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Fibijean

Fibijean

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Fibijean
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  • It's a pity you haven't been around long enough to experience past events, since this is arguably the most relatively underwhelming Halloween event they've done to date. For the last two years, Halloween has been pretty much the biggest event of the year. I suspect they toned this year's down a bit because they were working so hard on getting the Archives ready to launch.

  • Pretty much only if I have no other choice, such as when the game is being held hostage by the killer (and by that I mean really held hostage, like bodyblocked into a corner hostage). Even then, I try to wait them out first, because usually they get bored before I do. Then I report them.

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/775551#Comment_775551

    At one point during a PTB, the developers mentioned that they took all feedback "with a huge grain of salt". I don't recall if it was during Legion's, Spirit's or the Plague's PTB. I only remember that borderline nothing was done following the PTB, thus giving everyone the feeling that nothing we said mattered.

    Yeah. And I can sort of understand that, because there is an extent to which we don't have access to all the data and knowledge that they do, which impacts our ability to make well-informed judgements on what's good for the game. But at the same time, even if the devs decide not to take our feedback into account because of something they know that we don't, it would go a long way towards making people feel heard if they were to at least explain the logic behind that decision.

  • @Salami said:

    https://forum.deadbydaylight.com/en/discussion/comment/775551#Comment_775551

    Absolutely to the last point you made. I agree. The only other factor is that the evidence from streamers and youtubers regarding difficulty of completion AND the subsequent silence of devs renders any reply, almost void. It seems pretty clear cut when all the cards are on the table. I don't think a reply would have even helped. Unless it was 'hey guys...we f'd up. It's easier now, here's proof'.

    That's basically what I was hoping for. Either that or, "hey guys, actually there's no need to worry because of this thing that you didn't take into consideration/that we didn't reveal earlier". I think regardless of whether they decide to make changes or not, it would have helped to know what their reasoning was for that decision.

  • Thinking I had a shot at freeing myself from the hook.

  • At this point, I'm betting they're going to leave it unchanged from the PTB, either because they didn't have time to make the necessary changes or because they decided that the players who gave feedback were wrong in some way.

    I think people are going to get upset over it for the same reasons as they did in the PTB, and it's either going to go unchanged still and eventually the community will lapse into angry silence over it, OR it will eventually be changed in response to feedback and then there will be a fresh wave of outrage from those who struggled through the Archives before changes were implemented, now demanding compensation.

    Either way, there's going to be a lot of unhappy players. While I understand there may be good reasons for it, I can't help but think a lot of this storm of speculation and outrage could have been avoided with a bit more communication from the team.

  • I don't see any point in this being available for everyone to see, but I do like this idea. It would make it easier to keep track of achievement progress as well from inside the game. As @Mr_K pointed out, though, it would only be worthwhile if the devs were able to have it track our stats up to the point of its implementation, not just afterwards.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/774913#Comment_774913

    Sure, let's talk fairness, because you seem to be arguing that Ebony Mori is a lot fairer than a key.

    Let's look at how much work is cut out with an Ebony Mori.

    In a normal game, you need to hook each survivor 3 times. That's a total of 12 hooks. With an Ebony Mori, you only need to hook them once each. 4 hooks. You just cut the work you needed to do by 66%.

    Fine, let's count downs instead of hooks. By downs you are reducing the work needed by 33%. And reducing a lot of the back and forth walking to the hooks. Further, you can eliminate the first survivor very quickly just by tunneling him off hook. Reducing survivor count to 3 makes the game vastly easier for you. So it's 33% and then some.

    Now how about keys?

    A normal game requires 5 gens to be done.

    For 4 people to escape, you need 5 gens done. No work was saved. Might as well just escape through the doors, frankly. Its easier. Looking for the hatch when the exit gates are powered is actually harder than just opening the gates and walking out.

    For 3 people to escape, you need 4 gens. That's only a 20% reduction at worst. There is also no shortcut for the survivors. No walking time is cut down. IN fact, they need to walk a lot more to find the gen. And the logistics needed to get everyone there at the same time to jump into the hatch at the same time.

    So for you to "lose" (3 or more survivors escape) the best case scenario is 20% reduction int he requirements. That's not even up to the 33% reduction for downs required by the killer on a Mori..

    Now to "tie" with 2 escapes you need 3 gens done. That's a 40% reduction in work for the survivors. But all it ends up in is a measly tie. You still will likely kill two of them.

    But you know what? Realistically speaking most of the time only one survivor will even get to the hatch. And in fact, many times the key is just wasted and none of them get to the hatch and you kill all of them! Its not even a guarantee.

    Because using keys is not easy.

    And yes, it's possible no gens are done and the last survivor still escapes. So what! The killer won. The killer killed 3 survivors. So one escaped. Big deal. Usually the killer will catch the guy with the key anyway. The counterplay to a survivor with a key is present.

    There is no way to counter a mori. Other than to play an almost perfect game and nobody is ever hooked and downed more than once.

    So yes, let's talk about "Fairness."

    How do I upvote twice?

  • As others have pointed out, Freddy's snares aren't actively disarmable because they already have a counter, which is being awake. If you want to get rid of them altogether, it's not difficult to do that while he's distracted.

    Freddy had a lot of work put into his rework, and he's in a good position right now. Please, don't let's nerf him down to joke status again.

  • Myers is the only one who currently has no cosmetics at all, I believe. Of course, that is about to change, but even taking the new cosmetic into account his are still the worst. I don't think they could have dressed him in anything less intimidating than a nightie if they tried.

  • I never teabag, it's stupid and childish.

    I do squat, however, as a means of saying thank you - either to a random survivor for healing me, or to the killer if they let me go. The latter case can be difficult, though, because with all the teabaggers out there it's hard to come across as grateful rather than taunting. Usually I do one or two slow squats (not spamming the button) and hope they get the correct message.

  • I think it's a matter of personal preference. Some people find the noises she makes add to the creepiness factor, rather than detracting from it.

  • I am too. We'll just have to see how things unfold.

  • The only times I really manage to get hatch are when everyone else has died, so it's very rarely during the endgame collapse (since endgame collapse only happens when hatch is closed or when an exit gate is opened). Even then, I only manage to find it before the killer does maybe 20% of the time.

  • @Mellow7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/773797#Comment_773797

    You don't need proof tbh, if you send a ticket they can tell if you played during the event and they will restore them.

    That's good news if true, but better safe than sorry.

  • A lot of people seem to be losing their cosmetics from the Howling Grounds event in particular. I think it's just an unlucky few, but it's happening often enough to be worrisome. I went ingame today specifically to take screenshots of my Howling Grounds cosmetics for proof in case they disappear. I would advise others to do the same.

  • If it is the case that they're trying to keep a "professional" distance, that's an extremely bad idea. For an online game, a happy and well-informed playerbase is crucial to the game's success. That's why community managers exist - and I'm sure that BHVR know that, or they wouldn't employ three of them.

    But I agree, it is puzzling. They claim to value the players and their feedback but they're not doing a very good job lately at keeping us in the loop. I hope they're just really busy with... I don't know what... at the moment, and it's just a temporary lapse.

  • 106 would fit best with the mechanics and direction the game is going in right now I think, but I'd like to see 049 in there just because it would be super interesting to see what they'd do with it.

  • @HamdaN said:

    this has to be bait. NO ONE LIKES PLAGUE! killers never get their power and survivors hate being broken all game. the puke also negates alot of stealth perks. shes needs a full rework for both sides sake

    I love Plague as a survivor. Maybe it's because I cleanse strategically so that I'm not broken all game.

  • It's not unreasonable to suggest that you use a perk to counter what you know to be one of the most common killer strategies. That's how perks become meta. That's why Ruin is meta, because it's a counter to one of the most common survivor strategies - genrushing.

    As someone stated above, if all four survivors managed to get downed at once, then they played badly. That's that. If all four survivors aren't downed at once, then they should be trying to pick each other up.

    Slugging is not only fine, but a bad strategy generally because it's easily counterable by good, well-coordinated survivors. Survivors have so many perks that help to counter slugging already, either directly or indirectly - No Mither, Unbreakable, Flip-Flop, Buckle Up, Bond, Empathy, etc. that it's really not that much of an issue.

    If you encounter it a lot, bring perks to counter it. That's not unfair, that's just smart play. And, for the record, I say all this as a heavy survivor main.

  • @Satsui said:

    sorry double post, no idea why it happened.

    [quote]

    I, for one, will be happy anything utterly broken gets nerfed oneither side as long as it is needed. A dev was quoted saying the instaheals took no skill and were way too much, so i trust those with the real data.

    [/quote]

    Well I can kinda agree it was very powerful. The new iteration kinda feels... lackluster. As someone that plays both survivor and killer... I can't say I'm too fond of the change, though I understand it's reasons.

    It's good against Plague because it doesn't heal you, it simply allows you to take an extra hit. The old styptic was useless while under the influence of the broken status effect, this one isn't.

    But yes, it is worse overall. That is the nature of a nerf.

  • Hard to be sure. It's definitely not an intended feature by the developers, and they have banned people in the past for exploiting known bugs. I guess the answer is "probably", so if you are worried, I wouldn't do it.

  • I doubt it, at this stage. They have never gone back and added new survivors to past chapters before, I don't see why they'd start now. They've got enough on their plate trying to design survivors and killers for the next chapter.

  • Of course it's a valid strategy. It's one commonly employed by new players who are terrified of letting anyone go for fear they won't be able to find them again, but it's by no means exclusive to low ranks.

    But in the same way that the survivors can't blame you for employing the most efficient method of achieving your objective, regardless of whether they have fun or not, you can't really blame them for being upset that you employed a strategy which you know is neither enjoyable nor lucrative for them.

    In short, tunnelling is fine, but don't expect anyone to thank you for it.

  • You mean will you be able to use the serum to purchase skins from last year's Hallowed Blight event? I don't believe so. Anyone else feel free to correct me if I'm wrong, but I think the serum is purely for unlocking the new cosmetics.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/772024#Comment_772024

    It is not compareable to the Live Version. You have way more time for the Challenges on the Live Version of the game.

    For me, PTB exists to find the biggest issues (like really imbalanced Stuff) or Problems/Bugs with new Content. For real tests, only the Live Version is really helpful.

    If it weren't sufficiently comparable to live, they wouldn't be bothering to put the changes on the PTB and send out surveys and forum topics to collect feedback on them in the first place.

    We have been told what the differences are between PTB and live, such as the length of time available to complete the Rift, and I can assure you that those of us with PTB-based concerns have already taken that stuff into account. The actual problems that exist do so regardless of how the PTB compares to the live version of the game.

  • @Aven_Fallen said:

    Q&A will be next week.

    And besides that... Why change anything? Because people in DBD once again complained about something without testing it on the Live Version? Like they do every time?

    Well... yes. That's the entire point of having a PTB. The test build is supposed to imitate the live version so that people can give feedback on the features introduced there. I don't think it's really fair to suggest that feedback given on the PTB is irrelevant or ill-informed since making changes based on that feedback is why the PTB exists.

  • At lower ranks, Ruin can be pretty game-changing because no one can hit great skill checks reliably. And it can be very frustrating if you know where the totem is but can't get to it - the compulsion to cleanse it under those circumstances is stronger than if you just can't find it. Remember that cleansing hex totems rewards a decent amount of points for survivors, who don't get an enormous amount generally.

    On top of that, if they have toolboxes, as you said one team did, they probably want to get good use out of them. It feels like a waste of the toolbox's limited power if the generator is regressing half the time, so those with toolboxes have even stronger motivation to find and cleanse Ruin so they can get the most out of their item.

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/771643#Comment_771643

    If your question isn't answered, the answer is usually the one they think you don't want to hear. The point of this pass is the increase and maximize monetization, any other motives are secondary or irrelevant. It is likely not meant to be completed through gameplay for anyone except people who play this game for a job. They want you to pay for the battle pass and pay to unlock the tiers. Every tier that is accessible is one less $1 for them.

    I would agree, if it weren't for the fact that the devs specifically said that it's supposed to be completable in 70-80 hours. They gain nothing by lying, so the logical conclusion is that they just got their calculations wrong. I would have hoped that, having realised that, they would be making some changes and keeping us informed on what they're up to. This stream seems like it would have been an ideal time to do that.

  • @HeroLives said:

    https://forum.deadbydaylight.com/en/discussion/comment/771794#Comment_771794

    🙄 most video games that have challenges or story bits to unlock have harder skill level challenges to earn that challenge reward. Sometimes you have to play a style you don’t like to complete the challenge or reacher higher. So your ARGUMENT IS NOTHING BUT A LAZY ATTEMPT TO BLOW SMOKE.

    Except, as @Theoretical_Heart said, no one is asking for anything to be handed to them. The majority aren't concerned with the difficulty of the challenges, but simply with the discrepancy between what the devs said they were aiming for with The Rift and what we experienced in the PTB.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/771790#Comment_771790

    Oh thank you. I always get that wrong (not snarky, btw. Being honest)

    Also, I been playing since 2016-17. Quit then came back for Legion. I am very very much not a new face in DBD. My post was more of a "Why do they bother when everyone is always screaming at them?"

    I haven't seen the challenges myself, I admit, but I'd be happy to look at them and give my feedback then.

    No one is screaming at them, though. At least, I'm not, and I haven't seen anyone else in the thread doing so. We've looked at The Archives in the PTB, we've expressed our feedback, now all we're doing is expressing a concern that that feedback isn't being addressed. I think that many of the concerns raised were very legitimate, so I just think it would be nice to hear from the devs on what they're changing, or not, and why. That's what I was hoping this stream was going to be.

  • New meta: Spies from the Shadows.

  • Three cheers for RNG.

  • @blue4zion said:

    Wasn't the paid pass supposed to be able to be paid with both auric cells and shards? Unless i'm crazy I swear that was a thing the first time they revealed it

    No, that was never something that was said by the devs. When The Archives and Rift were first announced, there was a phrase like "play to unlock" next to both the free and premium tiers, which confused many people and led them to believe that the premium tier would be unlockable using iridescent shards. However, all that was actually meant by that phrase was that players using that pass could unlock new tiers through playtime, not the pass itself.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/771632#Comment_771632

    To me it's not an issue of "correct things based on our input," because that comes off a bit entitled (I don't mean this as a personal attack or insult; I just think a lot of forum users expect an outsized level of influence on the development of the game).

    It's more that I'm disappointed at the lack of transparency and clarification about concerns that have been raised. I want them to elaborate more on why they feel this or that is a positive direction or why they made the choices that they did. Like, what led to this system being implemented this way? Why are they confident that players shouldn't be too concerned about the things they have expressed concerns about?

    Precisely. I wouldn't expect them to implement all our suggestions with no questions asked, because maybe they discussed them and decided that it wasn't a good idea after all. But it would be nice to know why they made the decisions they did - in particular, as you said, why they decided that the player concerns were unfounded in the event that they choose not to change anything after all.

  • @hopefull said:

    ikr its crazy you are expected to do all these hard challenges etc and its like 150+ hours and frustrating when someone or you mess up a :has to be completed in one game: challenge. We bring up this clearly obvious point and the people not only ignore it but just rehash the stuff we already know?

    Yeah, that's kind of what it felt like. We already knew everything they told us.

    @Boosted_Dwight said:

    I was disappointed as well. I was expecting them to go over some feedback or tell us about up coming changes. That's what happens when I hype myself up. :/

    @Theoretical_Heart said:

    More than a little. None of the community's questions or concerns were adressed.

    It was a 20 minute commercial.

    I miss the old streams. What happened to not_queen and Stefan Horvath?

    I'm glad it wasn't just me. I definitely expected them to talk about some of the stuff that we brought up, answer some of our questions, etc. rather than just go over everything they told us last week.

  • Well, everyone has been saying that it's time we reintroduced that true horror feeling to Dead By Daylight. Maybe this is our answer.

  • -- Please ignore my comments I changed my mind and the one below was a mistake --

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/770547#Comment_770547

    To be fair, you usually can tell by the post itself whether the player is a veteran or new to the game.

    And if a new player is asking for unreasonable nerfs/buffs, it's totally fine to tell them so. The important thing is that nobody starts insulting anyone.

    Of course it is. Did I say it wasn't okay for people to point out mistakes? It's just that, realistically, politely pointing out that someone has made a mistake is not what a lot of the people on these forums tend to go for in that situation.

    @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/770547#Comment_770547

    Thanks for the heads up! I'm actually not used to being new in a community and posting a bunch on the forums, so I'm definitely looking to get my hours and skill up. In the meantime, whatever feedback I give will be heavily researched so I don't look like a complete doof. ;)

    That's a rare and wonderful attitude to have, and I commend you for it. We're lucky to have you here :)

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/769879#Comment_769879

    I play survivor too. I know what SWF looks like. Not to mention their names.

    Freddy being immune to BT. Wouldn't surprise me if that gets changed eventually. But that isn't the same thing because it would only hurt you if the Freddy IS a camper. How is one perk being void equal to the trappers ENTIRE power being void?

    Some micro trapper buffs vastly needed.

    -Replace traps with ease without having to account for stupid spacing IF you're already holding a trap. If you want to place a trap back in a similar area but you're already holding one. You can't. Would be nice if there would be a second function to reset the trap in its exact space regardless of if we are holding one or not. It already takes wayyy too much time to setup traps and you're not even guaranteed to get trappable totems.

    -Without question they should test him having all his traps to start. Or at least add more to him.

    -Large maps need to look at adding more traps.

    I definitely agree that Trapper needs buffs, just not necessarily that those buffs should have anything to do with Small Game. But to answer your question, the reason one perk is comparable to the Trapper's power is that, in the same way a survivor would have to be very unlucky for their entire loadout to be counterable by the killer's, the Trapper would have to be very unlucky for an entire team to be carrying Small Game (which, incidentally, does not void his entire power - it just makes it a lot more difficult to use. Survivors having the ability to know where traps are is not the same thing as every trap he has just vanishing off the map.)

  • @MysticAdvisor said:

    https://forum.deadbydaylight.com/en/discussion/comment/770563#Comment_770563

    Yeah not new game modes but maybe different types of gimmicks for each map that is more than doors that open when the gen pops.

    Fair enough. In that case I'd be on board (pun not intended) although as I said, I have my reservations about the practical implications of the idea in terms of game balance and proper implementation.

  • I'm not sure what you mean by this exactly. Are you talking about different game modes, like minigames, or just maps with more different gimmicks, like the sliding doors on The Game? If the former, I guess it could be nice but there's a huge amount of more pressing issues in the main game first. If the latter, I agree that that would be pretty fun and I'd like to see more interesting map mechanics implemented in future - although I do have my reservations about how it would affect map balancing.

  • Forum etiquette: Most of what is and isn't acceptable is outlined in the official rules. I suppose the only piece of etiquette I can really think if is that if you're replying to someone's comment, you should always quote or at least tag them so that they get a notification that you've replied to them.

    Now I'm going to be straight with you and answer your other questions with brutal honesty. The truth is, no, new players' or low ranked players' opinions are sadly not valued very highly by most people here. If you post an unpopular opinion or vent about something you came across in a game and let slip that you're new or low ranked, you should be prepared for a slew of "Git gud"s and "Play at red ranks and then we'll talk" or "You need to play the game more and then you'll understand". What you should be aware of when making suggestions is that people who don't agree with you may be quite dismissive or downright insulting, particularly if they suspect you of "maining" one role or the other and therefore being biased in that direction.

    But the other thing you should be aware of is that in spite of the above, there are people on here who like to be supportive of one another and engage in reasonable, adult discussions. Having a keyboard and an internet connection seems to bring out the worst in some, but there are a lot of kind, decent people on these forums if you can find them. Welcome, and good luck. We're glad to have you.

  • I think it's been about a week and a half. This is the longest test they've done so far, but I'd be very surprised if they don't turn it off for the new patch. Perhaps that's why they're testing for so long right now, to get as much data as possible before going back to P2P for the event. Either way, I'm sure the testing will end pretty soon. But if the bugs you're describing are related to the dedicated servers, then they need these tests to be able to fix them. That's what collecting data means in this case.

  • Lol, make up your mind. Are you proposing a buff or aren't you?

    But in all seriousness, I don't think this would be a good idea. It wouldn't help Plague to find injured survivors, since cleansing happens so quickly anyway. All it would do is give her a neon sign saying, "Get Your Corrupt Purge Here!" which is something that's really not needed, since cleansing and CP make her plenty strong enough as is without making it even easier for her to get.

  • I don't think it's really fair to say that they're ignoring our concerns until they've actually had a chance to do something about it.

    The patch isn't even out yet. It's been barely a week since the start of the PTB, and less than that since the survey and such went up. You haven't given them very much time to do something with the feedback we've given them so far.

    They've put out surveys, set up specific threads dedicated to feedback, and were planning to do a dev stream yesterday just to talk about the archives (and presumably address some of our questions).

    Just because they're not doing anything that's visible to us currently, doesn't mean they're not doing anything.

  • I like wiggling. Struggling is annoying, but wiggling has all the positives of struggling (activity, tension, etc.) with none of the physical and mental strain. Maybe it's because your life isn't forfeit if you miss a single button mash. Either way, I'm glad they added a scoring event for it. Survivor bloodpoints are thin on the ground as it is.

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