Fibijean
Fibijean
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Sometimes the team receive more requests than other times. They might just have a lot of work at the moment, which is why they haven't got back to you. You should receive an answer eventually, though ๐
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Last year, they said they would announce finalists for the design contest but I don't think they ever actually did. I only saw the winners announced publicly. So they might go through with that this time, or they might not, it's really impossible to say. If they do announce finalists first, it will probably be some time in the next few days, since the winners are supposed to be contacted between the 16th and 22nd.
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You'll get all the cosmetics and charms that you've already unlocked, but you won't get any from the tiers that you haven't reached. However, most of the Rift cosmetics will eventually arrive in the Store, so there's a possibility that you might be able to buy them later on.
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A group of Lauries is a Decisive Victory.
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@Dzeikor said:
https://forum.deadbydaylight.com/en/discussion/comment/1270236#Comment_1270236
thank you!!but this happens on every platform not just ps4
In that case, feel free to leave a comment on the thread I linked and let them know that, because that's useful information for the devs to have!
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If you want it addressed, the best place to post is not General Discussions, but Bug Reports. That's where the devs go to look for issues like this that need fixing. It's already been reported, in fact, so all you need to do is go to that thread and upvote it. You can also comment if you have anything else to add - for example, if you're on a different platform to the OP.
Here's the thread: https://forum.deadbydaylight.com/en/discussion/138491/ps4-performance-drops-in-freddy-s-dream-realm
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Fair enough, but on the other hand, I see literally no other good reason for BHVR employees to be making bee puns.
To me, that's the more compelling piece of evidence.
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@Doragodx said:
https://forum.deadbydaylight.com/en/discussion/comment/1268300#Comment_1268300
Along with the analogy, killers safety net being noed, survivors safety net being DS/DeadHard/Adrenaline? This is a two way street with no road rules applying to survivors.
That's because this thread is about NOED. Survivor perks are another discussion entirely.
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It's probably region-specific, but I feel the same way. I'm constantly surprised by the lack of salty messages I get in post-game chat when playing as killer, especially after I've done something that I as survivor would get annoyed by. I rarely get more than a simple "gg", and sometimes people even go out of their way to be kind or encouraging in spite of having lost, which always brightens my day when it happens.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1269473#Comment_1269473
Heard the PTB is apparently suppose to hit on the 26th. I remember reading that and thinking it would be a nice B day gift for me, lol.
I believe the only place a date has been mentioned is in unofficial leaks, although if anyone has an official source I'm open to correction on that.
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No official date has been confirmed yet. The last one was only around two weeks ago, so following the usual pattern, we'll probably see the next chapter released in around 4-5 weeks. That means that the next PTB could open as early as next week, but more likely 2-3 weeks from now.
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1269421#Comment_1269421
all kidding aside, i very much appreciate the presentation of your replies/posts. they come off as born in reason. I hope your thesis/project goes well๐ค
Thank you. I do try to be fair and reasonable in my discussions, so it's reassuring to hear that it comes across that way. And thank you for the good wishes! I hope the project goes well, too - I may even share it here once it's finished, depending on whether or not the contents end up being too inflammatory.
I don't want to derail this topic any further, but feel free to hit me up on my wall or in one of my other discussions if you had more to say ๐
@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1269429#Comment_1269429
lol aim for 65/35 ๐๐คฃ
P.S. I'll see what I can do ๐
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1269293#Comment_1269293
embrace the killer side... we have cookies or whatever fav food you like ๐คฃ
Haha, tempting, I do like cookies! And I have been enjoying killer a lot more recently - the Tome challenges got me all inspired. Although overall I'm more of a 80/20 survivor main, recently it's been more 70/30 on the killer side.
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@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/1269313#Comment_1269313
You were on your high horse about how noed isn't necessary and that its a false assumption that its a counter to the fact that gens go too fast. You're speaking from a place of ignorance because you have no experience in the matter. If you know red rank killers that disagree, they exclusively play top tier killers or bring moris, tunnel, camp etc instead. If you're watching content, you aren't getting the full experience, you're getting what they choose to show you. My point is that before you go asserting that needing noed is false, get good enough to actually achieve red ranks and have a meaningful opinion on the subject. Its hell, it is not fun. I can play survivor all day and not stress out. As killer you get The wrong swat with friends and it gets my blood pumping and its stress city.
Actually, regarding the assumptions you're making about my friends, none of the above. Some people are simply really good at the game. I've tried to be reasonable and honest with you, but it seems like you're not prepared to discuss this in good faith. Leaving aside the irony of you making baseless assumptions about the way other people necessarily play while accusing me of doing the same, at the point where I'm "on my high horse" because I've expressed an opinion you take personal offence to, I don't think there's anything more productive to be said here.
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@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/1269293#Comment_1269293
I Disagree. Until you've played red rank killer against rank 1 swat with friends, you don't know how it feels to get bullied in a game where you're at a major disadvantage by complete jerks. In my case, I don't usually play the top tier killers because I find them boring. Also I don't play sweaty and bust out all the stops like some of the jerk killers I play. I don't tunnel, camp, mori, etc. So when someone like me, and I'm a really good killer, can get mercilessly stomped by swat with friends who rub it in your face every time they drop a pallet, etc, even though you aren't playing like a jerk, it gets to you. Noed punishes the worst of these groups who do nothing but gens asap to ######### the killer. For you to say its a misconception that ruin was needed to slow the game down shows you have no clue what its like to play a high rank killer, watching others play without being invested yourself is not the same as doing the work to have the experience to have an accurate feeling of what's its like.
You disagree with what? I admitted straight-up in my comment that I didn't have the first-hand experience necessary to truly understand what high-ranked killers go through. The reason I can confidently say what I said about NOED in spite of my inexperience is because I've discussed it in the past with people who do know what they're talking about. If you think that anyone who says that Ruin was never actually necessary for success as a killer doesn't have a clue what it's like to play killer at high ranks (in spite of the fact that the stats strongly suggest otherwise), you may want to have a chat with the red-ranked killers who share my viewpoint rather than with me.
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@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/1268244#Comment_1268244
What Rank killer are you fibijean?
Around green. I spend more time watching killer gameplay than I do actually participating in it, and I'll be the first to admit I'm not the best at it and I don't understand firsthand all the struggles that top-ranked killers face (although with matchmaking as it is, I have faced my fair share of red-ranked survivor teams). I can empathise, and I can analyse, two things which I like to think I'm fairly good at, but I don't have that same shared experience. So, as with anything that I don't have sufficient personal experience in to draw conclusive assessments on that basis, I therefore rely on the testimonies of friends who are skilled killers, intelligent people and whose judgement I trust to fill in the gaps.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1268767#Comment_1268767
Ik this is unrelated to the thread but out of curiosity how do you become a "trusted" on the fourms?
In the interests of not derailing the thread, I'll leave a comment on your profile ๐
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1269215#Comment_1269215
If Ruin had such a minimal affect on game time and kill rate then why change it? Just because it was popular?
No, they explained why they did it at the time: because it wasn't fun to play against, and because it skewed the balance of the game in a way they didn't like. That can mean more than just trial length or kill rates. For example, it's very difficult to gather accurate data on default game speeds and killrates and such when there is a single perk like Ruin used in almost every game. It could be having very little effect, but it's hard to tell that in advance without seeing how things go without it.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1268853#Comment_1268853
No, its not an assumption. It's common sense in this case.
I promise I'm not trying to rub anything in, this is just for the sake of clarity because I promised I would tell you what I found out. I did ask Almo about the Ruin changes and the recent mid-chapter update, and he said that while the Ruin nerf did affect average generator completion time and average game length (minimally, by about 30 seconds or so), it had little to no effect on the kill rates. Additionally, the recent changes to maps and repair speeds were in no way motivated by the Ruin rework or its aftermath, they just knew that it was something the players were concerned about and the devs agreed with those concerns to an extent, so it made sense to change it.
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I've told this story before, but once when I was playing Plague, I had someone disconnect on me during EGC when I was carrying him to his death hook. Asked why in the post-game chat, he replied "didn't want to give a kill to a [bundle of sticks]".
Okay, mate. Enjoy your zero bloodpoints and five-minute lockout, I guess?
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1268853#Comment_1268853
No, its not an assumption. It's common sense in this case.
Stating that your opinion is common sense is a good way to dismiss someone else's, but it rings false in this case. The reality is, neither of us knows the truth beyond what we've been told by the developers. If it helps, I'll ask one of them on their stream next time I get the chance and let you know what they say.
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Ah, yes I never read that particular post, but that is good to know. Thank you for bringing that to my attention! ๐
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1268828#Comment_1268828
๐คฆโโ๏ธ What do you think game health and map balance means exactly ๐ The fact that they made the changes is the evidence. If the opposite were true, if killers were 4king every game, they would have went the other way. This is stupid simple.
Or maybe, kill rates didn't change very much either way and those changes were made with the goal of improving the player experience in mind and had nothing to do with kill rates. The fact that someone did a thing is not evidence for why they did the thing. That's an assumption that you're making.
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@Elk said:
https://forum.deadbydaylight.com/en/discussion/comment/1267636#Comment_1267636
The killers that annoy me the most are Legion, Myers and Plague. It's not because of the killer, it's because of the other survivors that interacts with the killer that makes the match more annoying and harder to go against.
Legion-I had a game where Legion and a survivor were teaming together. At the end he let him go and both gave a message to all players in that match laughing at all of us. I now get annoyed when i see one but i dont always expect it to always happen.
Plague-It's just that sometimes people cleanse too early and give the Plague her power that lasts ages. When I vs a Plague, i hope my teammates don't cleanse too early.
Myer- I have experienced this as and against Myers. Some players would twerk for him and give his power early when they see him. There are times where they would DC after they get hit by him. I do assume if he gets it too early that someone gave it to him. It's not like"Damn it who's the A-hole who gave him his power" "I hope someone didn't just give him his power so damn early" I usually experience this as Killer more than survivor though but i cant help but to think "Did they give the guy his power?"
My least favorite killers aren't because of who they are, it's more on how other survivors deal against these guys.ย
I see, so it's generally the killers whose powers are fueled by the survivors themselves, leaving you open to being screwed over by your teammates. Out of interest, why isn't Oni on that list?
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/1268815#Comment_1268815
Didn't they say it was gonna be 14th/13th?
Not in any of their official news channels (Twitter, forum announcement, etc.). So if they did mention that at some point elsewhere, I'd love to see it because I probably missed it.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1268767#Comment_1268767
They did something...they nefed group repairing and made maps smaller...why else would they do that if kill statistics didnt plummet? Gen speeds have always been a problem, thats why they introduced ruin to begin with
Do we have any evidence that low kill rates were the reason for those changes, as opposed to the reasons they actually gave (game health, map balance, etc.)? Just because Ruin got changed and then later they adjusted maps and coop repairs doesn't necessarily mean one was a direct result of the other. Correlation does not equal causation.
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Literally no one except the developers themselves knows the answer to that, and they're not going to tell us until they're ready. They've confirmed that they're working on an upcoming Q&A stream. It will come when it comes.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1268767#Comment_1268767
Obviously ruin nerf did do something otherwise they wouldn't have nerfed loops, reduced map size, removed some God loops. It remains to be seen if it is enough. But maybe if survivors stopped getting 2 gens done before I can finish getting the first guy on the hook I might stop running noed. Until then I'm going to do what I have to in order to win. Which is just going to make anger on both sides rage as tunneling and camping are the only way a rank 1 killer can keep the game going for more that 4 minutes against a SWF.
I know a couple of rank 1 killers who would beg to differ.
It's fine if you want to use NOED. I'm not going to attack or think less of you for it. It's a pretty good perk, and if it works for you, that's great. But it's not doing you or anyone else any favours to perpetuate this false narrative that NOED is anything close to the only way to win at high ranks.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1268300#Comment_1268300
You can't say that kill rates haven't plummeted. They haven't released numbers since then.
Ruin was required though for me to have fun. Now 2 gens pop after the first hook and I'm playing from behind in a very stressful game almost every time. If I make one mistake I lose. Survivors get to make several and still pip even if they don't escape. I'm lucky to black pip on a 3k
It's true that they haven't released statistics since then, but I'm quite sure that if kill rates had plummeted after the Ruin rework and never recovered, the devs would have taken notice and done something about it. Also, I have spoken to members of the dev team about it since then (on their streams, to clarify, in case anyone misinterprets that to mean that Trusted members have some kind of direct line or influence that we don't), and by all accounts, statistically, everything has been pretty positive.
Incidentally, what you're describing is a problem with the Emblem system (if anything), not the absence of Ruin. And it's been explained in the past that Ruin was skewing the statistics so much that it needed to not be so prevalent in order to properly diagnose and fix the actual problems. It may have worked as a band-aid at the time, but in the long run it was impeding the game's upward progress.
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@kurtakedown101 said:
https://forum.deadbydaylight.com/en/discussion/comment/1268445#Comment_1268445
So besides the cosmetics there's basically no reason?
Pretty much. No reason aside from completionism.
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None. The only thing that prestiging characters grants you is a cosmetic piece (part of the character's default outfit covered in blood splatters) and a very slightly higher chance of getting rare items in that character's bloodwebs going forward.
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Gonna need oven mitts to handle this one.
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@List_of_concerns said:
I absolutely love this: "But relying on the safety net to catch you every single time probably means you're not a very good tightrope walker."
I'm thoroughly amused right now. You've made my day. Thank you. ๐
Lol, glad to be of service!
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1267768#Comment_1267768
I think the fact that the Legion is just no more people with Knives is what makes them threatening.
Is there a group of people who at first glance you'll never know are killers they're not meant to be threatening for a parents but threatening on the inside.
In fact as they said during the devstream you meant to look at them and not be afraid at all which is why they're so dangerous.
In the grand scheme of things if you were to encountered Jeff in a dark alley when you're by yourself in the middle of the night you're more likely to to turn around and walk away and probably walk besides someone for safety, someone like the blonde preppy girl or shy geeky girl with dyed hair only two respectively be killed by Julie or Susie
Perhaps. To me, dehumanisation is an important part of what makes killers scary. It's a natural human instinct - the more familiar something or someone looks, the easier it is to connect with them emotionally, to sympathise with them, and the less likely you are to fear them. That sort of wolf-in-sheep's-clothing thing can be conveyed through a real-life encounter or through a character's lore in a way that I'm not confident it can be through pure gameplay and visuals.
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@projecteulogy said:
https://forum.deadbydaylight.com/en/discussion/comment/1268158#Comment_1268158
So toss the rules out. So it's perfectly fine to ruin other players games because you want to troll and/or be intentionally toxic? That is completely illogical. You can be banned for griefing and hostage taking. All of my examples are bannable. They just don't get caught enough because of the process.
It is perfectly fair to call out BHVR, because the developers are the ones who develop the game. And they know this is an "occasional problem". Again, This is not the same as getting upset over in general slugging or even camping and tunneling. Not even slugging for the 4k at the end of the game. Slugging with the intent to win =/= Slugging with the intent to be toxic.
I also didn't make up any rules... I'm not sure what you're talking about, not even in the slightest... And it's also not a claim. Even Fog Whisperers speak ill of BHVR because of their extremely odd priority schedule and lack of playing their game.
Again. You didn't read my OP. Nor did you really read the topic apparently.
There should be a report a player option when you click on their name post game. Cloud ID's need to be copied when reporting via Steam's in game browser, or at least have the ability to copy your cloud ID to the clipboard.
The reporting experience needs to be streamlined. It takes WAY too much time as it is to report a player. Because These type of things happen too often.
If it was easier to report players, it would be easier for them to punish those who need to be punished.
I read the entire thing. Don't confused disagreement with ignorance.
You're expecting them to enforce rules they don't have. I don't have a problem with you giving feedback on the report system, or the game's rules, but I do have a problem with you claiming that they "don't take player reports seriously" when your definition of taking a report seriously is banning someone because you think they should be banned, and not because the person actually broke the game's rules. Giving feedback is fine. Constructive criticism is fine. Acting as if it's your right to have your feedback adopted, and insisting on sending false reports on that basis even after having the rules explained to you, is not.
That's the second time I've explained that, and I don't know how I can communicate it any more clearly, so I'm going to leave it at that.
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Yes, pretty much everyone has this problem. A fix is in the works.
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@Dzeikor said:
https://forum.deadbydaylight.com/en/discussion/comment/1268269#Comment_1268269
keys work as intrended except when I press them together,it works when I switch one of the keys but yeah that combination doesn't work
Well, try it with a different keyboard first if you can. If that doesn't work, that means it's probably a software issue, but at least you'll have eliminated one of the possibilities.
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1268244#Comment_1268244
Its more the fact that NOED does one of two things, slows down the match to help less mobile killers get something done, or, if the killer does get rushed with a shirt game, gives the killer a shot at getting someone cause the game was short. Yeah there are uses outside these two but these two are the main uses. Despite what you might think, yeah, a good amount of killers needed something like old ruin.
In responces to the DS DH and stuff. As killer side, i usually see at least 2 adrenalines, 2 DS 1 BT and 3 Dead hards every game. Its gets boring whenever i try and do anything only.to have it undone. Not saying this is ALL survivor groups. Just my personal experience.
NOED doesn't do anything to slow down the game. Survivors thinking that the killer has NOED might slow the game down because they'll be spending time cleansing totems, but they can't know whether NOED is or is not in play until the endgame, so whether or not the killer actually has it equipped is irrelevant in that sense. It works as part of an endgame build, and that's fine, but that's one build, it's not anywhere near the only option. And it works as a safety net, and that's also fine - safety nets are designed to compensate when things go wrong. But relying on the safety net to catch you every single time probably means you're not a very good tightrope walker.
As for many killers needing old Ruin, again, I think that's largely a matter of perception. Obviously I can't speak to everyone's experience, but the fact that kill rates haven't completely plummeted since the rework would suggest that perhaps Ruin was not quite as crucial to success as many believed.
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@Kolossoni said:
https://forum.deadbydaylight.com/en/discussion/comment/1268244#Comment_1268244
Totally true.
I've seen Hex: Ruin after changes and it was still pretty devastating.
I just don't understand why NOED is a must.
I'm a survivor and I don't use DS or DH.
Well, that's the point - it's actually not a must. It's a good safety net, but most killers do just fine without it. The problem is, similarly to old Ruin, many players think it's a must because they've been told as much, and because they rely on it and it works. A similar phenomenon can be observed with Decisive Strike. I barely use it unless I don't have anything better, and yeah it sucks when I get tunnelled and think, "damn, if only I had DS right about now". But I still end up surviving a fair amount, and in most of the games I don't survive, Decisive Strike would not have changed that.
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@Dzeikor said:
https://forum.deadbydaylight.com/en/discussion/comment/1268251#Comment_1268251
the shift+w+space combination doesn't work,I switched all the keys and it works,it might be my keyboard,just wondering if there's a fix
If it is a hardware problem, and you don't want to use different key bindings, the only fix would be to use a different keyboard. That's why I suggested that you try a different keyboard, even if it means temporarily borrowing one from a family member, just to check whether the problem is indeed your hardware.
The only other thing I can think of is maybe clean your keyboard, and those three keys in particular - check under the keys for any obstructions, like crumbs or something, that might be preventing the keys from working properly.
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We'd need a bit more context to give a complete answer, since there could be a bunch of explanations. The fact that switching to a different key solved the problem suggests that it's a hardware issue, though. If possible, try playing with a different keyboard and see if the problem persists.
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From what I've heard, everyone who used to rely on Ruin to slow the game down enough that they could win now relies on NOED to secure last-minute kills instead. There has been a popular, and largely false, idea floating around since the Ruin rework that it's no longer possible for killers to apply enough pressure to kill all survivors prior to the endgame, so NOED is necessary to compensate. That kind of thing tends to be self-perpetuating - the more people believe it, the more people do it, and the more they do it, the more it solidifies their belief that it's the only viable strategy. In reality, most killers have adapted and are getting along fine without Ruin (or NOED) now that the shock has worn off, but for some that kind of mentality can be hard to shake.
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It's actually been specified that it wasn't, at least from the developers' perspective. The idea that DS was intended as an anti-tunnel perk was apparently completely fabricated by the community.
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I think killer perks are probably more powerful than you're giving them credit for. The game was very intentionally designed with each player having 4 perks to work with, and every perk in the game is balanced around that ratio. I'm not saying the balance is perfect, but it's good enough that allowing any player even one extra perk would upset it disproportionately.
If you're playing Chess and your opponent has taken four of your pawns, but you've taken their queen, who is (probably) in the better position? Raw numbers don't mean very much when there are other factors at play.
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@Kyari said:
https://forum.deadbydaylight.com/en/discussion/comment/1268111#Comment_1268111
Plus MMR is being introduced soon so that should hopefully fix it
Exactly. That's why I don't think such drastic changes to the Emblem system are really necessary at this point. As I said, I quite agree that there are a lot of issues with it, but I don't think the example you gave is a good one to illustrate that. In your case, if you had played that badly against people of your own rank, you probably should have depipped. The problem wasn't that the emblems didn't reflect your abilities as displayed in that game, but that you were matched with survivors so far above your skill level that your performance was necessarily disproportionately bad. As you say, that's something that the MMR system is aiming specifically to remedy.
However, if you want to talk about issues with the Emblem system itself outside of its connection to matchmaking, be my guest. I'm not trying to suggest that there's nothing there to discuss, I just think the way you framed the discussion, and your feedback, on the basis of the difference in rank between you and these other players was not necessarily productive.
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@projecteulogy said:
https://forum.deadbydaylight.com/en/discussion/comment/1268129#Comment_1268129
It just shouldn't be a thing. Thats just like saying "oh well, wait for your bleedout timer". And while youre slugged, EGC is slowed. So its not just waiting for the EGC to tick down, it takes that much longer.
I do get that it feels bad, but at the end of the day, the fact that something feels like it should be against the rules isn't a good enough reason to pretend that it actually is. It's not our game, so we don't get to make the rules. Practically speaking, reporting people for things that you think ought to be reportable but actually aren't does nothing except waste your and the Support team's time.
It's fair to be upset over someone in a game playing in a way that is boring and malicious. It's even fair to give feedback explaining why you think that sort of thing ought to be classified as griefing. But it's not fair to blame the developers or claim that they don't take wrongdoing seriously for not enforcing rules that you made up.
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At worst, it's discourteous, but even then it depends on circumstances. If the killer is camping or in some other way likely to find and kill you if you attempt to save your teammate, there's no good strategic reason to risk it. Survivors are technically allies, after all, not teammates, so when it comes down to it, it is every man for themselves. Not that you couldn't choose to be brave and altruistic anyway if that's how you like to play, but you do so knowing it's a bad idea from a tactical perspective.
The reality is, unless the gates are already powered or one of you has a key, it's highly unlikely that both of you are going to get out of that situation alive no matter what you do, and you're more likely to both end up dead if you put yourself in harm's way trying to save them. At that point, sometimes saving your own life is really the best call you can make.
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@projecteulogy said:
https://forum.deadbydaylight.com/en/discussion/comment/1268099#Comment_1268099
Going AFK looking straight up at the sky after slugging and closing the hatch IS reportable because its hostage taking the match.
You skimmed my statement. Please read it again. Closing the hatch and slugging of course isn't bannable or even reportable. It is reportable however, when you slug all 4 survivors and go idle/afk. This is outside BHVR's acceptable "play style" practice according to their rules.
Hostage Taking is reportable and is bannable by BHVR's Terms of Service. Being unable to leave the match except by DC that isn't a bug and being performed intentionally by a player is against the rules. This can also be considered griefing if the player does it over several games to the same individual.
- Working with the opposite team to gain an advantage or grief teammates
- Targeting specific users repeatedly in order to ruin their game experience
- Holding the game hostage --------- (This is what i'm talking about)
- In-game report REQUIRED / Customer Support ticket OPTIONAL
Fair enough, I did misunderstand what you were saying. However, I think you've misunderstood the rules all the same. If they've closed the hatch, that means the EGC has started, which means they're not taking the game hostage, and in my opinion, it would be a bit of a stretch to call that griefing either. Of course, I'm not the one who makes that decision, but if reports to that effect have gone unacknowledged, that would suggest that the official ruling is along the same lines.
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I think I agree with the general principle. However:
It would be worth elaborating on what you mean by "time to kill", since it's a rather vague term with no real explanation given. You speak as though it's something we should implicitly understand, but I for one have a lot of questions about it.
I also think you're making a mistake by assuming that all players determine killer viability in the same way. Most think of viability in terms of how good a killer is at 'winning', but since people have different ideas about what that means, that can lead to varying opinions on which killers are most viable. For example, Wraith is one of the top killers if you judge a killer's strength by their ability to pip, but you're likely to think of Hillbilly as being far stronger if you judge a killer by their ability to get kills. Your system seems to be generally geared towards kills as a win condition, even if you don't state it outright, and I happen to agree with that, but it's worth noting that not everyone will look at it the same way.
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I don't disagree that the Emblem system is heavily flawed, but it sounds like your problem in this case was matchmaking, not emblems. Best to go for the root of the issue rather than the symptoms when making changes like this.
