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Fibijean

Fibijean

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Fibijean
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  • @zacmangaming @JudgeRedds @grayon444 @Aztreonam78 @rd_dex @Doktd @themirrortwin @Blindninja I would be interested to know where all you guys are playing from (geographically) if you're comfortable sharing it. Would help with understanding whether the issues with servers are a regional thing, and where the problem areas are :)

  • I imagine they would be the manliest screams ever. I just want to see him repairing generators in his bat suit.

  • I suspect it's location, I made a poll to try and work out whether it's a location thing but it didn't work as well as I'd hoped because people just started complaining about the servers, not even mentioning the location thing. :/

    But if you're interested and/or would like to contribute your 2 cents, it's here:

    https://forum.deadbydaylight.com/en/discussion/92934/are-dedicated-servers-working-for-you#latest

  • Tens of tier lists based on one person's experience are more valuable content than balance discussions?

    Each to his own, I guess. But what is and isn't worth talking about on here is such a subjective thing, I'm sure no one would consider essentially deleting a bunch of discussions just for talking about game mechanics that some people don't think are worth talking about.

  • I feel like this would throw the whole killer off-balance and they'd have to rework him completely.

  • @BBQnDemogorgon said:

    We know that there will be one and the skins are cool.

    Thats about it really...

    Next week is heavily rumored but that sounds a bit early.

    I think it will be late, if anything. We have a mid-chapter patch due later this month, and it would surprise me if they plopped something like that in the middle of the Halloween event. My guess is that the patch will come in around the 20th-24th, or possibly a few days earlier (I'm only basing those numbers on previous time between chapters and the corresponding mid-chapter patches) and the event will start soon afterwards.

    But as you say, we don't really know anything for sure other than that there is going to be one.

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/737550#Comment_737550

    As SWF, you have tons more information, which is the most important commodity in this game. Using it poorly does not constitute a disadvantage.

    That's not the disadvantage I was talking about. Please read my post more carefully. Psychological factors do need to be taken into account, and not feeling the instinct to want to save your friends is indeed an advantage solo players have over SWF.

    Once again, we can debate your experience vs my experience back and forth all we like, but statistically, the survival rates are not all that different for solo players and SWF players, which means that, for whatever reason, the divide between them in terms of viability is not as large as you're suggesting. All I'm doing is making speculations, based on my own experience, as to what that reason could possibly be.

  • This is a good idea. Things like this are mentioned in game guides like mine, but I understand not everyone wants to/has time to read those. The way the interface is set up in-game with key prompts makes it look to the inexperienced eye like attempting to escape is not only a valid option, but what you're supposed to do when hooked. It is hinted at in the tutorial, but not made nearly clear enough in my opinion. It wouldn't be difficult, I think, to just have it say "ATTEMPT ESCAPE (4% CHANCE OF SUCCESS)" or something.

  • Lmao imagine Batman as a survivor though.

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/737527#Comment_737527

    Obviously, your group does not seem like the SEAL Team 6 groups a lot of killers run up against at high ranks. Even if you are not super sweaty and/or impaired, you can still announce when you are being chased by the killer, who is going for the save, and who is working on gens.

    As solo survivor, your information is far more limited. You have no idea who is going for the save unless the hooked surv is running Kindred and you do not know who is working on gens. The only way you know if someone is being chased by the killer is if they get injured or they are the obsession. Even then, you do not know if the killer is continuing to chase them.

    Knowing what the killer is doing is an absolutely a huge advantage. As a solo surv, you are mostly in the dark. What happens when a lot of survivors are uncertain? They go into immersion mode. Knowing the killer is occupied with another survivor and not actively patrolling means you have a free pass to work on gens.

    I understand why it sounds like an enormous advantage, but the stats (at least as of around six months ago) just don't support that idea. I'm not denying that there are some ways in which SWF have the edge over solo players, but it's not as big a gap as you're implying. And as I said, as much as there are advantages to playing SWF, there are some significant disadvantages as well.

  • I suspect the chat is on a timer. I thought it only disconnected after a certain time of inactivity, but perhaps it just disconnects automatically after two minutes or so.

  • Quite the contrary. Survivors can only be saved with a flashlight while they are on the killer's shoulder, which includes the pickup animation. The reason people always go for flashlight saves while the killer is picking someone up is the same reason they wait until the killer starts to break a pallet before blinding them. The killer is vulnerable and unable to move during the animation to avoid the flashlight, so it's the best chance to rescue your teammate. Once the killer is on the move, survivors know they have almost no chance of pulling off the save, so it's almost never attempted after the initial pickup (which I'm guessing is where you got the impression that that was the only time it could be done).

  • I'm voting no because I'm pedantic like that and I'm taking your question at face value. No, an escape should not mean a depip. But also, yes, survivors should depip if they escape without doing anything else. If you escape but depip, it probably means you played badly in other areas (unless it was because either the killer or your teammates or both were potatoes, but that's another discussion).

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/737455#Comment_737455

    Pretty sure they can't take into account SWF groups under the influence of one or more substances.

    They take into account all the groups, drugged up or not. Fun fact: people don't have to be on drugs to play a game casually with their friends and not get super sweaty over it. That's how most people play.

  • @Supernaut said:

    OK, so if i'm in the post game and i get a message similar to that...?

    You mean in post-game chat, or as a pop-up? If it's a pop-up, refer to what Kilmeran said. In the post-game chat, I've been observing in my games and I suspect the server automatically disconnects the chat after a certain amount of time has passed with no one saying anything, presumably to open the servers up more for new games.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/737496#Comment_737496

    Dang, I thought everyone knew about the way they nerfed Pig when the End Game Collapse was introduced. Yeah, once the EGC became a thing, Pig's RBTs changed so that they only activate if a gen pops. If you put an RBT on a survivor after all five gens are done, it's basically just a pretty hat.

    Also, I'm fairly certain that if the Pig carries you all the way into the exit gate (past the second pillar) and drops you at the very edge, you can just leave. It's not leaving that detonates the trap, but passing that second pillar inside the gate area. Pigs have tried to force-detonate the traps by carrying survivors past the second pillar only to find out that they just gave the survivor a free escape lol.

    The more you know. :)

    Ah, so are you saying it was a recent-ish change, and it used to be that all traps put on after the gates were powered detonated at the gates? That would explain why most people don't know about it, then, if they're just casual players who don't keep up with updates, or they haven't played in a while.

    But yeah, fun fact about the pillar. I've learned two things today 😀

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/737489#Comment_737489

    What do you mean? If you put the trap on them when the exit gates are already open, the trap isn't activated and they can just leave.

    Oh, I see. Well then, I'm guessing it's because most survivors, like me, didn't realise that traps only trigger at the gates if they're active. I'd certainly not come across that fact before, I feel like it's only something you'd know if you had read the wiki or played Pig a lot, or if someone told you about it. The general understanding is just "you can't leave through the gate if you have a trap on your head", which apparently is not entirely accurate. But that's how most survivors see it, I think.

  • Chase themes are cool, but they're not worth delaying chapters over. And I feel like if they had time to compose a chase theme for the demogorgon, without delaying the biggest chapter they've ever put out, they have time to do it for future chapters without needing to delay them.

  • To be fair, I wouldn't think it that surprising that survivors try to get the traps off after the last gen pops. They can't just run out the gate, so what other option do they have? Find and fight over the hatch?

  • I haven't really noticed a difference in item spawns after prestiging. I usually get a character to level 50, play as them until I use up all their good items and offerings, and then prestige them. But I do that because I'm a completionist. I very rarely even use the cosmetics because I don't actually like blood splattering everywhere that much (I don't play DBD for the gore, I just put up with it). I just like that satisfied feeling I get from having multiple characters P3 lvl 50.

    So in conclusion, if you want to prestige for the cosmetic of for completion's sake and don't really care about spending BPs efficiently, go for it. But if the only reason you're considering it is because you think it might be worth it in terms of item spawns, it's not.

  • @Nutty_Professor said:

    As a survivor main I disagree that referring to a survivor as a try hard just means that they are of a higher skill level then you.

    I consider myself a good survivor but I like to mess about and have fun, I still get called toxic by killers for my mess about playstyle. What I consider a try hard survivor is something who takes the game too seriously, plays just to win and not to have fun. I find these survivors unfun to play with in SWF.

    For example I know someone who I consider a try hard, he takes the game too seriously, I only have him as a friend so I know when to avoid playing with one of my DBD friendship groups. I wouldn't say he's a better survivor than me, it's just I find him unfun to play with.

    At the same time, it's worth acknowledging that some people have fun by playing competitively. It's okay if you don't enjoy playing with that sort of person, but that doesn't mean they're a tryhard or don't know how to have fun.

  • Firstly, I'm guessing the main reason they aren't as focused on buffing solo is because it's actually not as big a deal according to the stats they have as people are making it out to be.

    Secondly, I'm wondering if anyone who complains about the efficiency of coms has ever actually played SWF themselves. My SWF group is nowhere near that efficient, and I'm guessing that's the case for most groups, given the stats on SWF survival rates.

    A lot of the time when we play, we're just messing around in voice, not giving each other constant instructions with pinpoint accuracy. Sure, we might let each other know if the killer is hanging around the hook, or one of us might say "I'll go for the save" (sometimes, other times we just forget and all go for it anyway) but we sure don't know where each other or the killer are at all times. I feel like people think SWF conversations go like this:

    "Where are you? I'll heal you."

    "I'm in the north-west side of the map, twenty meters from the far wall, crouching behind 'the' rock."

    Most of the time the conversation goes like this.

    "Where are you? I'll heal you."

    "Uhh... I'm next to the big thing... I'm kinda near shack but also not really..."

    "Gee thanks that narrows it down."

    Or this:

    [Shelter Woods]

    "I found Ruin! It's uh... under a tree somewhere."

    Or this:

    [Lehry's]

    "Does anyone know where the killer is?"

    "Yeah, she's near me."

    "And where are you?"

    "Um... in a room?"

    And that's not to mention that there are actually downsides of playing SWF as well, like the instinct to perform suicidal feats of altruism because it's your friend's life on the line and not just some random's. I say all this not to suggest that there is no gap between SWF and solo play, but simply that the gap is far, far smaller than most people who complain about it imagine.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/736600#Comment_736600

    Why are four purple ranks paired with a green rank?

    Cause matchmaking! Yay!

  • Not that I'm actually, seriously condoning this - I'm just rather upset at the moment - but after the game I just had, I could almost get on board with this idea.

    Capture.PNG


  • @Xboned said:

    Is it a casual game?

    Like, is that a stated aspect of its design?

    In the sense that there is no measure of overall success other than rank, and there are no rewards or consequences for being a certain rank, it is what one could call casual.

    As for the OP, the reason it has ranks is purely for matchmaking purposes, so that players can be matched (in theory) with others of roughly their skill level, so that games are more fun and balanced all around.

  • For future reference, this is the bug reports section of the forum. You should post something like this in General Discussions or Ask the Community.

    To answer your question, I would say first off that no perks are utterly useless. If you're a new player and something sounds like it could be useful to you, give it a go.

    That said, if you're looking at what perks are objectively the least effective, I can give you a bit of a guide there. In terms of perks available to all survivors, here are the ones I wouldn't bother with if you have an alternative that isn't on this list:

    Dark Sense, Deja Vu, No One Left Behind, Resilience, Slippery Meat, This Is Not Happening.

    However, the reason those perks are not considered generally great is because most of them are aimed at helping new players, so again, if you need them to help you learn the game or just make it a bit less difficult while you get the hang of some of the basic mechanics, go for it.

    In terms of teachable perks, I would also not recommend Ace In The Hole, Autodidact, Boil Over, Detective's Hunch, Diversion, Left Behind, No Mither (simply because it's not new-player friendly, not cause it's a bad perk), Object of Obsession (same reason as No Mither), Open-Handed, Pharmacy, Saboteur, Sole Survivor, Stake Out, Streetwise, Up The Ante, Vigil, Wake Up, or Windows of Opportunity.

    Again, some of those are not recommended because they are fairly niche, or only useful for new players. So I would strongly encourage you to give anything you like the sound of a go, even if it's on this list.

  • Which means that by the very definition of the word, it's not cheating. If it makes you feel any better, the stats around SWF survival rates don't at all reflect this notion that it's super overpowered and throws the game off-balance.

  • @humanbeing1704 said:

    haha of course a blue hair Feng disconnected

    To be fair, it wasn't a ragequit or anything. She got stuck in the wall.

  • I hate bumping as a rule but I'm really curious about this topic. Please forgive me.

  • Lmao yes. And it fits the horror theme too, I've never seen anything more terrifying in my life than 3D Peppa Pig.

  • I agree with almost everything. The grind is kind of nice for me as a veteran player with a whole bunch of stuff already unlocked. It gives me something to strive for, and I feel like I'm very far from "finishing" the game which is a pleasant thought. But for new players, it can be very overwhelming and off-putting. It's really sad because we're putting so much effort into getting new players - popular DLCs, welcome packs, guide contests, free weekends, etc. but then there are things like this that make it almost impossible to keep them.

    The only thing I might disagree with is your approach to introducing new players to the game. Meta perks are nowhere near necessary at low ranks, and yes, saying to them "you have to max out four characters for a decent loadout" sounds really stupid and unfun, and it's also not true. What I usually say to new players is "most survivors have at least one really good perk, and eventually you'll want to level them all to get access to all those perks, but for now there are a lot of decent ordinary perks you can use." Then I give them a brief rundown of what each survivor is good at (Nea = stealth, Meg = running away, Claudette = healing, etc.) and encourage them to start with whichever one of those playstyles appeals to them most. So there are ways to limit the damage through strategic introduction to the game, but I do agree that the grind is a bit ridiculous and needs to be addressed. Either that, or perks need to be better balanced so that there isn't such a defined meta to strive for.

  • @Imwrathan @Mister_xD If you don't mind sharing, where are you guys from? Just because it would be good to get an idea of which regions are working well and which aren't.

  • I'm in Australia, connecting to the Sydney server obviously.

  • It's also possible that they don't want to alienate or offend their players. DBD has a pretty large player base in places like China and the Middle East, where homosexuality is a lot less socially acceptable. In a lot of more conservative countries, the attitude is "it's okay that you're gay, just don't make a show of it in public". I think that's a very fine line to walk when you're trying not to make anyone feel insulted or excluded, and personally I think it's the right move to just not touch the subject, since it's not particularly relevant to the game anyway.

  • This actually made me lol. Thank you.

  • Most of your map-related complaints are answerable either with "because optimisation" or "because of how map generation works" or "because sometimes hyper-realism is bad game design".

    I do agree on the atmosphere stuff, however. It used to be as you're describing - I used to love Red Forest for that reason, because the shadows under the trees were so dark you could crouch down in one and not be seen. They changed it for balance reasons, because killers complained survivors were too immersed and impossible to find. But I think that the enormous sacrifice they made to atmosphere, in a horror game, was not really worth the change. If they reverted it, it would also be a buff to stealth, making it a more viable strategy again, which would promote an attitude of wanting to evade the killer rather than just brazenly looping them around for the whole game.

  • Yeah, I wouldn't mind honestly that Hallowed Blight is so killer-heavy if there were some similar events that were more survivor-focused in the cosmetics, but there just aren't, as far as I recall. I get that they can go a bit wilder and have more fun with their imaginations on killer skins, but it does suck a bit for survivor mains.

  • @HellCatJane said:

    @Fibijean Honestly, I think there's just a basic mix of toxicity on each side. I will never condone lying, but that's just me. They could just as easily not say anything as opposed to lying about it. If someone is being toxic, I don't recommend conversing with them further. I have not seen actual statistics on survival rates, that would be interesting to see. In general I do not think "swf" is stronger, sometimes it's just people wanting to play with their friends. Now if its a team that has thousands of hours in the game, I could see them being stronger to go against, but still not unstoppable, so I agree with you there.

    I think the thing is knowing how to play, or how you could of played the game, like if you see one survivor that found your totem, you know he saw it. But not the rest, but SWF, "Hey its right there! go get it" etc. It does make playing matches a little differently, but at the same time I don't think it's overpowered and I believe that killers can combat that, with their own strategies, which they can develop over time. Especially knowing "hey that team I faced was SWF and they are acting similar to this team, let me try doing this or let me go back and check my totem again" etc. I do see a lot of killers thinking it is "OP" (overpowered), and I disagree. In fact they might just think it was SWF so really they aren't facing that many swf's in actuality....

    I think swf adds a certain level of challenge, and can still be "winnable". -- And I also don't think you need certain killers to kill a 'good' swf team. I think it is variable and depends on the person, and who you are good with. You can't win them all. You won't "lose" them all either.

    It was already mentioned, but telling killers if its swf beforehand would mean more lobby dodging which I know for a fact the dev's do not want to condone. So, that won't happen. However, after the game, I don't see an issue about it. And if survivors try to act all "tough"/toxic about it, killers don't have to take the bait. And if the SWF was good, they can leave/ let the salty killer stew, no need to add toxicity to chats. I think we need a better way to deal with toxicity in general. I don't see this in particular as adding toxicity to the chats already. If anything it might actually help it. If the team was just good and killer is complaining about SWF, he wouldn't even go there if he knew. But again that depends on the individuals.

    I'm secretly hoping the majority of the community will take the GLHF pledge and just chill and relax and make the games enjoyable for everyone involved and be understanding and considerate of other players. We are all humans, we make mistakes, but we can learn and get better and also be better as individuals and to others. /end ramble.

    Yeah, I can get on board with that 🙂

    If you're interested in the statistics, they were shared in this post several months ago: https://forum.deadbydaylight.com/en/discussion/61114/community-community-data-requests#latest

    The main facts of note with relation to SWF are (a) The survival rate for a member of a full SWF team is only about 5% higher than that of a solo player, and (b) SWF teams make up less than 50% of all games, with 4-man teams being only about 5%.

  • @HellCatJane said:

    https://forum.deadbydaylight.com/en/discussion/comment/733767#Comment_733767

    Because people lie. People will lie about being a coordinated SWF team, and when you are still learning and practicing the game, that is good to know how you could of played and done things differently to learn and get better at the game. (And I've literally watched people lie about it ... like really GOOD teams... just will straight up lie to the killer when they ask, like.. I don't understand the benefit). Insults about it on the other hand, is garbage and shouldn't be happening. Same with survivors insulting the killer back saying hahhaa we are solo, when really they aren't ... is just the same. I've seen and heard it all. I see nothing wrong with letting this information be known, personally. -- Further if a SWF team is insulting the killer for how they played, you will know they are just completely trolling. etc. Killers aren't the only toxic people. And if they get rid of end game chat entirely(if at all? idk.), it really won't matter to be able to know it.

    I also think that killers should not be allowed to see names until the end of the match either, and they need to make a anti stream sniping ability.

    I quite agree that both roles can be toxic, but in my experience killers tend to be disproportionately so when they think they're playing against SWF. Which is probably why people lie about being SWF, just to avoid the abuse. If you look at the stats around survival rates and such, SWF is not actually that much more powerful than solo play, but I've come across a lot of killers who act like it's some godlike power that guarantees a 4-man escape.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/732929#Comment_732929

    https://us.v-cdn.net/6030815/uploads/882/ILTWETLCXPLA.jpg

    Just check the front page, only 1 single purple skim for shards. And that skin is IMO garbage.

    That's because the front page is always advertising the newest skins. Usually only a character's newest outfit or two is cell-exclusive. Once new cosmetics for that character are introduced, the older ones become available for shards.

  • You realise the traps have a really easy counter, right? Just don't complete gens while someone has a trap on their head. Boom, now you're not on a clock.

    The Pig's traps don't need nerfing. Blame your silly teammates for rushing generators against a Pig.

  • @NurseMainBTW said:

    Offensive name.

    Apparently, the name "cruel confinement" was relatable to abusive ownership of living beings such as animals or humans.

    So we'll stick meathooks through them, but putting them in cages is a step too far?

    Seems logical.

  • @HellCatJane said:

    I am in full support of letting killers know who was in SWF team(s) at the end of the match.

    Why, though? It's not like it affects the game at that point, so it would purely be for the purpose of allowing the killer to justify spewing the same insults at a SWF team that he would ordinarily at a group he merely suspects of being SWF.

  • @GrootDude said:

    5 shirtless Davids

    Jake would be disappointed.

  • I kinda agree on the moderation double-standard. I got warned and my comment edited for telling someone they were being a... male appendange... (and I wasn't the only one who thought so) but the person who was acting like said appendage experienced no consequences that I saw. The rules aren't extremely clear, so the mods tend to just use their own judgement, which varies greatly, because what one person might consider a fairly mild thing to say others might think completely unacceptable.

    Also, people in general just don't know what words mean but like to pretend they do. It's a worldwide epidemic. "Toxic", "entitled", "bigot", "discrimination", you name it, as soon as it becomes a buzzword used to describe a particular thing or group of people, people start throwing it around in any context where said thing or group is mentioned, not caring much for the word's actual meaning.

  • That's a legit strategy, and one of the best ones poor trapper has at his disposal. Let him have nice things.

  • If you can hit great skill checks, powering through is optimal. The rest of the time, not always. If I have a really nice toolbox I want to get optimal use out of, for example, that's one reason I might leave to look for ruin. Another is if I'm running inner strength, I might want to kill two birds with one stone that way, or if I'm carrying a Rainbow Map so I know that it will be easy to find. There's also the possibility that, like someone else mentioned, my teammates might not be the best at skill checks even if I can power through.

  • I think the Entity (and Pennywise, incidentally) is just inspired by Lovecraftian horror in general.

  • There are far too many people who play far more stupidly than they have any right to at their rank. Not to mention solo survivors can be really unkind for no real reason. In my experience, the unprovoked meanness of solo teammates is surpassed only by that of killers who are facing (or believe themselves to be facing) a SWF team.

  • People saying that could be real because it looks so good... as a designer myself I can confirm that it wouldn't look like that if it were professionally designed. Aside from the title and category, that's the real giveaway.

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