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  • @joker7997 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1236829#Comment_1236829

    Do you enjoy matches against double slow down Freddy with Franklin's and an ebony? Iri head infantry belt huntress with an ebony mori? Hook camping deathslinger with monitor and an ebony mori? Hook camping silent all seeing wraith with an ebony? Playing against killers that pull out all the jerk moves IS NOT FUN. It might be fun if they suck and you can clown them anyway, but at red ranks they are usually decent and they have stacked the deck so much in their favor that its lame as hell. THAT is sweat, and its not fun for anyone. This isn't war or the Olympics, its an f'ing video game

    Not particularly. Nor do I enjoy playing against survivors who flashlight me the whole time and hit me with DS after I've already hooked two of their teammates, but I deal with it because games in which two sides compete are never fun for everyone all the time and that's just how it is. It's nice when my opponents go out of their way to ensure I have a good time, but I would never feel so entitled as to expect it of them.

    Incidentally, I never said that the playstyle I'm defending is my own, so rhetorical questions about what I personally enjoy aren't really relevant. Nor did I say that playing competitively is fun for everyone involved - in fact, I explicitly pointed out the opposite in my very first comment on the thread. Please take some time to read what I'm saying in context before jumping down my throat over points I never made.

  • @Helevetin_nopee said:

    https://forum.deadbydaylight.com/en/discussion/comment/1236539#Comment_1236539

    So playing in a 4 man SWF running meta perks is being competitive and fun to you? I think that was the point of this post

    I don't personally find a lot of meta perks fun. I run the ones I like, and don't bother with the ones I don't. Nothing in my comment was speaking to my personal preferences.

    But yes, most people play with their friends because it is fun. Most people run meta perks because being able to pull off powerful moves in games is fun. Winning is fun, and for many players, sharing that victory with friends makes it even more fun. All of that should go without saying.

    The original post was based on two assumptions: first, that people who determinedly pursue victory do so to the exclusion of an enjoyable gaming experience, rather than to enhance it, and second, that everyone finds enjoyment or fulfillment in the same things to begin with. The point of the post, as I saw it, was to question what, on such bases, would motivate players to be "sweaty", and the point of my comment was to address that question by pointing out the flaws in the reasoning that led to it.

    To put it more simply, the OP was essentially saying, "Being sweaty isn't fun, so why do you do it?". And the simple answer to that question is, "Because being sweaty is fun."

  • Nowadays, probably Spine Chill. Back in the day, Premonition was great against stealth killers in particular, but with the way the balance has shifted in more recent years, and the introduction of more and better perks that tell you where the killer is, it's usually more useful to know whether they're coming at you than what direction they're coming from. Plus, Premonition's cooldown is definitely a strike against it, since there's always the possibility that you won't have it when you really need it.

    As for Bond and Empathy, I would go with Empathy. People get injured more often than one might think, and I would rather know where my teammates are when they're across the map being chased than when they're close by me searching a chest or hiding behind a tree. I'm more likely to want to keep track of them if they're in a vulnerable position, such as being injured, so the fact that Empathy doesn't reveal healthy survivors isn't actually that much of a downside. Plus, with the no-heal meta or against certain killers like Plague or Legion, Empathy basically grants unlimited aura reading on all teammates, making it objectively the better perk in such situations.

  • It's not about sacrificing fun for the sake of winning - quite the opposite, actually. People who play that way do it because competition is fun. Trying their hardest to win, being challenged, using all the tools they have at their disposal to surpass their opponent(s) is what makes the game enjoyable for them. They're not trying to ruin the fun for everyone else, they're just playing in a way that is fun for them.

    If the others in the match have a different attitude and just want to play casually, not care about winning and just make sure everyone has fun, that's naturally going to create tension. But that's equally true of any occasion where multiple people enter a shared experience with conflicting goals.

  • The answer to any question that begins with "Am I the only one who..." is always "No".

    In this case, though, while there will be some people that agree, as others have pointed out, the wiggle mechanic is not meant to allow you to escape under ordinary circumstances. At the point where you're on the killer's shoulder, you're practically already hooked, and anything that gets you out at that point is a bonus. The wiggle mechanic essentially just functions as a ticking clock for the killer, so they know they only have so long to hook you before you escape. Obviously, any killer worth their salt will do whatever they can to make sure they get you to a hook in that time.

  • There is, of course, a distinction to be made between "whining" and criticism. Criticism is great - it lets the developers know how the players feel about certain changes. Ideally, people would offer constructive criticism, explaining why something is a problem and offering ideas for improvement, but even if all people are doing is complaining, that can still be useful, as long as the complaints aren't disrespectful or abusive. The problem arises when people can't give or discuss criticisms without insulting or alienating each other or the developers, because that kind of behaviour isn't helpful or productive for anyone.

  • People who say BBQ is OP probably just aren't good at countering it. It has at least 5 different counters, three of which negate its effect completely. It's like cleansing totems in case of NOED - if a perk is powerful, and common, you should always assume they have it and take precautions to counter it unless you discover otherwise.

  • I like UR add-ons that buff the power with a significant downside, though not one so significant as to negate the buff altogether, just significant enough to not be simply a free boost. Myers' Tombstone and Tuft of Hair, Huntress' Iri Heads and Clown's Pinky Finger are all good examples of this (the downside, in all three cases, being that it requires you to be particularly accurate or concentrated in the use of your power to take advantage of its effect). The reason I like them is mainly because they're just really fun to use for the killer, and reward you for being good at the mechanics of using your power. As long as they truly are "ultra rare" - that is, as long as their rarity is proportional to their strength - they remain balanced overall.

    I felt a similar way about "instaheals" before the nerf. Although the difference there is that instaheals took a bit less skill to use, they were also harder to obtain due to survivors having a larger pool of ultra-rares. Perhaps they could have used some adjusting, but I personally think it was overdone, and it seems to be part of a trend of nerfing powerful add-ons on both sides into near-uselessness for fear of making things too 'unfun' for the opposing side. In competitive games, not everything is always fun for everyone, and that's just how it works. Better to accept that than to charge 7K bloodpoints for memes. But again, that's just my opinion.

    That's not to say that I don't like add-ons that switch up the gameplay, I just don't think that those should be the rarest and most expensive because it ensures they almost never get used. If we want to encourage players to try different, but not necessarily more powerful, playstyles with a killer, the add-ons that do that should be rare, and leave the very rares and ultra rares for powerful boosts.

  • Sorry to hear that, mate. Forum rules forbid me from discussing it further, as you know, but I hope you'll be able to find a way back to us soon ❤️

    For what it's worth, I totally understand how a game and its community can mean so much to a person. This last year has been probably the hardest of my life, and DBD has been a huge part of getting me through that. Very sorry to see you go, and I really hope things work out.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229328#Comment_1229328

    I can answer part A

    They did test the hook not regressing when a killer was near on a ptb a long time ago maybe late 2016. It was abused by survivors running around the hook so the hooked survivor wouldn’t die. This is when I believe they decided that punishing for something which can be taken out the killers hands wasn’t a great idea and decided to then entice killers away from that play style instead.

    I suspected it might have been something like that, since that is the obvious problem with that kind of change. Of course, back in 2016, everything was uncharted territory and no one really knew what they were doing - I get the impression that the devs didn't realise most of the strategies players use now even existed until the players worked them out (looping, for example). So experiments like that make sense, especially since that was before most of the anti-camping and anti-tunnelling mechanisms which now exist were introduced to encourage alternative tactics.

    It seems much more likely to me, though, that the reason they're still in the game is because the devs decided that encouraging alternative tactics was an all-around better solution, rather than because they tried one idea that didn't work out back in 2016 and then went "well, guess it's impossible, I suppose we'll just have to accept that".

  • They're trying to bait a hit so that they can safely unhook their teammate without being grabbed. If you're standing right there, they can't make the rescue without risking being grabbed otherwise, which is a really bad position to be in.

    All of the things involved in that situation - the baiting a hit, the bodyblocking, etc. are attempts to counter camping and make sure both survivors get away safely. The devs are aware that such counterplay exists - I've even seen some of them use it in their own matches - so to answer your question, safe to say it is indeed intentional.

  • As I told you in that comment you quoted, I'm busy and exhausted and didn't really want to have a debate about this since I wasn't the one who brought up the topic to begin with, but by publicly tagging me in the thread you've effectively forced me into a position where I have to respond to 'save face'. So, thanks for that.

    Off the top of my head, if they really wanted to make camping totally unrewarding, they could make the progress bar freeze altogether if the killer is within a certain radius. To discourage tunnelling, they could make Borrowed Time basekit for survivors, or make survivors immune to being downed if they were the one most recently unhooked. Of course, both of those changes would be absurd, but then, so is the idea that camping and tunnelling should be removed from the game. I'll admit I'm not particularly invested in thinking them through to find solutions to all their abusable kinks because I don't believe these are changes that need to be made to the game to begin with.

    Once again, all I claimed was that I'm fairly certain the reason why camping and tunnelling remain in the game is not one of ineptitude but unwillingness on the part of the developers. I also said that if they wanted to remove them, I'm sure they could fairly easily find a way to do so, but that doesn't seem to be where they're directing their resources.

    (Since you mention it, though, I wouldn't mind seeing some evidence that the devs (a) "tried things regarding camping which were easily abused in some way and thus not put into the game at all", (b) tried to fix the Huntress "beachball" hatchets, failed completely and just reverted it back to its previous... broken state" and (c) (while we're at it) admitted at some stage that Huntress' hatchets were "broken".)

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229220#Comment_1229220

    oh dear...your dev source is peanuts isnt it.....

    And wait, its YOUR idea now? I thought you said the devs already could do something about it....

    "I'm confident I know of at least one dev who would tell you that's not the reason those strategies exist. It would be very easy to come up with ways to punish camping and tunnelling beyond usefulness if that were something they were interested in doing."

    So do the devs have or not have a means to fix it? and sure tag this "one dev" about this, heck should I just make a topic directly asking you about what the devs could do about tunneling/camping so as to not hijack OP's thread?

    It's not, although now you mention it, I imagine Peanits would probably say the same thing. And what I said was that I know of at least one developer who would tell you that the reason camping and tunnelling are still in the game is not because they tried to remove them and had to admit defeat, but because they never seriously tried to remove them. I then went on to say that if it were something they wanted to do, I'm sure they could easily come up with ways to do it, as I can think of one or two preliminary ideas myself. I have no idea whether the devs have come up with a means to "fix" camping and tunnelling, since as I said, I'm pretty sure they have never seriously tried to expunge them from the game to begin with.

    You can create another thread if you want - it's better than continuing to hijack this one - but I'd honestly rather not discuss it further, not because I can't but because debating is tiring and I have an assignment to finish, and I only brought up the idea that camping and tunnelling could easily be removed in response to what I believed to be untrue assumptions on your part, and not because I really wanted to get into a late-night balance argument. Maybe I shouldn't have mentioned it at all if I wasn't prepared to defend it to the death - if so, I'll gladly admit fault for that.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229135#Comment_1229135

    Sure, good killers with experience can clean up with meme builds or no perks. The problem is that new killers are the ones most in need of good perks to help them compete, but are also the people least likely to have them.

    Let’s say I’m a new killer who has reached rank 10 for the first time. I’m going against survivors with hundreds or thousands of hours in the game. If I want matches that last longer than 3 minutes and that are fun for me, I probably want perks like Pop or BBQ or Corrupt to help me. Except that because I’m new, I don’t have them. I have to buy the DLC killers, then level them to unlock their perks, then level my killer(s) of choice to get them. By the time I’ve done all this I probably don’t need to perks as much anymore. It’s backwards.

    The same thing applies for survivors - new survivors are the ones most in need of help from good perks. Except that most of the best perks for newbies are on default survivors or are baseline perks.

    That's a fair point, although to a large degree I think the problem you're describing is more one with the matchmaking/ranking system than it is with the perk grind, and I'm generally against breaking one thing to compensate for a different thing being broken, since that doesn't really improve the game as a whole. Having said that, I do think the perk grind is pretty unreasonable and not at all friendly to new players - I just think "pay-to-win" is too extreme a descriptor in this case, and I also think that many players rely overmuch on particular perks so I like to discourage that wherever possible.

    To be fair though, if we're looking at this from a new player's perspective, survivor does have a much steeper learning curve than killer - kill rates are highest at low ranks - so there is a sense in which new survivors are more in need of good perks than new killers are (botched matchmaking aside). Again, that's not to say that there isn't a case to be made for making perks in general easier to obtain, I just don't think the imbalance is as pronounced as it may seem at first glance.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229170#Comment_1229170

    We dont have to discuss it, just explain to me how this "very easy" change would work, I would love to know because even in a world were everything is possible, I cant see how it could possible work.

    This game does not even have a proper definition of winning so yeah, enlighten me or call up that "one dev".

    Also it does have bearing on your original post as you claim killers are not dependent on perks and can "Slay" using meme builds and im telling you they can only do so by either playing against absolute potatos which would prove nothing or by playing scummy / in a cheap manner that is not counterable unless you start playing very unaltruistic which is also not the intended way to play this game.

    Then you essentially say there is no "playing scummy" as that tactic is valid as if it wasnt the devs would have patched it out.

    At which point I say they wouldnt as they can't, they tried, failed, and now called it a valid strat, an admittance of defeat.

    Then you claim they could easily do that so yeah, go ahead then.

    It's not relevant to my post because I already explained that the killers I was referring to didn't need to use such tactics to win, at least not to my recollection. I'm refusing to elaborate on what I think the devs could do to prevent camping or tunnelling out of respect for the OP (and for the forum rules), since it has very little to do with the original topic, and explaining it to you would constitute discussing it. If you like, I'll mention it to the person I'm thinking of the next time I get a chance to speak to him, but I'd rather not tag him here since he already gets hundreds of mentions on the forums and, again, it's off-topic for the thread anyway.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229163#Comment_1229163

    not really as you cant patch it out, thats the only reason, its pointless to "outlaw" something you cannot police so the devs have named it a legit strat.

    They have tried in the past and failed so yeah....

    A Clown would have to stay closeby to tunnel and camp, ez to patch for as its easily detectable by range, now try that on Spirit / Billy / Nurse / Hag / Demogorgon / Freddy or any other killer with high mobility, they are just back there in no time, ez avoiding the tunnel/camp penalty.

    I'm confident I know of at least one dev who would tell you that's not the reason those strategies exist. It would be very easy to come up with ways to punish camping and tunnelling beyond usefulness if that were something they were interested in doing. But again, not relevant to the discussion in this case since it doesn't have any bearing on my original point.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229129#Comment_1229129

    and yet survivors have perks like their meta which are completely game changing and far more impactful then many perks a killer could bring.

    Slobby Butcher so healing takes longer? ez adrenaline, bye bye

    https://forum.deadbydaylight.com/en/discussion/comment/1229135#Comment_1229135

    you really have to define "Slay" better there as sure, if a killer just returns to the hook the entire time they will do well even without perks....not really the intended gameplay though now is it?

    And honestly if they play as is intended they have to be facing absolute potatos to be able to do well without certain perks, a survivor can easily loop 2 or 3 times around a single pallet, and get to the next in which time gens just get done, not much you can do about that as killer unless you can quickly reach it with Pop or so but that in this scenario, is not something they are running so yeah....define slay.

    Stomp, obliterate, win very easily. I don't recall whether they camped or tunnelled, but since I don't remember thinking, "wow, they really had to play dirty to win there" (which I usually do if the killer does play unusually ruthlessly), my guess would be not. As for intended gameplay, if those strategies weren't intended to be in the game, they would have been patched out by now, but that's a whole other discussion, and as it happens, not one relevant to this point.

  • I've seen really good killers slay with total meme builds. I don't think that killers are anywhere near as perk-dependent as many people seem to believe. Good perks help, sure, and buying the DLCs is an easy way to get them, but I wouldn't call that pay-to-win (especially since you technically don't need to pay for any of those perks if you get lucky with the Shrine).

  • @illusion said:

    Sorry, was away for a while. Would you happen to have a link to the changes?

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/090/BOX4MG5TPAK9.png

    We’re back with another Developer Update, a series of blogposts detailing various changes coming to Dead by Daylight in the near future. In this entry, we’ll be going over some of the most notable changes from the upcoming mid-chapter update.

    Repair Changes

    We’ve been keeping a close eye on repair speed in recent months and have prepared some changes to repairing. This comes in the form of two changes:

    Reduced efficiency when repairing with other Survivors

    As you may have noticed, whenever another Survivor comes along and starts repairing a generator with you, your repair meter turns red to indicate that you are repairing slower. This is because for each Survivor working on the same generator, your personal repair speed decreases by 10%.

    Going forward, the speed reduction for each additional Survivor is being raised to 15%. While this may sound like a small change, it is the difference between four Survivors finishing a generator in about 36 seconds compared to the current 28 seconds.

    This change – in conjunction with other changes discussed below – aims to eliminate instances where it feels as though you could not have possibly gotten to the generator fast enough to stop it from being powered, particularly at the start of a match.

    Skill check bonuses

    A successful great repair skill check would add an additional 2% progress to the generator – about 1.6 seconds worth of time saved for each great skill check. Experienced Survivors are often able to consistently hit great skill checks and shave a significant amount of time off a generator. To better control the repair times of generators, this bonus has been halved to 1% (0.8 seconds).

    To make sure that experienced Survivors feel rewarded for hitting great skill checks, the amount of points earned for great skill checks have been doubled from 150 points to 300 points.

    Perk changes

    With the above changes in mind, we have made changes to two Survivor perks.

    Prove Thyself: Increased the repair speed bonus from 10% to 15%.

    Stake Out: Now increases the great skill check success bonus from 1% to 2%.

    Map Changes

    For the 3.7.0 update, we have taken some time to revisit some existing maps and update them using the new tools we have at our disposal and everything we’ve learned since the game first launched. We reviewed as many maps as we could in this update, but if you don’t see a particular map below, it’s always possible that we’ll revisit it in the future. These changes come in a few different forms:

    Size & Layout

    Each map has a unique size and layout, with some larger than others taking a long time to cross. Some of these maps are being reduced in size, while others are having their layout adjusted.

    Type Spacing

    Some maps allowed “maze tiles” (tiles like jungle gyms and LT walls) to spawn too close to each other, allowing an experienced player to link them together, making it incredibly hard to capitalize on a Survivor’s mistake. These tiles are being spaced further apart to better control the safety in some of these maps.

    Strong window balance

    Certain windows on some maps were too safe, leaving no room for mindgames and forcing the Killer to chase the Survivor through the window three times in order to block it. We have done a pass on most of these windows and altered the loop or replaced them.

    Tile tweaks

    Some tiles have been changed for a variety of reasons, such as adjusting loop lengths or fixing abusable spots.

    Window spawning logic

    Some buildings feature window variations, where a different set of windows could be available from one match to the next. Depending on which windows were open, a building could be either incredibly safe or unsafe. The random element to these windows is being disabled on some maps to control the loop safety and give the buildings a consistent safety rating.

    There’re far too many changes to go into details for each map in one post, so please refer to the chart below for more info. Please keep in mind that some changes may be larger than others, and a small update to a map now does not rule out the possibility of more changes down the line. Likewise, if you don’t see a map in the list below, that does not mean that we don’t intend to change it later on.

    https://us.v-cdn.net/6030815/uploads/946/6JIRC090KVIR.png

    Finally, we want to leave you with a few teaser screenshots of what you can expect to see in the Player Test Build (PTB).

    https://us.v-cdn.net/6030815/uploads/025/DJ53WWRW03EV.png

    https://us.v-cdn.net/6030815/uploads/481/KUEN9WW8AR8P.png

    https://us.v-cdn.net/6030815/uploads/073/DJZFY680M0EZ.png

    Controller Sensitivity Improvements

    This one is for all the console players out there (and those of you playing with a controller on PC too): Starting with the mid-chapter update, the maximum controller sensitivity is being nearly doubled. If 100% sensitivity just wasn’t cutting it for you, you’ll now be able to turn faster than ever. If you’re happy with your current sensitivity, don’t worry, lower sensitivities aren’t going anywhere.

    Various Quality of Life Improvements

    To close things off, we also have a few smaller quality of life changes on the way for 3.7.0.

    Legion Tracking

    While Feral Frenzy is active, The Legion will not see blood pools or scratch marks until their fatigue ends. In the next update, The Legion will now regain their tracking abilities as soon as Feral Frenzy ends rather than at the end of their fatigue. This should help prevent cases where you lose track of a Survivor while fatigued.

    Attempt Hook Escape: Feedback Update

    One of the common mistakes new players make is attempting to escape the first time they are hooked. To make the risk more obvious, we have added visual effects and audio to make it clearer that failing an escape attempt is hurting you and speeding up the sacrifice.

    Head On UI Improvements

    The perk icon for Head On will now light up with a timer (similar to Inner Strength, for example) to show when it will activate. This will give you a better idea of when it will be ready to use.

    Updated Mori Interaction

    The mori animation will now begin to play once a short interaction is complete. At this point, the Killer is locked into the animation until it is finished. This prevents the mori from being cancelled repeatedly to annoy someone.

    Further Protection Hit Improvements

    A few months back, we made some improvements to protection hits to help ensure that they are awarded consistently. While those changes had a positive effect, we took a moment to make further improvements to the system. Now, coming within range of an injured Survivor will have a lingering effect, allowing you to get a protection hit a few seconds after the injured Survivor moves away.

     

    All the changes mentioned in this post will be available to try in the Player Test Build, which starts tomorrow April 7th. This brings us to the end of the April Developer Update. We’re excited to see what you think once you’ve had a chance to try them out!

    The Dead by Daylight team


  • Unfortunately, there's not really much that I or anyone else can say on the matter, since it's actually against the forum rules to discuss bans here. Appealing via a Support ticket (which it sounds like you already did) is your best option, but the devs do take chat abuse very seriously. The best I can do is refer you to the Game Rules post, which may help to shed some light on what it was you may have said to trigger a ban: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system

  • @AshleyWB said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226497#Comment_1226497

    I would argue that the killer passive/power isn't a passive ability and just the attack mechanic.

    They each have a unique mechanic which individualises them. That's the equivalent of passive abilities in other games.

  • They do, we just call it a "power" rather than a "passive".

  • DBD Mobile is run by a different team, so unfortunately it's not supported on these forums. I would recommend contacting their Support team (https://dbdmobile.helpshift.com/a/dead-by-daylight-mobile/?p=all) or joining their Discord server (https://t.co/AtFEtoz7yz?amp=1) to get your question answered.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226322#Comment_1226322

    This is not entirely true. Peanits wrote in one Post that IF there is a Tome about a licensed Character, you will not need the Character itself. So it would be possible to do a Tome about Ghostface and use his Perks for it (via the Shrine, like they did with previous Tomes), but there will be no Challenge where you need to play Ghostface.

    Of course this might have changed since he wrote that. But also, I am not sure if it would be possible to develop Lore for Licensed Characters, since they already have their Lore. And given them a different Lore might be problematic with the Holders.

    This is what I have him recorded as having said - he might have said something else in a different comment, but from this it definitely looks like he's saying there are no plans to have Tomes featuring licensed characters.

    image.png
  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225332#Comment_1225332

    Yup, once it's made someone Exposed, you can't get another one until that one wears off.

    You either go for mr. Exposed, or you don't go for any Exposed at all.

    The visual timer on the Perk icon is a pretty good indicator of this: While Pop Goes The Weasel's timer resets if you get another hook within 60 seconds, MYC's timer will never reset.

    If it would apply Exposed on multiple Survivors in a 60-second timeframe, i'd wager the timer would work similar to PGTW's timer.

    Wow, there you go. Today I Learned.

  • Sorry to hear that you're not enjoying the game any more 🙁 I only mention this because you brought it up as one of your primary issues, but they are actually making some of the maps smaller and significantly weakening the infinite loops in the next patch, which will probably be out within the next week or two.

  • @Epicu2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225345#Comment_1225345

    So it was recently that they made Deep Wound work in the terror radius?

    Relatively recently, yeah. I believe it was changed in Patch 3.4.0, which was released last December (the same patch in which Yui and The Oni were introduced). Before that, Deep Wound wouldn't deplete if you were in a chase, mending or in the killer's terror radius, but they changed it in 3.4.0 so that the only times the bar wouldn't deplete were if you were mending or sprinting. There was no official reason given for the change to my knowledge, but it's generally assumed that the developers wanted to make sure mechanics which allowed the killer to remove their terror radius couldn't be used to force a survivor to go down due to Deep Wound.

  • I would give you an answer here, but I assume you've already understood it from the other thread?

  • @Epicu2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225331#Comment_1225331

    Thanks, I was just confused because I read that the deep wound bad doesn’t deplete when you’re in the terror radius.

    That's understandable - that was actually the case until fairly recently, so wherever you read that was probably just out of date 🙂

  • Wait, is that really true that if one person is still Exposed, the next person to make a hook rescue won't be?

    Suddenly a lot of my Pig games make so much more sense. I always just assumed that I must have mistaken who the rescuer was when they didn't go down in one hit.

  • Can you elaborate on what you mean? Right now, Deep Wound does work in the terror radius - the Deep Wound bar will deplete as long as the survivor is not sprinting, regardless of whether they're in the terror radius or not.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224656#Comment_1224656

    I don't think that needed to be mentioned (personally), but it's good to be clear about what you're saying. And yes, BMing (aka Band Manners) in-game is not reportable. If it results in borderline harassment in post-chat, than that's a different story.

    Most of the community has diluted the real meaning behind toxicity, so it's easy to assume that both of those things are one in the same... When in reality they're not exactly "the same."

    Yeah, since OP was talking specifically about "wannabe Noob3´s" when discussing toxicity, I just felt it was worth clarifying.

  • @FireHazard said:

    @giulianodannyfan

    You can't really stop toxicity, you can only suppress and contain it through the report system. There will always be toxic players in any game, there isn't anything you can really do about it i'm afraid.

    Asking people directly to stop being toxic will most likely only yield more toxicity anyways, so it's best to just report and ignore these players entirely... It saves you the time and effort to be honest. If you come across players like these that're actively harassing you in post-chat, than please report them in-game for this behavior, as it's not tolerated.

    Just for the record though @giulianodannyfan, we're talking toxicity as in actual abuse here. Not No0b3's brand of toxicity where they just click flashlights and teabag a lot - that's not reportable.

  • @Deadeye said:

    I don't think so. From PTB archives it said on PTB release "90 days until rift closes". That means 2 weeks later to reach the default 70 days for a new rift. That would be this week. But I'm pretty sure anyway that it is delayed to next week. Shall we bet?

    20 days is three weeks (and I believe it was 21 when the PTB first opened) so if anything, that's more indication that the chapter release would be next week, not this.

  • @SkullKid said:

    @Fibijean Wow,they look really cool!

    But they are very premium miniatures, I mean they also look really really cool,but they're like 300+$ and thats just not the kinda money I would like to spend.

    That's totally understandable. I wouldn't buy them for the same reason, I only recommended them because they're the only figurines I know of that are produced for DBD.

  • @Joelwino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221081#Comment_1221081

    Yes, maybe instead of just the username it would say (player username) - Meg 2 or something so that the survivor could be identified from footage of the match

    The only problem there is how do you identify which Meg was Meg 2? I suppose you could have the survivors labelled during the game, but although that works on a practical level it might not be the most elegant solution.

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223707#Comment_1223707

    It will never change though. SWF are toxic because they know if you do well they can quit, it won't hurt their team's ranks, and as SWF they are more likely to win the next game together anyway and get back their tiny rank loss (and the ban timer runs out before the game ends so they'll have basically had zero impact from bailing on a game to reduce killer's scoring). With SWF being toxic, killers are toxic back. DBD has a reputation for its toxic community that is the envy of CSGO players.

    I strongly believe the main reason killers end up being toxic, be it through specific mechanics, or just trolling, or outright taking meme builds that are there to make one or two players have a really bad day, is down to the bias towards survivors in the game. The game has changed from 4 people trying to survive to 1 killer trying to get 2 or more kills before 5 gens are done. The average game now, it's 1 gen done per hook and that's if you're finding people very efficiently. DS can be stacked on you during EGC just to cripple your pip progress and prevent any further hooking for the rest of the game. We even derank if you heal, on a directly 1:1 ratio with how many points we get for each injury we inflict.

    I hear that people get long queue times now, and it's not down to the ranks anymore. After this month's reset I went up to rank 8 and I get rank 2-4 players in every game, so the matchmaking criteria is very broad now. The queue times are because less and less people want to play Killer, and those that are will either min-max the game and are genuinely god-tier, or they're here to be toxic because the game isn't even resembling a mild balance anymore.

    I think you're missing my point. I'm talking about whether bad behaviour towards someone who doesn't deserve it is justified. Whether it's understandable, whether it's likely to change, whether there are factors within the game that contribute to that person being more inclined towards bad behaviour, are all irrelevant as far as I'm concerned. If what you're trying to say is, "yes, taking your upset out on undeserving third parties is okay if you're having a really, really bad time" then I strongly disagree but I don't think I'll be able to change your mind easily. At this point, though, I'm just repeating myself so once again, I think the only productive conclusion is to agree to disagree.

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223681#Comment_1223681

    Wow what a strong argument! Last bait i made was in January when i clamied killers have second chance perks like enduring, spirit and for some reasone that thread came back to life recently. I genuinely wanna know what makes you think this is a bait? Just because im not a killer main dosent mean its a bait

    If you genuinely want to have a discussion and aren't just trying to start a fight, it's not. Especially recently, a lot of people tend to get actual bait threads confused with those that are simply controversial or emotionally charged.

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223685#Comment_1223685

    People are either toxic because they came here to be toxic, or they are toxic because something has changed in their experience of the game that has prompted them to consider it fair and warranted. I believe the fact the game so severely favors survivors is a large part of that, that is what I'm saying.

    Well.. I'm sorry to hear that. @angematias basically beat me to anything I wanted to say: someone having a bad day never justifies them taking it out on other people - by very definition of the word, as it is undeserved and therefore unjust. There is a difference between a feeling or impulse being understandable or explainable, and the resulting action being justified. Whether they consider it fair or warranted is irrelevant (at least if you believe in objective morality, as I do - if you happen not to, we may just need to agree to disagree.)

  • The only ones I know of are this company: http://www.gecco.co.jp/products-en.html

    Currently, they only have The Trapper and (in preorder) The Hillbilly available, but it seems like they're planning to add more DBD characters eventually. The official DBD Twitter has shared these statues in the past, so presumably they're officially endorsed or affiliated in some capacity.

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223670#Comment_1223670

    Yes and I still think what I said is relevant. Killers are at a distinct disadvantage, everything we are meant to be able to do has been countered heavily, everyone can run DS and borrowed time and mettle of man and we're left getting deranked just because DS fired on us. Killers get crippled by SWF with comms and how survivors have an extremely strong meta that punishes and negates everything, and thus I believe my points contribute to why killers give up and end up doing things like insidious-bubba and whatnot. They have no incentive to play seriously and get their rank up, they get 1 achievement once for maxing their rank and there's nothing else ever again except longer waiting times. Survivors get to meme on killers, so killers just end up giving up and meme'ing back.

    So just to be clear... if you understand what is meant by toxicity in this context, then you are saying that the fact that you're not having fun justifies behaving unkindly towards other people?

  • @Traslogan said:

    So the basis for your counterpoint is that toxicity requires toxicity for someone who will be toxic to do so?

    My point is the game leans so heavily into favoring survivors, especially with more than half of all games now being SWF, that killers have lost the fun in the game. If we don't get like 10 hooks and max out our chasing score and farm you for deviousness points, all while somehow keeping gens alive for the gen pip, we can't rank up at all. It's very easy to double-rank-up as killer if you can get the first rank-up point, but very tough to get the first point in general. For some reason you are running with this assumption that toxicity only occurs because other people are being toxic, which then begs the question why were those people being toxic, and your argument loops around.

    The fun of the game leans massively into the survivors now, SWF might not blatantly win that many more games (9% more or something iirc), but it can very quickly cripple the fun for the killer. that is why killers justify toxicity, I bring up DS a lot because it is a very prime example of the issues. DS is ranked as the most popular survivor perk for a reason; everyone takes it and it stacks for some reason despite being built to counter tunneling supposedly.

    Either you're trying to say that the fact you're not having fun justifies rude and ill-mannered behaviour towards the other players, or you've misunderstood what toxicity means in this context. In case of the latter, it's best if we clarify that toxicity, as is being discussed in this thread, was defined by the OP as "nodding your head while facecamping or playing insidous bubba with a mori" (the latter of which was later amended to "nodding there head or letting everyone bleed out if they somehow get 4 people slugged"). In other words, we're not talking about strategic behaviours like camping and tunnelling, we're talking about behaviours that do nothing for the killer strategically and are only employed to hurt or anger the survivor players.

  • No, they'll probably be answered in a stream of some kind. It usually takes them a couple of weeks, so this is pretty normal, but I'm sure we'll be seeing the answers soon.

  • It's more a human thing than a killer thing - I suppose it's just a lot easier to do as killer because you can take out your bad mood quite violently on the opposition in a way that you can't so much as survivor. And the reason people try to justify it is because no one likes to be held responsible for their bad behaviour. It's easier and more comfortable if they can rationalise it to themselves and others instead of being forced to confront the fact that they're just a jerk.

  • I almost always forget about it. When I see it there and remember, I use it, because I know it's useful, but most of the time it just doesn't occur to me. I think there may be some merit to your idea of having it appear as a pop-up or something more attention-grabbing.

  • I know this is about matchmaking, but I would seriously recommend using that fun-rating thing. The data from that helps them to identify problem areas in the game when it comes to player experience, like particular maps, killers, perks, items, etc. (although matchmaking, of course, is something they already know about and are working on fixing).

  • I hope you recognise the irony of asking your readers to "be objective" right after you've finished telling us that survivor gameplay is boring and implied that it's excessively easy.

  • @Waffleyumboy said:

    Guaranteed 2k is balanced to the devs I'm pretty sure. 2 survivors will get to do chase and the others will get to do a bunch of gens. Balance.

    Just for the sake of making sure everyone is on the same page, the devs balance around a 2K average, not a guaranteed 2K. So the idea is that killers should get 3-4 kills about as often as they get 0-1 kills, as opposed to getting at least two kills in every game.

  • There is no officially confirmed release date, but I remember that when the PTB first came out, the Rift was shown as "closing in 91 days". That would indicate that the Rift was at least planned to officially open three weeks after the start of the PTB, which is a bit over a week from now.

    As for whether or not you'll get a head start based on XP earned in the interim, the answer is no. Progress in a Rift can only be gained while that Rift is open, either from XP earned during that 70-day period or through completing challenges in the corresponding Tome.

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