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Fibijean

Fibijean

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  • @Watery said:

    1 in 20 is just a fraction to represent 1/20, which is four percent.

    I'm confident people know how fractions work. What they're saying is that that maths is incorrect. A 4% chance is 1 in 25, not 1 in 20.

    @gamerscrybecauseofme said:

    It's a 4% chance, not a 1 in 25, there's a massive difference between the 2.

    4% chance means that for every attempt, you get another 4% chance, it doesn't increase the probability or the chance that your next hook could be successful, it stays the same.

    A 1 in 25 means that if you do it 25 times, you WILL escape at least once.

    You're contradicting yourself. You're right that failing one RNG doesn't actually increase your chances of succeeding the next, but it's for that very reason that a 1/25 chance does not guarantee success within 25 attempts. That's not how probability works.

  • I don't know that I'd go so far as to say the game is boring now, but I do agree with you for the most part about the way it's been balanced. In my unpopular opinion, ultra rares like instaheals, keys and, yes, moris, add variety and flavour to the game. There's something fun about how absurdly overpowered they are.

    It's not competitive, there's nothing riding on it, so it doesn't have to be perfectly balanced. It's okay to have a game every now and then where the killer moris everyone in five minutes, or where the survivors make a clutch escape with the hatch.

    Those 'pog' moments are what gives the game its character - character which is lost when those items are nerfed, which I think is a real shame.

    And yes, while the BNP nerf is justified, I agree that they're no longer powerful enough to justify their rarity or cost.

  • @Lucama said:

    I don't think anyone will say "yes I enjoy cosplaying a mollusc", but I get why killers do it, cause I know why I do it when I play killer.

    I enjoy cosplaying a mollusc. Especially a superfast mollusc with the ability to get up and run away whenever I feel like it.

    I like being slugged because it gives me the opportunity to use some of my favourite perks. And even if I don't have the perks equipped, it feels like a second chance. I lost the chase, but I didn't get punished with a hook, and now I can crawl away or recover and most likely be back on my feet soon enough, none the worse for wear.

  • How do you know they were SWF? It sounds like you just assumed that because they were really well coordinated.

    @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/768899#Comment_768899

    so you are saying its fine that they hardcounter certain killers, just by equipping a certain perk?

    something the killer doesnt know and therefore cant react to it properly until its too late?

    thats like saying OoO versus a GF is perfectly fine and balanced, its just bad luck on GF's part.

    now, for GF they found a good solution, by having him enter the Undetectable status uppon activating his power, though for the Trapper - Small Game issue, we cant just add "traps are undetectable" to the beartrap but still leave the "detects traps" part in the perk, that would make no sense. instead, we should remove the whole "notifies you of traps" aspect of the perk, as thats where the main problem comes into play and the perk itself doesnt even focus on that part anymore. thats just an addition to it that screws Trapper over, which imo is just unneeded - Trapper is nowhere strong enough to have such a hardcounter.

    Well yes, bad luck is exactly what it is. In the same way that it's bad luck for a survivor to bring BT and then come up against a Freddy, or Inner Strength against a Plague. Some perks and killers are counters for one another, and that's just the way it goes.

  • Short answer: They aren't.

    Killers aren't toxic, people are, which means there are toxic players on both sides in relatively equal measure.

    And the developers have never "coddled" anyone, as far as I am aware they have always condemned toxicity. Same thing with balance, you can't argue that killers never get serious nerfs. Look what happened to Nurse.

    As for camping, yes it's an issue, yes it's unpleasant for all involved, but it's also a legitimate strategy. You can't justifiably call someone toxic for making use of designed game mechanics to secure a win.

  • Survivor mains who have always suspected that there were a majority of killer mains on the forums:

    image.png


  • These are actually pretty cool ideas. I feel like there's a lot they could do with achievements to encourage and reward more varied styles of gameplay. I assume that's a bit of what they're trying to do with the Tomes, but seeing some more variety in achievements would be nice as well. They usually release a few new achievements alongside each chapter, so hopefully they'll take some of these ideas on board in the future.

  • Pretty sure that has to be the most popular post title at this point - the amount of discussions I've seen with that exact heading...

    But ironically, literally the only reason you're having these difficulties is because fixing the bad word game is exactly what they're trying to do.

  • Isn't the whole point of OoO that it's a double-edged sword? If it bothers you that much, use the fact that you can see their aura to remove them from the game early.

  • Dang, I was so pumped for this. Hope it happens soon - although if it doesn't happen today, it probably won't be until Monday.

  • Just generally being screwed over by teammates who have no business playing so moronically at their rank. It's why I try to avoid playing solo.

  • @then4321 said:

    https://forum.deadbydaylight.com/en/discussion/comment/769622#Comment_769622

    Well, I can say you hit the nail on the head. I play both killer and survivor at high ranks and in my experience, an efficient team consists of players that can contribute adequately in all areas or excel in some. Playing with people that can handle a bit of everything is better than someone putting on wglf as it is now and playing overly altruistic.

    Also, the change would help the average player become more versed, naturally rank them up and grow to be an above average, or even expert survivor.

    I didn't say all four players in every match will get four pips with the new change, but with how it is now, I can't think of a single game where all four players maxed out wglf, now that would be damn near impossible.

    I never said anything about all four survivors, either. I've yet to see a match, even during bloodhunt events, where all four are running WGLF. It's not an extremely common perk. My point was simply that there's no reason to make the activation conditions more difficult. It's okay to have perks that stronly encourage particular playstyles - in fact, I would even go so far as to say that it's vastly preferable to the alternative. I will always maintain that variety in gameplay is far more important than efficiency.

  • If winning the game is the same as having fun, then yes you're going to have a bad time if you play suboptimally.

    Most people are competitive by nature, and will play to the best of their ability. I don't think it's ever okay to bully people or make fun of them for playing badly, but at the same time if you're trying a new character or build for the first time you shouldn't be expecting to do well.

  • Many players are concerned that the Rift will take too long to complete (100-200 hours), having done the maths based on information received in the PTB. Are there plans to make changes to the Rift/Tomes so that the completion time falls more in line with the original estimate of 70-80 hours?

  • "If you don't have anything nice to say, don't say anything at all."

    But really, if you're struggling to keep your cool when people get angry with you, the best thing to do is just leave and ignore them. Getting angry in return only inflames the situation. If you do have something nice to say, like if they played well for example, say it and move on. Be the better person.

    How do you keep your cool? By reminding yourself that it's just a game, and there's no need for either of you to take it too seriously.

  • @then4321 said:

    https://forum.deadbydaylight.com/en/discussion/comment/768131#Comment_768131

    Not really, no.

    First of all, dailies focus on one thing, eg. repair the equivalent of 3 full gens.

    Secondly, these are just things you should automatically always be able to do in a match, if you can't, then oof...

    I know that dailies focus on one activity - hence why I said that your suggestion of four different activation requirements was like four dailies in one. But to be fair, as you say, dailies are typically a bit more difficult than one generator, so it would be more accurate to say that your suggestion is the equivalent of half of four different dailies in one match, which is still an unnecessarily difficult bar to clear.

    I'm guessing that you either don't play much survivor, or play super efficiently at top ranks. Either way, you seem a bit out of touch with what is actually achievable for the average survivor. Most people don't complete a full generator and rescue and teammate and heal someone to full health and get chased for 60 seconds in a single match. It sounds reasonable in theory, but in practice it just doesn't work that way for most players. Survivors don't get many bloodpoints as it is, there's no need to make it even more difficult than it already is for them to use a perk that boosts their earnings.

  • Killers get points when a survivor disconnects because they're being robbed of potential sacrifice points. They have to stay and finish the game, but the game won't be anywhere near as lucrative as it might have been. The DC bonus is meant to mitigate that, similarly to how survivors will receive a bloodpoint bonus when their teammates disconnect (as of the upcoming patch) to compensate for the resultant drop in their odds of survival and therefore in their bloodpoint gains overall.

    The reason survivors don't get compensation when a killer DCs is because they, unlike the killer, can just hop into a new match when that happens, and keep all their bloodpoints that they received up to that point. There's nothing to compensate them for.

  • I love slugging. Unbreakable is one of my favourite clutch perks, and I can pair it with Tenacity for a superslug build. If you get tunnelled, you can at least buy your team time or even lose the killer if you're good enough. But camping, facecamping in particular, is just the worst. Not only is it an inefficient strategy, it's not fun for anybody involved.

  • I like my cookies. I picked it up again this year after not touching it since high school. 576 octillion and counting.

  • @Peanits said:

    You could, although without an account, we wouldn't be able to deliver your prize. You would be doing so purely for fun.

    Just out of curiosity, would someone in that scenario be able to nominate, say, a friend who does play the game to receive their prize instead?

  • Both the secret rewards and the random outfit are just one small step away from full-blown loot boxes. No, thank you. If I'm going to put my time and/or money into something, I'd like to know what I'm putting it into.

  • I think it's because if they're not being carried, it only counts as protection if the killer was in a chase with the other person, and the "in chase" mechanic is kind of finicky. To be fair though, WGLF doesn't really rely on protection hits. Safe unhooks are a far more reliable way of activating the perk. But I do agree that protection needs to be more predictable and reliable if we're going to have perks that need protection hits to activate.

  • To answer your question... yes, they will. Changes that come with patches are universal across all platforms. I don't believe there has ever been an exception.

  • @then4321 said:

    I just think wglf should have the four pips be dedicated to different stipulations.

    Repair the equivalent of one gen, pip.

    Safely rescue a survivor, pip.

    Heal the equivalent of one health state on any survivor, pip.

    Be in chase for total of 60 seconds, pip.

    That's almost the equivalent of four daily rituals in one match. That would make it insanely difficult to get all four stacks, and it's enough of a challenge as it is.

  • @ZahmZaddy said:

    Wouldn't work too good on Freddy.

    Good point. What about something that hides a killer's power at the start of the match? Like for example on Plague or Pig, fountains and jigsaw boxes would be invisible until someone gets sick or trapped. On Freddy, the timers and dressers would be invisible until the first person falls asleep. Trapper's closed traps would be invisible to survivors, etc. Obviously it would only appear in the bloodweb of killers it affects, but it would be a good buff to killers like Plague, Pig, Trapper and Freddy who are disadvantaged because survivors know who they are before they even see them. Particularly for those like Pig who rely on the element of surprise.

  • I used to, back before the player level overhaul when shrine perks were a fair bit cheaper time-wise, and before you could use shards to buy characters. Now, I would rather spend 9k shards on a DLC character than on a few new perks. At least until I have everyone unlocked.

  • Most unanimous poll I have ever seen on these forums. Literally everyone wants this.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/768024#Comment_768024

    It's about Archives i can't imagine anyone getting mad again since we already know about them.

    Unless there is new info 🤷‍♀️

    I'm sure there will be new info. They'll probably be clearing a few things up and talking about changes they might be making. I don't doubt that they've seen all the concerns on the forum about the difficulty/accessibility of the challenges, and the projected completion times for the Rift which are way over the devs' original estimations. I expect they've had some discussions among themselves about ways to address those concerns. I have no idea how, or whether they're even planning to change anything, but I'm sure we'll be getting more information in the stream.

  • The survivor rulebook is just a meme, no sane person actually thinks like that.

    Yes, camping is always okay. It's a perfectly valid strategy in any context. It's also not fun for the survivors, and they will hold you responsible for stopping them from having a fun time because... well, you are.

    Basically, camp all you like. Just don't be surprised if the survivors aren't too happy with you afterwards.

  • I would be astonished if they disqualified people for submitting art of licensed characters. As @Theoretical_Heart pointed out, fanart is fair game. You can't make a copyright claim for that. I expect that rule is more referring to using actual visual material which is licensed, like a screenshot from a film for example.

  • Yes, please. I hate feeling like I have to buy thing just to check if they look good with other things. That, or trying things on individually and then doing a bad photoshop job on them to see how they look.

  • @Kabu said:

    https://forum.deadbydaylight.com/en/discussion/96265/why-are-there-some-swf-players-who-dont-own-up-to-it

    I'm going to actually try and answer your question. My best guess would be that there is a stigma towards swf so to avoid getting attacked they deny it. That or they are thinking "why tip my hand" in regard to how well they play (good or bad).

    Pretty much exactly this. As a survivor who often plays in swf (though I don't deny it when asked - I usually just say nothing if I don't feel like answering cause it's not really their business who I play games with anyway), 9/10 killers who call us out on being SWF then go on to trash talk and insult us for no greater crime than daring to play games with our friends. Most of the time, if a killer asks whether we're SWF, it's because they want to trash talk us. So why would a survivor, knowing that, willingly own up to it and subject themselves to that?

    It's not surprising that people lie. It's just sad that they feel the need to do so just to avoid abuse.

    Disclaimer before anyone jumps down my throat: I'm not denying that there are many nice, decent killer players. I've met quite a lot. Nor am I denying that there are some killer players who ask about SWF out of harmless curiosity. It's the other 90% that are the problem.

  • I don't understand it either. Sounds like he was just tilted. Kind of how people say "gg ez trash killer/survivor" even when they lose or barely escape. It makes him feel better about himself to put you down even when there's no cause to. Pity him, but also just ignore him.

  • @Peanits said:

    This was an oversight while setting up the contest- we used the same rules that we typically use for screenshot contests, but since the event starts a little later than normal, it makes it a little tricky/confusing. We've removed the "Halloween event" requirement. You can enter at any point during the contest period.

    Good to know - thanks for clearing that up :)

  • @GrootDude said:

    The title also needs to include your name

    Yep, good note. Most people were doing that though, I noticed.

  • I feel like this quiz was made for someone a good decade younger than me.

    Regardless, I am Luke Hammings. Who I had to google to even find out who the heck that is.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/763844#Comment_763844

    You're missleading the example, in both cases the doctor would've saved the patient, but the guy with C- would've left a horrible scar and many tissue exposed damage, meanwhyle the A+ would've propperly done everything and left no damage.

    Apples compared with apples dude, not apples with watermelons, lol

    For DBD, a killer who got a 4k no pips was just hardcore having an easy game (camped, tunneled, moried on sight), yes, he did his job, but the killer who let the survivors actually have a chance, didn't camp, didn't tunnel, didn't mori on first chance and double piped is a god tier killer, he made himself have a hard game and still got the 4k. I just compared a 4k with a 4k, apples vs apples, I could've given you a mixed example like you did to subjectivize this argument though, a 4k double pip ain't better than a 2k no pip?

    "Apples compared with apples, not apples with watermelons"

    *Proceeds to compare a slasher video game to medical surgery*

    @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/763888#Comment_763888

    I just made a poll about this, and actually the answers are quite clear, people think a win is a win depending on their perception, I cannot assure PIPing is a win, but neither a 4k no pip. It depends on the person, for example, if I got a 4K no pips I feel like trash cause I know I didn't give myself a challenge, but sometimes a 2k double pip let's me feel like the game was a tie. It depends on the person's perpective.

    Also, it's irrelevant what people think a win condition is, or what makes them feel like they've won. That doesn't make it the case. It sounds harsh, but seems applicable here: facts don't care about your feelings. And neither do game designers.

  • @Sn0wJob said:

    Put simply

    Dedicated servers seems to be going great for EU, but bad for NA.

    Here is hoping you at least shut them off the halloween event.

    If only it were a regional thing, it might be easier to fix. Experiences seem to be mixed across all regions. NA does seem to be getting the highest proportion of people complaining, though.

  • What makes me feel like I "won" is probably escaping, more so if I pipped. But I think it's worth noting that winning and having a good game aren't the same thing. If I go against an afk killer, rush gens and escape in five minutes without any kind of challenge, I won but I wouldn't consider that a good game. Similarly, if I have lots of fun but get sacrificed at the end, I still consider that a good game even though I lost.

  • As you can see from the different answers on the thread, there are several distinct strategies you can choose between with Doctor. Doctor has the best map awareness (that is, ability to know where survivors are at all times) of any killer, so my recommendation is to use that to your advantage by getting everyone to at least tier 2 madness as soon as possible and paying attention to where the illusionary doctors appear. I like to use addons which increase time/frequency of illusionary auras for that reason. Overcharge in particular also helps with tracking survivors, especially at low ranks. Pair it with perks like Surveillance and Pop Goes the Weasel for a really solid gen-control build if that's your jam.

  • @__Panda__ said:

    https://forum.deadbydaylight.com/en/discussion/comment/761051#Comment_761051

    I'm using premonition, spine chill and borrowed time for my other perks, I'm not looking to farm at the moment though ¯\_(•-•)_/¯

    If you're not looking to farm definitely use We'll Make It. Also Premonition and Spine Chill do basically the same thing as each other, so if you're doing an altruistic build try subbing one of them out for Empathy or Botany Knowledge.

  • We'll Make It is definitely the better perk for a pure altruistic build. 200% healing speed for most of the game vs 112% just in the endgame. Fast unhooking doesn't make that much of a difference.

    If you're trying to farm points, though, NOLB is good for that. One of the three BP-multiplying perks that survivors have, I believe.

    What are the other perks in your build? It might be easier to recommend one over the other if you give us more background information.

  • @night_with_you said:

    https://forum.deadbydaylight.com/en/discussion/comment/759409#Comment_759409

    Hey look, how about this? Next time you go to restaurants, when you find the chief is cooking dirt for you. How about you just sit back and shut your mouth up? Cuz you are not chief, how do you know that dirt cannot be turn into delicious food.

    People know the thing is bad does not always means they are omniscient about the thing, it is just because they have eyes and brains

    That is an excellent analogy for proving the opposite of the point you're trying to make. Plenty of incredibly delicious meals look and/or smell like crap while they're still being prepared. So yes, sitting back and leaving the chef to do what they do best, or at the very least not assuming that the dish is going to be horrible based on what little you, who is not a chef, have seen of the development process, would be a logical course of action in that scenario. As it is in this one.

  • @HellCatJane said:

    Got to love it... You get told to leave feedback and then get told to take your feedback off the forums because it's disagreed with....

    There's no reason to attack the guy for complaining.

    The dedicated servers may work great for some, but they are terrible for a lot of people.

    Anyways, I'll discuss this.

    They don't put it on the PTB because they flat out know that no one is going to install or run the PTB just to test dedicated servers. Other changes, sure/maybe. But people hated playing the dedicated servers there, so they went back to live. The dev's are aware of this.

    As for money... and expecting them to use it for purposes of testing and debugging the game.... ehhhh... I don't see that realistically happening. Why pay for something when you can force it for free? And thinking about it, they were the ones that supposedly tested MoM before they released it... thinking it was great and balanced... They clearly need help in my opinion...

    However, I definitely agree they should have a notice of changes and communicate way better to their consumers/playerbase. I really dislike that they seemingly change stuff on a whim, and just do not communicate it. (And yes I am aware they can do whatever the hell they want to, that isn't my point at all.) Like matchmaking and stuff, you are playing and suddenly out of no where it's so borked. Like they really screwed up not too long ago, then after it became apparent they were like Oh yea we did that. We are aware etc. Its frustrating that they didn't say, "hey we are changing this. Let us know how it goes"... as opposed to changing things for the worse and finding it out the hard way. Then a "oopsie" later on...

    They know we want to be communicated with, but still don't bother... it is incredibly frustrating as a consumer, especially when the game itself has several bugs/issues that need to be dealt with and addressed. That's just how I feel about it.

    No one is attacking him for complaining. People are calling him out for acting as though he is entitled to a particular service from the developers, as if he (and all the rest of us, for that matter) didn't agree to a EULA which explicitly states that the game is provided "as-is", and BHVR does not guarantee and therefore is not responsible for the lack of a consistently enjoyable and reliable experience playing the game.

    It's fine for someone to complain about features they don't like. It's not okay for them to pretend that the developers have failed them in some way when their baseless expectations aren't met.

  • @Micheal_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/758970#Comment_758970

    Like My Original post states premium gets 80 ITEMS INCLUDING THE ONES IN THE FREE PASS.

    And completable to those who don't have to work or go to school (70 Hours/80 Hours is just 2 Days...) Meaning you have to get 700 Archive Fragments to get to Tier 70. So... you have to earn 350 Fragments each day to complete the full 70 tiers. so it's unlikely.

    So they get 70 items, then - still a great deal. Doesn't detract from my point in the least.

    Also, 70-80 hours is three days, not two. Not that it matters, because the Rift doesn't last for two days, but 70. There are still problems with the timing of it, I won't deny that, but not for the reasons you're giving.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/759353#Comment_759353

    To make it harder for Survivors, this will make it harder for Survivors to find Generators or pallets, he is weak without addons and I wanted to give him something more than just going 'invisible' with a slightly faster movement speed.

    Problem is, Wraith is not weak at low ranks, which is the only place this would work. This ability would add very little to his viability at high ranks, for many of the same reasons that he's already weak there (one of which is the fact that his stealth ability just doesn't really work on good survivors).

  • Sure, but mentioning a YouTuber in his post doesn't give everyone in the comments license to start insulting said YouTuber for no real reason. Whether or not TydeTime produces good or valuable content is neither here nor there, as it clearly wasn't the point of this thread. And I don't believe Tru3 was mentioned.

  • Okay but your personal issues with him have nothing to do with this thread.

  • @Irvin said:

    https://forum.deadbydaylight.com/en/discussion/comment/758998#Comment_758998

    Camaraderie is a good perk however the suggestion to slow down hook progression if the killer is camping s is pretty good imo, shouldn't have to use a perk slot for that but I guess that is just a matter of opinion.

    Camping killers don't care about emblems its the ones who don't camp who care however the campers are punished by being gen rushed.

    It's a bit naive to say someone is being camped because of their play style, players cannot determine whether or not the killer is going to play that way.

    I think what they meant is that most killers aren't habitual facecampers, so it's unlikely that you will get facecamped the majority of the time just because the killer likes to do it. Killers who facecamp on occasion usually do it to punish a particular survivor for being toxic. So if you get facecamped in most of your matches, it is probably because you're triggering a lot of those killers who don't facecamp as a rule but make exceptions for particularly toxic survivors. That's why they're suggesting that someone who gets facecamped a lot of the time ought to consider examining their own playstyle.

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