Avatar

Fibijean

Fibijean

About

Username
Fibijean
Joined
Visits
0
Last Active
—

Comments

  • Yeah my PS4 friends are saying it's not working for them. Bummer! I'm really sorry for you guys :(

  • @bendermac said:

    not on PS4

    I don't know how it works on PS4, but maybe restarting the store/console could work? I know on PC sometimes you need to restart the client to get updates to trigger.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/795414#Comment_795414

    Most of the time they aren't used to communicate. Most of the time they are used to troll or actively hinder other survivors.

    But the reason they have them is for communication. There is an actual mechanical purpose behind survivors emoting, unlike with killers. Any kind of animation in the game can be used to troll or be toxic because people get creative, but whether you see it or not survivor emotes do serve a practical purpose.

  • I'm sure they will read the feedback and take it into account. If they were planning to ignore it, they wouldn't have gone to the trouble of creating threads specifically for feedback, holding Q&As, or creating and distributing surveys.

    Having said that, they may take all the feedback back to their team, discuss it, and decide upon reflection to keep some or all of the changes the same as they were in the PTB. Just because they listen to feedback, doesn't necessarily mean they'll definitely implement it. And if they don't implement certain suggestions, it's not because they ignored or didn't read the feedback, it will be because they took it on board and discussed it along with all the additional information they have access to, and made an executive decision.

    But there's no reason to believe that they won't take player feedback on board and make adjustments accordingly if they think the feedback is useful, given that they have an extensive track record of doing just that.

  • Yep. We don't know for certain what will be different in the patch itself, but these were the changes in the PTB:

    • Styptic Agent: Applies the Endurance status effect for 15 seconds on use. Use with secondary action. Depletes Med-Kit on use.
    • Anti-Hemorrhagic Syringe: Heals Survivor passively over 8 seconds. Time is modified by perks and add-ons that affect healing speeds. The effect is cancelled if the Survivor changes health state or picked up. Depletes Med-kit on use.

    Source: 3.3.0 PTB Patch Notes https://forum.deadbydaylight.com/en/discussion/93849/patch-notes-3-3-0-ptb

  • Two hours to go, get hyped!

  • I believe that taking the game hostage is only bannable if it's indefinite. Basically, if you want to know whether the killer is taking the game hostage or not, ask yourself, is there any way for the game to end, aside from one side disconnecting, if the killer keeps doing what they're doing? If the answer is no, they're taking the game hostage. For example, if they're bodyblocking you into a corner and then refusing to hit or down you.

    In your case, that is annoying but not bannable, since from what you said it sounds like this was during the end-game collapse. If the killer had done nothing, you would have died and the game would have ended normally. So I don't think the killer in this case was doing anything reportable.

  • In order to rank up in yellow ranks, you need to achieve a minimum of either:

    • 3 silver emblems and 1 gold emblem
    • 3 gold emblems and one bronze emblem
    • 2 gold emblems and 2 silver emblems

    if we assume that none of your emblems are iridescent, since those are fairly hard to get. Realistically you could try to aim for gold in each category.

    In order to achieve four gold emblems, you might aim for the following goals:

    • Lightbringer: Complete two generators on your own, or complete one generator on your own, cleanse four dull totems and open an exit gate
    • Unbroken: Escape the match. If you can't do that, try to stay alive as long as possible (more than nine minutes, to be specific)
    • Benevolent: Unhook one survivor safely, and heal one survivor a full health state. Make sure no one who gets hooked goes unrescued, because that will hurt your score in this category.
    • Evader: Be chased by the killer for 5 minutes, or be chased by the killer for 3 minutes and stun them with a pallet 4 times. This emblem is the hardest to achieve gold in at low ranks.

    Unbroken and Benevolent are the easiest emblems to do well in. If you get gold in both of those, you can get silver in Lightbringer and Evader and still be able to rank up. There are also a lot of ways to get those emblems that I haven't mentioned, and you can find out more about here: https://deadbydaylight.gamepedia.com/Emblems

    The above were just examples of semi-realistic goals you could aim for if you're trying to increase your rank. Hope this is somewhat helpful.

  • Nope, not really. But it's how it works unfortunately :/

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/795595#Comment_795595

    I believe it also improves the quality of items looted from chests.

    Common misconception, but unfortunately that's not the case.

  • Luck affects your chances of freeing yourself from a hook, or from a bear trap. That's all, I believe.

  • Because some people will happily and unprovokedly sell out a stranger if they think it will give them a chance of survival.

    Not only is it scummy, it's also against the rules. Kill the sellout, and report them after the game.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/795352#Comment_795352

    It got countered by Stealth Killers before, a Ghost Face in Night Shroud will also counter Undetectable.

    It is simply stupid that Freddy can completely ignore BT, there is no reason for that (same the other way around - no reason a Survivor should see Freddy all the Time with OoO while asleep)... Oblivious for Freddy was a bad decision.

    In that case, I would guess they did it in the name of unifying everything across the board, so that they didn't have to pinpoint it on a case-by-case basis. It just made it simpler from a programming perspective and a game knowledge perspective. Rather than saying "this affects Borrowed Time, this doesn't" I suppose it was easier just to go, "If the rescuer can hear a heartbeat, the perk is active. If they can't, it isn't. No exceptions."

    Not saying that was the right decision, just continuing to speculate as to what the devs' logic may have been.

  • @GrootDude said:

    I think a “indifferent” option is needed

    Not voting is the indifferent option 😛

  • @anarchy753 said:

    You can purchase the Leatherface DLC from the steam/console stores, but it's actually cheaper to buy 500 auric cells and unlock him through the DBD store.

    Generally that's true, although currently all the DLC are 40% off (on Steam, at least, and I assume on consoles as well) for the Halloween sale.

  • Survivors have emotes so that they can communicate with each other. Killers don't need to communicate. Sorry to be a buzzkill, but I just feel like this could only go one way. Taunts would not only detract from the atmosphere of the game, DBD players really don't need more ways to be toxic.

  • It's worth pointing out that Kindred isn't solely a selfless perk. The whole point of allowing other survivors to see each other's and the killer's aura when you're hooked is so that they know if you're being camped, and they know whether someone else is going to save you. It's to avoid situations where no one comes to rescue you because everyone assumes that someone else will. It helps the other players, sure, but it helps them to help you.

  • Jokes aside though, it varies quite a bit. The following is generally based on my own experience as a survivor main:

    Killers most people seem to hate: Spirit, Legion, Ghostface

    Killers that some people hate and others are fine with: Doctor, Leatherface, Plague, Freddy, Wraith, Nurse, Clown

    Killers most people are fine with: Myers, Pig, Demogorgon, Huntress, Hag, Hillbilly, Trapper

  • Rank rewards is a popular request, and I agree, it would be nice. Now that charms have come out with the Rift, perhaps that opens up some more rewards possibilities.

  • Yes, I believe so. When they postponed the event, they said it would release alongside the patch, and they haven't amended that since to my knowledge. Both should release in about 7 hours!

  • If you want the mechanical reason, it's because Borrowed Time only activates if you are within the killer's terror radius. Since oblivious removes the terror radius, BT doesn't activate.

    If you're looking for the logic behind why the devs changed it, I don't know. My guess would be by way of a small nerf, so that the perk is counterable by stealth killers.

  • The speeds can be hard to get used to, and do feel unfair at first. If you're finding it difficult to get away from the killer, don't run in a straight line - try using obstacles like windows and pallets to your advantage to put distance between the killer and yourself.

    You can also check out my guide for new players right here on the forum: https://forum.deadbydaylight.com/en/discussion/86207/how-not-to-be-dead-by-daylight-surviving-a-night-in-the-entitys-realm#latest

    There's an entire section in there devoted to running away from the killer. You'll also find a lot of other helpful community-made guides in that section of the forum, if things like video guides are more your speed.

  • It will last the same length of time as it was originally set to, so 10-11 days (depending on starting and ending times). It's due to be released on October 31st, so it should end on November 10th.

    From the devs' status update last week: "The Withering Blight event will still take place. The overall duration of the event will remain the same and the start and end dates will be shifted to match the release of the mid-chapter update. You will not lose any time in the event."

    https://forum.deadbydaylight.com/en/discussion/98653/status-update-3-3-0-update-event#latest

  • @night_with_you said:

    https://forum.deadbydaylight.com/en/discussion/comment/793119#Comment_793119

    Actually, i don't know how swf using BT and flashlight to save each others is not practical, how killer location cannot be known by voice chat, and how playing swf is not more chilling than playing solo? Please enlighten me. If these are something you find not practical, i do suggest you find some truly good swf teammates and play more

    I didn't say it wasn't practical, I said it doesn't seem to work as well in practice as it does in theory, based on my own and apparently a lot of people's experience.

    Regarding the statistics, I would guess that survival rate refers to the individual players, in the way you described. And I would assume that it would be averaged across all ranks and maps. While specifics might be nice, as long as the solo statistics are averaged according to the same conditions, I wouldn't say they're unreliable.

    Again, the point I'm trying to demonstrate using those statistics is that SWF in general is not as overpowered as people tend to assume, because as Peanits said, good survivors are good and bad survivors are bad, whether they're using voice coms or not. I have never denied, in fact I have explicitly stated in all of my comments, that voice coms can be an advantage in the right hands. All I'm suggesting is that the right hands are rare.

    You and I can debate on a case-by-case basis all day and not get anywhere, because it's just your experience against mine. The only solid data we have is those statistics, vague though they may be. So I'm going to leave it at that, because I'm not interested in pointlessly debating the same thing back and forth. I've said what I came to say. This is my experience, that's your experience, so let's just put it to rest there.

  • @usernamenotvailable said:

    That banner on xbox has been up since the day the event was supposed to be released. It does not mean they approved the update just that they didn't bother to change it after it was postponed . Leaks are not gospel you know.

    Thank you. Too many people act like things are officially confirmed because they're posted by someone's leak account, and then get upset when the devs don't follow through.

  • @HeroLives said:

    https://forum.deadbydaylight.com/en/discussion/comment/793510#Comment_793510

    Right exactly, would those be nice solo buffs of course. However, there’s still tools if you find either an issue. I always see some other solos waving their arms and I’m always confused on if they’re signaling they’re being camped or come get me. It’s not reliable Bc people use it for both. As a solo I’m hardly EVER caught first so get a save , then save myself. I do love seeing kindred light up it’s super helpful as a solo with others. I imagine even as a solo using it.

    Yeah, I haven't seen people use that signal for camping lately but it's interesting because that used to be what that meant back in the day. Moving meant "killer is facecamping, don't bother" and staying still meant "please come get me". Now it's basically the opposite in my games. I wonder how that shift even happened... but we're getting off topic, lol. Don't want to derail the thread too far.

  • @HeroLives said:

    https://forum.deadbydaylight.com/en/discussion/comment/793465#Comment_793465

    As someone who solos the majority of the time , I don’t think there’s anything they could buff to solos that would fix solo issues. Which is mainly just totem knowledge of how many are left, or for ######### sake someone come get me off this hook. Those are the two main solo issues imo. Which you can bring perks for both being deliverance and small game/ detective’s hunch. Map awareness? Alert, bond, empathy, aftercare, premonition, spine chill. Whatever you feel like you need even just one of these makes your life worlds better as a solo by adding it to your build.

    That said, I can see merit in the ideas many have had of adding a totem counter to the game, and/or baking Kindred into the survivor basekit, just to help buff the solo experience a bit. Of course, it's a bit more complicated - the former would still be a minor buff to SWF because in my games, there's a lot of forgetting how many totems we've cleansed, or coming across a cleansed totem and being unsure whether it was one a teammate said he'd cleansed or if it was done by the random solo survivor. And the latter is perhaps unnecessary, since we already have ways to signal "FFS someone please come and unhook me" without the use of voice coms.

  • @HeroLives said:

    https://forum.deadbydaylight.com/en/discussion/comment/793434#Comment_793434

    Oh look the majority that actually plays swf agrees with the majority that plays swf. I don’t like playing with the sweaty com groups do you? I find them incredibly annoying as personality types. I like to play with people who just know how to play that I get along with , or actual friends even if they’re crap at the game Bc I just got them to buy it so we can play together. What about you?

    Absolutely. I've never had the misfortune to actually be a part of one, but I don't imagine it would be much fun. I just enjoy playing with my friends, so much so that I rarely play solo nowadays. Doesn't matter if they're new to the game and I'm teaching them stuff or they're veterans and we're messing about, I still love it even if I get frustrated with them sometimes for not communicating things very well. And there's something very fun and rewarding for me about doing crazy things to save my friends - especially when it works! I guess my point is, I definitely agree that fun comes before efficiency, both in theory and in practice, and in most cases the former comes at the cost of the latter. And I expect most SWF players feel the same.

  • @Kasaki said:

    https://forum.deadbydaylight.com/en/discussion/comment/793252#Comment_793252

    No way man if you waste all the pallets in your first chase and no gens get done you've just killed your whole team, or you've just created a giant deadzone, you have to be strategic to which pallets are in the area and which ones you should use at the beginning, my pet peeve is people who get hit in the pallet and then still throw it instead of using the speed boost to get away , those are the worst survivors

    Well yeah, as I said, if you throw a pallet and get hit anyway that's a waste. But I would still argue that it's better to use pallets than to go down and get hooked, because (a) the more you can prolong the chase without getting downed, the more time your teammates have to do generators (and if they don't get any done in the time it takes you to make good use of every pallet on the map, that's on them) and (b) if you don't get hooked, your teammates don't have to give up gen-doing time to come and save you.

    Obviously, all this is provided that you use the pallets properly as I mentioned in my initial comment, and don't waste them by throwing them down too early or too late.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/793052#Comment_793052

    Logical fallacy my friend. If you put potatoes on voice coms and experts in solo of cause it doesn't look like a big difference. But when you out 4 experts in solo Q and then the same 4 in swf voice coms you will notice a huuuuuge difference. Everyone who denies that is lying to himself.

    Again, I'd be interested to know how much SWF you yourself play. I play SWF quite a lot, and my experience has been much more aligned with Peanits'. Every SWF player I've seen on the forums and in this thread also seems to have that same experience.

    I'm not denying that in the hands of an expert, and I mean like top 0.5%, player, voice coms can be a significant advantage. But for the vast majority of players, that's not really the case, because they don't have the game knowledge to take advantage of it. Although potentially people could be going "I found the killer's ruin totem, it's in the north-west corner of the map behind the T-wall, and I'm looping them about 50 metres away", that's not really how it happens in practice. Most of the time the conversations in my game run more like this:

    "I found the ruin totem."

    "Awesome. [Thirty seconds later] Have you cleansed it yet?"

    "No, I'm in a chase."

    "... Okay, where is it?"

    "It's uh... kind of near the middle but also not really... behind a tree somewhere."

    "Thanks, that narrows it down. I'll go look for it, then. [goes to cleanse totem, runs straight into killer] I thought you said you were in a chase?!"

    "Oh yeah, no, I lost him."

    That is, if we bother to communicate about what's going on in the game at all. And I'm betting that 99% of SWF players have a similar experience.

    The other thing is, a lot of people who like to complain about the unfairness of voice coms don't take into account the disadvantages of playing with friends as opposed to solo, such as the impulse to do dangerous things you know you shouldn't do, like go for a hook save against a facecamper, for the sake of saving them. They're small, maybe, but they can and have cost me a lot of games.

    To reiterate, I have never denied that in the right hands, SWF with voice coms can be a problem. I'm just saying that it's unrealistic to assume, as many seem to, that teams like that are anything more than a very small minority. And as Peanits said, there is a degree to which skilled and well-coordinated players will always be skilled and well-coordinated, regardless of the tools they are given to communicate.

  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/793136#Comment_793136

    Maybe the update needed needed this engine update in order to be made.

    If that had been the case, they would have built it on the updated engine from the start, and there shouldn't have been so many problems. The status update made it sound like they built the patch and then updated the engine, which then broke parts of the patch.

  • Depends what rank you're at. At low ranks, with new players, it's likely that people won't know what it is because it's fairly rare to come across. Maps by themselves are probably the least-used item in the game (I'm lumping Broken Keys in with the rest of the keys, don't @ me) and maps with glass beads are even less common. I can remember only a couple of games in my 1000+ hours where someone other than myself used one.

    I personally love maps and glass beads. I use them to mark everything from partially-completed generators to lit totems to hatches. I don't have any proof, because no one ever messages me in post-game chat saying "hey thanks for that glass bead" but I like to think that my teammates find it helpful. To answer your question directly, the only times I specifically remember it helping was in guiding non-SWF teammates to the hatch.

  • Unfortunately, people who play the game much worse than they have any right to at red and purple ranks is a universal problem. So is fluctuating queue times.

    Currently, there is no way to switch servers. But they're still testing them, so it's possible that they will implement a feature like that at some point in the future when the servers "officially" go live.

  • @Karltastisk said:

    https://forum.deadbydaylight.com/en/discussion/comment/793112#Comment_793112

    If im remebering right they stated "early" next week (this week) and thursday is not early in the week.

    They said they would be doing a Q&A livestream this week, and then in the status update they said they would release a follow-up update on their progress early in the week. The Q&A and the follow-up could be the same thing, but technically they never said when the Q&A was going to be. Thursday seems most likely simply because that's when they usually livestream.

  • @aazimuth said:

    So you're basically saying people who don't throw down pallets while healthy are potatoes? That's the smart thing to do though, you should never start throwing pallets down with 5 gens up when you're fully healthy, it makes no sense to.

    Pallets are worth throwing no matter what health state you're in or how many generators have been done if it's a choice between throwing the pallet or getting hit. The only time it's a waste is if the killer is too far away to get you anyway, or if you get hit and then throw the pallet.

  • I honestly thought this was a troll post saying that survivors should get let themselves get hit because sprint burst at first 🤦

    Honestly though, with the amount of survivors I've watched Dead Hard into trees, I'm not at all surprised that this is the case. I think most of the time people are too caught up in the "oh crap, I got hit!" moment to think about making the most of the situation.

  • Custom bots and such are a lot of work to do well, but if it's just a case of an empty map to practice on, I don't see any reason why that shouldn't be implemented. It would help with getting a grasp on a lot of things - not just map layout, but also survivors could practice loops, killers could practice lunge distances and such just by using a random barrel, etcetera. There would be some things you couldn't practice without someone else there, of course, but I think a kind of empty arena could still be a good asset just for getting a handle on some of the basics in a way that the tutorial doesn't necessarily teach.

  • @HellCatJane said:

    https://forum.deadbydaylight.com/en/discussion/comment/792769#Comment_792769

    Wasn't last month when they released the demogorgon? Stranger things hype and all. I think the + correlates to the DLC's dropping. Not sure.

    In some cases, but not all. I checked the DLC release dates from the past year, and the playerbase appears to go up and down irrespective of DLC releases. It's possible that other things like sales, free weekends and general publicity (like if a high-profile review site or YouTuber brings attention to it) also play a role, but in any case overall it does seem to be fairly steadily hovering around that 20k mark.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/793174#Comment_793174

    Its not a leak, its literally in the xbox store lmao

    The banner has been in the Xbox store since last Tuesday, when the event was originally supposed to release. Seems like Microsoft just didn't get the memo.

  • They're leaving you gifts. If it's at the gates, they're essentially saying "Well played, I'm leaving my item behind because you deserve it". If it's mid-match, it's their way of saying "I'm friendly, please don't kill me".

  • You have the same information we do. I don't think anyone here, aside from the devs themselves, knows when the livestream is going to be, aside from that it's going to be sometime this week.

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/792918#Comment_792918

    That's how thing's will end up, especially since there's an engine update in the mix. Last time we had one of those it was a horrid mess.

    That's exactly what makes my feelings about this so mixed. On the one hand, it's only a week or two, it's good that they're fixing the bugs, etcetera. But on the other hand, it's lunacy to update the engine, the foundations of the game, so soon before the release of a major update. Of course it's going to break the update. Perhaps the explanation wasn't well worded and it wasn't like that at all, but it just seems like really bad planning and something the developers could absolutely have anticipated and worked to prevent.

  • @night_with_you said:

    https://forum.deadbydaylight.com/en/discussion/comment/793052#Comment_793052

    Actually, i think the way he express is worse.

    "it doesn't make a whole lot of difference. If anything, i probably do worse..."

    So by playing swf, you can potentially become worse? I think that it is a terrible excuse for swf or the person who say this has no idea about this game. I believe peanit does know well about DBD, so he just used a bad reasoning.

    i think people who have spent some time in this game, both as killer and as survivors, have to reach to a consensus that swf with voice chat is op. I don't know how four brians collebrate together can make them worse than one lone brain.

    For the statistics data, i think devs only show a general swf escape rate, it does not specify if it is a 2-men swf or 4-men or with voice chat or not. So it doesn't show you the real picture. As a killer, i am okay with 2-men swf, or 3-men swf without vice chat ( I do know some swf do that), but 4-men swf with voice chat in high rank, plus some ultra add-ons and offers, I definitely know it would be a painful game for the killer, even finishing with 4 kills.

    Talking about people not taking seriously and messing around with swf, it is a perfect point to illustrate swf's op-ness. Since you know your friends gonna save you with BT or Flashlights, and you know the killer's location all the time by voice chat, you definitely have the luxury to "mess around". Or your swf just don't wanna live and just wanna try some spicy 360s and let killers kill, because you know you can go to "tryhard" mode in next game upon your own willingness, putting on 4 toolboxs, to get a ez win.

    Do solo survivors have this luxury? Most time they have to take every game seriously but still get DCers, potato teammates, face campers, etc, trying best still get destined loss. meantime, swf is complaining being able to "mess around" make them in disadvantage. This world is truly a madness, isn't it?

    Stop all hypercritics, please.

    Actually, the statistics specifically show survival rates for solo survivors vs 2-man, 3-man and 4-man SWF. The difference between survival rates for solo and 4-man is roughly 7%.

    Please correct me if I'm wrong, but the way you're talking gives me the impression that you don't play much SWF yourself, and this is stuff that you're assuming must be the case based on your own reasoning and things you've heard or seen. But theory doesn't always align with practice. Everyone I've seen comment on this topic who actually does play a significant amount of SWF seems to be of the opinion that Peanits' assessment is pretty accurate.

  • Specifically, what he said was "it doesn't make a whole lot of difference", and he's not wrong. You only have to look at the solo vs SWF survival rates to see that in the vast amount of cases, the gap is nowhere near as huge as most people assume.

    I would caution you against this logic of "the devs clearly have no clue about their own game because they don't agree with me". I'm sure there are gaps in their knowledge, just as there are gaps in ours. But I assure you, Peanits is far from the only person who sees that the difference coms make, in the vast majority of cases, is negligible.

    That's not to say that they don't have the potential to be gamebreaking, but it's important to keep it in perspective and recognise that very few survivors take the game seriously enough, and only the tiniest minority of survivor players have the game knowledge necessary to take full advantage of that potential. So in other words, I'm not saying it's not a problem at all, but it's not the widespread disaster that many people like to paint it as.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/793018#Comment_793018

    Firstly, it's fallacious to assume that just because someone does something means it was done for good or logically sound reasons.

    Second, you're trying to attack my character as a player rather than defend the actual merits of locking the perks, which is a red flag to me. I never said I should immediately start winning marches. All I asked for is having four perk slots open because locking them serves no purpose to progression and hinders game balance for a gimmick.

    Thirdly, other games are actually balanced, and aren't entirely RNG based. Other games done consist of holding down M1 and pressing space bar and actually require some skill. Other games aren't asymmetrical in design. Perks being locked isn't a foreign idea to me; what's foreign is why on gods earth would they lock it on every killer?

    Fourthly, your defense for this consists entirely on the idea that my conception of what is 'fun' is somehow corrupt and therefore is a problem with me and not anything to do with the game. Don't really appreciate that, but it's a non-argument anyway.

    You said "I play games to have fun" which strongly implied that you thought this system wasn't fun. You also said "not everyone is a top tier killer or survivor who can run the game perkless and with no addons and still 4k", which in context seemed to imply that you thought you ought to be able to 4k while trying a new character, and the only thing stopping you was the locked perks/slots. I suggested that you might have more fun if you adjust your outlook and stop expecting to do well when you're trying out a new character for the first time.

    I apologise if I misinterpreted anything you said, but pointing out that you're looking at something the wrong way is not attacking your character. The fact that you interpreted it that way tells me that this issue is clearly getting way too personal for you, so I'm going to end it here before it gets ugly. I hope you find someone else to discuss this with who you can better see eye-to-eye with.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/792986#Comment_792986

    I'm asking that I and other players not get punished for the crime of daring to pick a killer or survivor we don't main.

    Everything said thus far are excuses for working around it and blaming the player for being upset that they are put at unfair disadvantages in a game for no good reason.

    I haven't heard a single legitimate reason as to why they lock off the perk slots. Content unlocking? If that's the case, then why are they giving you the killer's three starting perks? Why give you three perks but allow you to only use one? That's not content unlocking, it's slowing the progression down needlessly.

    How does locking all perk slots behind a level requirement affect the game positively?

    I told you in my first post I don't know the reason, I just assume that there is one, otherwise they wouldn't have done it. I'm not a game designer, I'm not here to speculate about why the developers made the design decisions that they did.

    All I'm saying is that, from what I can see, the problem lies less in the game design and more in your outlook. Perks help, yes, but they're not a dealbreaker. It's not a "punishment" not to have all the leveling benefits unlocked from the get-go, and if you think you should be able to immediately start winning matches the first time you pick up a character you're not used to playing, perks or not, that's a fault with you and not with the game.

    EDIT: You said in your initial post that this concept was foreign to you. It's hardly an original one. Try playing other games where you unlock benefits by leveling up your characters, and then you might understand a bit better how the system works and why it's not as absurdly unjust as you seem to think.

  • My definition of a good game is one where everyone played well and fairly. I find that you can usually tell what kind of attitude your opponent(s) are playing with just from the way they play. If everyone is a good sportsman generally and puts in their best effort, I consider that a good game and say so, regardless of the outcome.

    I only say gg if I genuinely thought it was a good game, because I like to be honest. Same thing in real life - if someone says, "How are you?" when I'm having a really difficult day emotionally, I'm not going to tell them I'm doing well. The furthest I'll go in the name of politeness is "I'm alright" or "Not so great, honestly, but it's okay". So when it comes to games, if I thought the game was good and everyone played well, I'll say so. If I face a bm'ing killer (whether I win or get crushed), or if I accidentally crush a baby killer, I don't really think of that as a good game - though in the latter case I might still say gg by way of encouragement.

    What it comes down to, in my opinion, is that what constitutes a good game is highly subjective. And while I appreciate it when people say gg even though I know they had a bad time, I don't expect it, because I don't believe it's reasonable to expect someone to lie for the sake of upholding social convention. If they want to say gg, that's nice. If they don't, that's fine, I move on to the next game. Personally, I only say it if I feel it's warranted.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/792838#Comment_792838

    I play games to have fun, not to grind out until I am at the point where I have the ability to have fun.

    Ability has little to do with the overall point but let's roll with it. Is it fair to say 'you deserve to be forced to grind for perks' for players who aren't top tier players?

    What about someone trying to learn a killer and getting used to their power? How is getting stomped because you don't know how to play the killer in any way the players fault? And why should their ability to prolong games, which is locked behind perk levels, be blamed on skill? Longer games means more opportunities to improve.

    Not everyone is a top tier killer or survivor who can run the game perkless and with no addons and still 4k. We should stop pretending they are.

    Yes, I would say that it's fair to expect players to put in a bit of effort to unlock all the content. Most people enjoy not having everything handed to them. If you struggle a bit at first, that's okay. When you're trying out a new character for the first, second or even fifth time, you should not be expecting to 4k. And If you simply must try out a character with all perks unlocked, there's KYF for that.

    I'm not a top tier player by any means, nor am I pretending that most people are. All I'm saying is that if you can't have fun trying out a new character without perks, that says more about you than it does about the game.

  • DBD is nowhere near the worst. Sure, it's bad, but toxicity is a people problem, not a game problem, so you will inevitably get bad eggs in any moderately successful game. Toxicity seems to be proportional to playerbase in my experience - if you play any hugely successful online games for a while, like League, DOTA, Overwatch, Rainbow Six, you'll see it there as well, and in much greater numbers.

1 … 110 111 112 113 114 … 132