Fibijean
Fibijean
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1246730#Comment_1246730
I don't think anyone would be angry, it's a feature that's widely requested so it'll (hopefully) eventually come.
I'm staying hopeful.
Oh yeah, I'm very hopeful as well. It's just that there have been a lot of times in the past where content has been leaked and then things never got released or were changed significantly from the leaks, and people felt betrayed by the developers even though the devs themselves never announced anything. So I think it's always worth remembering that even if something seems extremely likely, it's never 100% confirmed until it's announced through an official source, just to avoid disappointment and misplaced blame if things don't go as expected.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1246674#Comment_1246674
Then you opt out.
PC players and Console players if and when the system is integrated should have the option. I deleted by DBD on PS4 because survivor queue times are horrendous and I'm a full PC player now. Some times, the queue times aren't worth the time spent, it gets to the point where you just say "Just put me in any damn match."
Why are you afraid of PC killers? Nurse was already nerfed to the ground, she's no longer a threat.
Why the fear?
https://forum.deadbydaylight.com/en/discussion/comment/1246683#Comment_1246683
If it looks like a duck, and quacks like a duck.....
Then it's probably a duck, but it's still worth acknowledging the possibility of its not being a duck so God can't be blamed if it turns out to be a goose.
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"Cross save" is the same thing as cross-progression, which is also addressed at length in that video. If The King is to be believed regarding cross-play, then presumably one could apply the same standard to his claims about cross-progression.
We should bear in mind, though, that this is leaked code, it's not an announcement from the devs, so technically this isn't an official confirmation, even if it the evidence seems pretty compelling in practice.
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@Batman781 said:
https://forum.deadbydaylight.com/en/discussion/comment/1244760#Comment_1244760
I understand the commodity of exclusive items but I feel like that's sort of unfair seeing as every event item since the store was introduced is available for purchase to those who missed them. Those 4 items are the only 4 not available. I'm kinda bummed because I bought this game just after release but couldn't spend much time on it because of things I had going on in my life at the time so I missed being able to earn them. Also, because I own every cosmetic in the store they are listed as featured yet I still can't buy them. If they are going to stay exclusive they should at least be removed from the store.
I've never seen them in the Store, so it's strange that they're showing that way for you. As for the reasoning behind the decision, one of the things that separated those cosmetics from those more recent is that they were originally intended, and advertised, as exclusive to that event, and players worked hard to earn them during the event on that understanding. You can check this post for more information about why they changed their minds: https://forum.deadbydaylight.com/en/discussion/108882/release-information-3-4-0
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Those items were only given out to those who earned them during the related events, but then lost them due to a bug. They were originally intended to be given out to all players at the same time as most of the other exclusive cosmetics were, but the developers later decided to keep in-game event rewards exclusive to those who had earned them at the time.
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It really depends what you're trying to get out of it. You're right in saying that other killers, like Spirit and Freddy, can do almost as well as Nurse for a fraction of the effort, so she's not the right pick if you're trying to maximise your reward to investment ratio. People who put the effort into learning Nurse usually do it because they enjoy her playstyle, because they want to feel like they've really earned their wins, because they like the challenge or the prestige of mastering the hardest killer in the game, or a combination of the above.
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@giulianodannyfan said:
https://forum.deadbydaylight.com/en/discussion/comment/1239128#Comment_1239128
Ok now i know why you are trusted. You are very helpful thanks!
No worries, happy to help 😊
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Certainly not - it's just that those who don't have anything to complain about tend to just get on with playing the game, because they don't have any real grievances to air. I have fun playing both sides most of the time; of course, I still have a whole bunch of minor complaints or things I wish would get changed or fixed, but they don't stop me from enjoying the experience overall.
That's not to say that the none of the major complaints people have are valid, or that it's in any way a bad thing for people to be bringing bugs, imbalances and other issues to the devs' attention in a constructive way via the forums. But yes, there are definitely still a lot of people (probably even a majority) who are happy to just play the game and have a good time without worrying too much about everything that's wrong with it.
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@RandDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1241199#Comment_1241199
Thanks for this mate, those are great insights.
Currently my Jake has Iron Will, the perk with the cat on it, the one that shows auras when hooked and the one that shows auras when gens are fixed (playing the game on Spanish so I don't know their names yet)
https://forum.deadbydaylight.com/en/discussion/comment/1241203#Comment_1241203
I would have thought that repeteadly pressing the action button while hooked so you would be flailing your arms was a universal sign for "don't grab me, the killer is here"
That used to be what flailing your arms meant when the game first started, but then people started using it to communicate the opposite, so now no one can universally agree on what it's actually supposed to mean (which rather defeats the purpose).
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The bloodpoint counter showing 'Max' doesn't mean that all the totems on the map have been cleansed. Each action which nets you bloodpoints in-game has a maximum amount of bloodpoints that you can gain from doing that action. If the bloodpoint counter shows 'Max', all that means is that you personally have earned as many bloodpoints from that particular action (in this case, cleansing dull totems) as it is possible to earn in a single match.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/1240578#Comment_1240578
Wow, the update SUDDENLY appeared in right on my face lol.
Lol, glad it worked out for you!
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Have you tried restarting Steam?
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In answer to the first question, I would say use whichever medium you're most comfortable with and/or that will best convey your idea.
As for the second question, it really depends on what your idea is and who it's for, but I would suggest that you maybe grab a few screenshots of whatever character you're designing a cosmetic for and trace the outline of their model. At least that way, you'll be able to get the basic shape down, and it will be easier to convey your idea visually if you have a base to work from.
Also, use reference images. Most artists do, if they're not really sure how something is supposed to look. For example, if your outfit involves a flowy skirt, search for "flowy skirt" on Google or Pinterest, find an image, or images, that looks like what you're imagining, and use that as a reference when you're drawing your own.
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The problem is, no one can actually agree on this so there is no right answer anymore. If any of us are in a game with you specifically, that information is useful, but otherwise there's no guarantee that the random people we're matched with will have the same understanding of 'hook language'.
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I can't give a concrete answer on the sensitivity thing, although personally I was under the impression that the numbers on the slider wouldn't be increased, but rather the range that the slider covered would be larger - in other words, it may look the same in the options menu, but 100% now is a lot more sensitive than 100% was a week ago.
However, regarding the new Tome, it was confirmed both on the most recent livestream and on Twitter that the new Rift and Tome will launch one day after the patch, so about 22 hours from now.
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@chase131119 said:
https://forum.deadbydaylight.com/en/discussion/comment/1239431#Comment_1239431
Peanits also isn't a dev to my knowledge, so. He may not know everything.
He is in the sense that he's on the development team and is therefore privvy to most of what goes on behind the scenes. He doesn't do any of the design or programming work on the game itself, but it's part of his job as a CM to keep informed about everything else that's going on so he tends to be one of the best sources of general information.
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I've noticed a few posts by people saying that they're experiencing similar issues. My best guess would be that this has something to do with testing for the new matchmaking system being underway, but obviously something has gone amiss, whatever it is. If this many people are having the same problem, it's almost certainly something on the server side, so unfortunately there's probably not a whole lot you can do about it on your end of things. The only consolation I can offer is that, given that the issue seems so significant and widespread, it's likely that the devs will make identifying and fixing the problem a high priority, so hopefully we'll be receiving more information about it soon.
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To expand on the above answer: The forum has two programs which overlap a bit: Forum User of the Month and the Trusted program. The red background is given to the Forum User of the Month. All Trusted users have received the title of Forum User of the Month at some point in the past, which is why all of us have red backgrounds, but not all Forum Users of the Month become Trusted.
There isn't a whole lot of official information about the FUotM program, but if you want to know more about the Trusted program you can find that information here: https://forum.deadbydaylight.com/en/discussion/89809/pilot-the-trusted-members
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Yes - if you go to Settings and then to Match Details, it will tell you which character everyone was playing. It won't help a lot if multiple people were playing the same character, however - for that, you'll need to make an educated guess based on their endgame status (dead, escaped, etc.), perks, items or final score.
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No, that's a perfectly valid play. She didn't expect or, apparently, particularly want it from you, and that's okay too, because different people have different priorities and ideas about what the best way to play the game is. Same with the advice - it was well-intentioned, but unsolicited, and some people find that patronising, which is probably why she didn't thank you for it.
No one was in the wrong here, it was just a matter of differences of opinion and imperfect communication.
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@Batman781 said:
https://forum.deadbydaylight.com/en/discussion/comment/1238911#Comment_1238911
I understand yet many players, particularly new ones have trouble with these things. Do you think it comes from something else such as matchmaking? I know the devs have spoke on stream about optimizing or reworking matchmaking and/or the rank or emblem system. Also, what about character progression. It's slow for veteran players but for new players it's borderline unreasonable, don't you think?
The grind is the most serious problem in my opinion. It's not necessarily a bad thing for a game to have a steep learning curve (although having said that, I wouldn't be opposed to having some kind of training mode, basically the equivalent of single-player KYF). The good news is the devs have confirmed that reducing the grind is on "The List" - that is, it is something that they want to change and they are looking into ways to improve it.
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They release a roadmap every year on or around the game's anniversary detailing their plans for the coming year. The game's anniversary is around mid-June, I believe, so we should expect to see a Year 5 roadmap in about six weeks or so.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1238261#Comment_1238261
Any Charms or Cosmetics in the rift have been said to have a minimum "Exclusive" date of 6 months or a year I believe. So you won't be able to get these items until that minimum time has passed.
Some charms and skins MIGHT stay exclusive, but that hasn't been 100% confirmed and is only going off of what a dev said in that answer. The speculation stems from "a dev" saying "Most" and not "all" of these charms and skins will be re-released. But again, it's best to not find hidden meaning behind the devs answers. If it wasn't said out right, than it's not an official answer.
Regardless of that last bit, you won't see these charms and skins until 6 months or a year has passed from their release. If you ask what will stay exclusive than I don't know, that wasn't 100% confirmed anyways.
Here's the link to where this was said (Starts at 32:55 and ends at 33:14 for the answer)
Just to add to that, I believe it has been confirmed in the case of the community skins (Mr Puddles and Demon Slayer Feng) that they will eventually become available in the Store for shards, although I don't have an exact quote to prove it.
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@Guiltron said:
https://forum.deadbydaylight.com/en/discussion/comment/1237946#Comment_1237946
You're kinda going off the road there. We did pay for the game, but the cosmetics aren't being forced down our throats, and most chapters can be bought with shards. I understand the Rift is not a feature made for the standard player (considering that once you complete a level, you'll have to grind until the next one comes out for extra fragments), but it's not smart to make this assumption of "it's designed to make you buy tiers" when there's a considerable chunk of players, myself included, that completed the Rift without having to buy them.
I'm a fan of the Rift, and I too have completed both previous Rifts just through playtime. But it absolutely is designed to incentivise people to buy tiers - if it weren't, it wouldn't be as grindy as it is. Which is fine, because it's totally optional (although not, in my opinion, the best way of doing things from a long-term marketing perspective).
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@ddubuckyee_user said:
Even if you don't do this anymore, I could understand this thanks to you. Thank you very much.
Not a problem 😊 That's one of the main reasons I do it, because I know there are some people, especially if English isn't their first language, that find it easier to read than to listen to. So I'm glad it was helpful for you!
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1237276#Comment_1237276
I dont think there are such perks (the most powerful). All perks(basically all) are good if your build defines your playstyle.
Some perks are better than others, but none of them are useless, and you're right that it more comes down to how the player uses them.
The only reason I mention power is because that's what defines the meta (as in, that's what the word means) - whatever the community in general agree are the most powerful perks, characters, strategies, etc. in the game.
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@Sadsnacks said:
I don't mind if they're a group I just don't want to play against red rank players yet. It's just hard to tell
Unfortunately, it's pretty much unavoidable with the matchmaking as it currently is, especially once you get to around green ranks as killer. Your best bet is to sit tight and wait for the new matchmaking system, which we've been told should arrive in the near-ish future.
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@Feiten said:
When is the console update coming out?
Assuming you mean the mid-chapter update, it should be released at the same time on all platforms. It's due to release on the 28th, most likely at 11AM EDT (although the time has not been officially confirmed - 11AM is just the time that they usually drop patches).
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@Hugs4trapdad said:
"QUESTIONS ABOUT OPTIMISATION
There were also many questions received about game optimisation. There is a special subcategory on the forum for reporting optimisation-related bugs (https://forum.deadbydaylight.com/en/categories/optimization). The more specific information, such as platform and in-game circumstances surrounding the issue, that can be provided when reporting these bugs, the easier it is for the team to identify and fix them."
Umm... what? March 2019 they confirmed they would aim for 60 fps (https://forum.deadbydaylight.com/en/discussion/49456/optimization-status-update-road-to-60fps/p1). That's not a 'bug', BHVR, that's people asking when you're going to do what you said you'd do.
Since the game obviously isn't at a stable 60FPS, though, it would probably help in getting it there if players were willing to give feedback on where exactly the problem areas are - like "my FPS keeps dropping when X happens" as opposed to just "the FPS is bad fix your game". Whether or not the latter is justified, the former is more constructive, and therefore more likely to get the players what they actually want.
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@jamako said:
Oh right *petrified I mean. But if they spread more where do they go? They have to go somewhere
The difference is only a few metres, and there are probably a whole bunch of potential hook spawn spots on each map, so they just get shifted around to meet the new criteria.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1237425#Comment_1237425
How about a weekly rotation of perks where there's bloodpoint multipliers, thus encouraging there use and implementation into builds. Only issue is the shrine is not a great example of randomly picked perks with some coming back rather regularly. Would suck having cruel confinement in the rotation every 2nd week, as an example.
You mean adding bloodpoint multipliers for using those perks? It could work, although it might encourage people too much towards using those perks - having everyone use the same few perks for a week is potentially just as bad as everyone using the same meta perks all the time ordinarily. If they did have a perk rotation, though, I'm sure they could put in similar restrictions to the ones the Shrine is supposed to have, to stop the same perks from appearing over and over.
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/1237396#Comment_1237396
I hope so, not sure if it's a coincidence but I have noticed recently that if a legs cosmetic has any type of accessories hanging off the side of it, it's usually always on the right side and my OCD doesn't like that the left side is getting neglected possibly because of charms. I know, such a silly thing to worry about.
Perhaps, but understandable 😊
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I don't know that any of the killer designs really lend themselves to the medium of cuddly toys, except perhaps the Clown, whose entire aesthetic is repulsive to me, so still a hard pass. That being said, some of the killer charms in the Rift are pretty cool, and I would certainly not say no to a plush version of the Huntress doll in particular.
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I'd rather have a free rotation than a ban rotation (ideally on both characters and perks). That would still have the effect of encouraging people to try out different things, but it wouldn't force them to abandon their favourite characters or builds. Plus, it would help new players to familiarise themselves with the game, give them more variety to choose from when first starting out, and encourage DLC purchases by allowing players to enjoy playing with different perks and characters before buying them.
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@bubba_is_bubba said:
https://forum.deadbydaylight.com/en/discussion/comment/1237371#Comment_1237371
Thanks for your kind reply.
I wasnt sure about logs 100% until you confirm that, lol.
Anyway the idea to contact directly at support dot deadlight dot com + screenshots + ID offender + whatever else required wasnt honestly to enjoy a possible ban but to report a situation that can be very disturbing expecially if i didnt have 30y old and only 14y (i am almost sure more of 50% of the steam player base is <18).
They are games, we use them to have great time alone or with our friends, we can get angry (example: "** off killer, you were tunneling only me ?") but there must be a limit. My idea otherwise, if developers refuse to ban people with serious threats like this situation, is to give at least i ngame an option to perma disable the post-match-chat so people <18 cannot see the huge list of profanity i see after some matches ..
No worries, and I absolutely understand where you're coming from. Rest assured, the Support team do take things like racism and death threats extremely seriously, so if the person was correctly reported they will be appropriately punished as soon as your ticket is processed.
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Oak offerings don't affect the number of hooks anymore, only the distance between them. I actually heard this explained by a developer the other day - I believe what they said is that each Putrid Oak (killer offering) is equal to 3.5 Petrified Oaks (survivor offering). So if three survivors bring Petrified Oaks and the killer brings a Putrid Oak, the hooks will spawn slightly closer together, but if all four survivors bring Petrified Oaks, the hooks will spawn slightly further apart.
I looked it up, and this is confirmed by the Offerings page on the Gamepedia wiki: https://deadbydaylight.gamepedia.com/Offerings
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/1237264#Comment_1237264
I think most people, in general, don't really care much for the charms at all. Some of them are cool yeah, but I never really liked them.
I'm more afraid that they won't make certain cosmetics because they might get in the way of charms. For example, the charms are really oddly placed with cosmetics such as Adams trench coat or Feng's cardigan.
I'm afraid the devs might not make cosmetics like that because of charms and I don't want charms to limit the cosmetics we get. I still want accessories on the left belt on pants cosmetics and I still want more long coats and jackets haha. But I can see the devs saying "Oh let's not make that, it would make the charms look odd". You know?
I'm a fan of charms - small things that look cool or pretty, especially if I can customise them, tend to disproportionately enhance my enjoyment of games, I'll admit. But I can understand why most people have a fairly neutral attitude towards them.
On the subject of coats and cardigans, I would like to think that they wouldn't stop adding that sort of thing to the game just because charms exist. The fact that those cosmetics exist certainly didn't stop them from adding charms in the first place. I'm sure they think about what charms will look like on an outfit when designing it, and maybe take that into account, but the art team are some pretty creative people. Somehow, I can't really see them letting a small practical consideration like charms get in the way of designing a really great outfit. It could even be a cool addition, if they did it right, to have some cosmetics where the charms are hidden underneath and are only revealed if the clothing gets lifted up or pushed back while the survivor is running or crouching.
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I quite like the Exit Gates idea, actually. Of course, I'm someone who tends to be more interested in whether a mechanic is unique or interesting overall than whether it's balanced on a match-by-match basis, so I might be in the minority here, but for what it's worth I think it could be a pretty cool thing to have in the game.
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You did everything you needed to, and more. When it comes to reporting for chat abuse, you don't actually have to send a Support ticket, since the chat logs are automatically sent when you report someone from the scoring screen in-game. There are other offences for which you may need to submit additional evidence, but in this case the in-game report is sufficient.
From the way you handled things it sounds like you're already pretty well-informed, but just in case, if you need any additional information about reportable offences and how to properly file a report, you can find everything you need in the Game Rules section of the forum: https://forum.deadbydaylight.com/en/categories/game-rules
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@Supernaut said:
Thanks for writing this up! A massive undertaking and really appreciated (although I am a sucker for watching these things through!)
My question got answered, but it was a very quick answer and was wondering if anyone would be able to elaborate...
"Are breakable walls showing up on Windows of Opportunity by design? (from @Supernaut)
Yes, this is intended functionality."
Unless I am mistaken, this serves no purpose for the survivor and if anything is slightly confusing. The doors are highlighted as a potential "Window of Opportunity", where they are in fact, a dead end and could see the pursued downed as a result. Or is there a benefit that I'm just not seeing?
Anyone any ideas?
No worries! And yeah, I was disappointed that they didn't elaborate on that more as well, because the question of whether it is intended is far less interesting than the question of why. I can partially understand why they might want to make it work that way, because breakable walls do work sort of like pallets in the sense that it is useful to know whether the wall at a given loop is still intact for route planning purposes. However, as you point out, there isn't really any "opportunity" for survivors to interact with breakable walls in the same way that they do pallets or vaults, so from that standpoint it seems a bit odd to lump the three together.
My best guess would be that ultimately, the idea of adding value to what is generally considered to be a fairly underwhelming perk was what tipped the scales, but I have no idea whether that's true or not. I would tag Almo to ask if he has any additional insights to share on the topic, but I worry that tagging him twice in the same thread might be a big excessive. Perhaps he or another dev will turn up of their own accord, and I won't have to 🤞
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As much as I understand the rationale behind the idea, I think that such a feature would push the game very much into pay-to-win territory, which isn't something I'd be willing to get on board with.
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@evilwithinIII said:
What time Will the update come out?
They haven't confirmed a time yet, but usually the updates are released at 11AM Montreal time (which I believe is EDT currently). That's not an official release time, though, just an estimate based on past patterns.
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That's absolutely reportable - that kind of thing is taken very seriously by the Support team - and you did all the right things. In fact, you don't even need to submit a Support ticket for chat-related reports, since the chat logs are automatically sent when you report someone from the scoring screen in-game.
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Apparently Lithe is actually way up there in terms of usage, stats-wise.
Bear in mind, though, that meta perks, definitionally, aren't necessarily the most-used, just the most powerful (by general assent).
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Is it weird that the thing I'm actually most excited about is the mobile pre-registration charm with the Entity claws around the phone?
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@GoodBoyKaru said:
Okay but like I really don't think people appreciate how amazing you are for doing this all while exhausted and everything. You're an awesome person and I want to say thank you for doing this.
That's such a kind thing to say, it really made my night ❤️ Thank you. It was, genuinely, my pleasure.
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@CptainPotato said:
"What was the thought process behind the Add-on retention change? (from @Aven_Fallen)
Add-ons were always supposed to be consumable items for both roles. When the change was made to allow players to keep items that ran out of charges, it happened that many more add-ons were also being kept. It was more in line with the original design intent that players should lose their add-ons at the end of the match regardless, as it was never intended that players of either role should have enough add-ons available that they would be able to bring a full set every match."
This is straight up BS, people ask about a revertion of this change since it has been implemented. It has been already pointed out how little survivors earn compared to a killer while having to browse 4 times more items/addons. Bloodweb has become a hell of a grind while adding nothing beneficial to the game. Why not either increasing BP earning, boosting WGLF perk (which is nothing comparable to BBQ) or rework the bloodweb and the addons you can find in it.
I'd suggest several changes such as adding a crafting system, so that people can get the addons that they want instead of randomly finding them in the bloodweb. And this would be added with an Item/addon value system, where each addon has a value, and you can't exceeed the value number of the addons you're bringing to a game (however instead of bringing max 2 addons, you can bring 3). for instance iridescent is 5 points, purple 4, green 3, yellow 2 and brown 1 value point. You have a limit of 10 Item points. So one can bring a purple medkit with 2 greens addons, or a purple medkit with 1 iridescent and 1 brown addons or even a purple medkit with 3 yellow addons). Same would be applied to killers.
This would be better because it limits what you can bring, while enticing people to bring the best that they can and choosing wisely their addon/item combination. However for that to work, the whole addons have to be reworked to be more or les efficient than the actual ones.
Soz for the rant/suggestion.
No need to apologise! I understand where you're coming from, although it seems to me that the main problem you're describing is with the grind itself, not with the loss of add-ons. I don't really have a problem with the grind as far as add-ons go, but I do agree that it's a bit much where perks are concerned, and I know that there are some on the dev team who share similar views. It may even be on 'The List', although I don't remember what's been said in the past clearly enough to be able to confirm that.
Either way, I would advise you to share your feedback in the Suggestions subforum, as it has a better chance of being seen by the developers there: https://forum.deadbydaylight.com/en/categories/suggestions
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A social credit system in DBD? I'd have to say hard pass. It's scary enough just as a concept.
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It saddens me that the disclaimers are necessary.
But I do more or less agree - at most, there are some points which may be up for debate, but there's nothing I passionately disagree with you on. So in general, well said.
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What you did was camping. Yes, it is a legitimate, and often quite effective, strategy, particularly against overly altruistic survivor teams. Whether it's unfair depends on who you ask, but no sensible person would call it cheating.
Camping can be frustrating to play against, but it is very much counterable in most cases if the survivors play their cards right. The problem is, most survivors are so used to following a particular playstyle that they genuinely don't know what to do when a killer plays in a way that forces them to adapt. Because they can't adapt, they lose, and then they feel understandably upset because the situation they were in felt unwinnable. (The mistake that many make is not reflecting on what they themselves could have done differently but immediately jumping to the assumption that because it felt unwinnable or unfair, that means it was unwinnable or unfair, and the killer and/or the game itself are to blame, but that's another discussion.)
Point being, camping isn't fun for most survivors, even those that know how to counter it. There may be a select minority that enjoy the additional challenge, but those are the exception, not the rule. However, as the killer, you shouldn't let that stop you from employing it as a have more fun by doing it. Sometimes, when people are competing in a game, one side does a thing in service of their objective that the other side doesn't like very much. That's the nature of the game, and it's practically inevitable. So although you are free to make allowances to make sure the survivors have as enjoyable a time as possible if you want to (and many killers do), you are under no obligation to do so, and you definitely shouldn't let anyone try to make you feel bad for playing how you want to play regardless of which option you choose.