the case.
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@HexBeingNice said:
Would that still be the case even if the killer also received no points at the end?
I'm having trouble imagining what connection issues those would be since my inet connection appeared to be functioning perfectly the whole time before, during, and after. Unless a single hiccup happened and then connection was immediately re-established. Also, wouldn't that just make me disconnect and the match go on?
If that is what happened, then yes, it would show the killer as having received no points because that's what it does when a player "disconnects".
DBD isn't always the best at re-establishing connection, so sometimes a small hiccup can eject you from the match. And yes, if that happened, the match would have just gone on, but you wouldn't be able to spectate it or anything.
An important detail is whether all 4 survivors appeared in the endgame screen, or just you. That might give us a clue as to whether the game really ended or not.
As I said, I can't really verify any of this because you sound like you're playing on console (since you said killer was the host) and I'm on PC with dedicated servers. This is all just going off my own pre-server memories, but connection problem is my best guess as to what happened.
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There are a lot of things wrong with the current survivor emblem system, I agree, but ranking up being too difficult is not one of them.
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Almost every game, unless I have a mission or challenge that requires me to kill them. Most of the time when I play killer (which, admittedly, is not extremely often) I let as many people escape as I can, and I give the hatch to whoever was my personal favourite, either because they played well or didn't BM or just because I liked how they looked.
The reason is mainly because I don't play killer often enough to rank up, but my extensive experience as a survivor has made me a much better killer than those grey-ranked survivors deserve to go up against, so I would rather give them a fun, educational game and let them escape than stomp them mercilessly.
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It would make sense from the perspective of narrowing the gulf, and I expect it's an idea they are already aware of and might even be considering. They did say that closing the gap was their goal, and UI improvements is the obvious way to go about that, so who knows, we may see a change like this implemented in the future.
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I think everyone just assumed this was a feature because it was helpful and made sense (particularly in terms of the move to give solo players the same level of information as SWF currently get). Last time the community unanimously enjoyed a "bug" they just left it, so hopefully they'll do the same in this case and reconsider the change.
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I'd have to check to be sure, but I think that's what happens when you disconnect due to connection issues. It displays the killer as having disconnected as well because they're the host of the server you've disconnected from.
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I second this. I like knowing in advance what proficiency level my teammates are likely to be, so I can adjust my loadout accordingly (for example, if I find myself in a lobby with grey ranks, I sometimes equip a couple of "babysitting" perks to help them out a bit).
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@Elk said:
The moblie version will come out around December, that's the free version. If PC/Steam has it for free then it's a time trial. PS4 is usually on PS Plus free games, if it is on for that month. Xbox...i don't know how that works.
I believe DBD is featured on the Xbox game pass.
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If you could be a bit clearer as to what happened, that would make it easier to give you good advice. It sounds like you're saying that you removed your trap and then it killed you anyway, which if so was probably a bug. Nevetheless, I'll try to give you some general advice about the bear traps based on what you've said.
There is no strategy for getting the key on the first try, it's completely random. As @Raven014 mentioned, most of the time you should be able to get to all 4 boxes and search them within the time limit, provided that nothing goes amiss, such as the killer forcing you away from the boxes or speeding up the timer significantly with addons.
If your timer was already active before you even got the chance to search any boxes, that's bad planning on the part of your team, not bad game design. Completing generators while someone has a trap on their head, especially if they haven't had time to search any boxes yet, is a risky move and occasionally a deadly one. The only advice I can give at that point is to make getting the trap off an absolute priority.
If your timer isn't active yet, you don't have to remove the trap immediately (in fact it's best if you don't, so the Pig can't just put another one on you) but try to search at least one or two boxes before it activates so you can be sure to have enough time to remove it afterwards.
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/854083#Comment_854083
I can see two ways to "nerf" SWFs.
The main one, and the easiest one to implement, is simply to add a UI element that shows who's in cahoots with who.
The other one, that'd go perfectly hand-in-hand with the one above, is to add a reward for killers AND solo survivors playing with/against SWFs. Like you said, a bonus BP reward for those not in a group.
The only problem with that second one is it carries the same issue that nerfing SWF does - people wanting to play with their friends may simply solo queue strategically until they all get in a lobby together, in order to get the bonus or avoid being handicapped.
So nothing changes, except that playing with friends is more inconvenient for those that don't want to be disadvantaged for it, so for player satisfaction reasons we might as well make it easy for them to play with their friends freely if they're just going to do it anyway aaaand we're back to square one.
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I tested it with a friend just recently. What happens is the same as after a survivor gets hit and has no collision for a few seconds. Their models just overlap, but both of them are free to move away, and once they do they regain collision.
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@Auron471 said:
https://forum.deadbydaylight.com/en/discussion/comment/854593#Comment_854593
well i mean in LoL, your team can vote to surrender. i wouldnt really see that as ragequiting, more like... just giving up/ conceding in hearthstone.
That's true, although I think it's a bit different in some ways. Dead By Daylight is neither a team game like League, nor a 1v1 like Hearthstone. Giving up in Dead By Daylight is a decision that affects other players, but the other players don't get a say in it, which is why I think it ought not to be encouraged.
The other difference is, although I don't know much about Hearthstone, in League the only thing that really matters is whether you win or lose. That's the only thing ingame that affects anything outside of the game (rank, points, etc.). But in DBD, the ranking system doesn't revolve around meeting the win condition, and bloodpoint gains for many people are as important if not more so than winning. So conceding defeat without the input of other players is not only potentially denying them a victory, but, more importantly, also denying them opportunities to improve their rank or earn bloodpoints that they might otherwise have had if you'd stayed in the game.
