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Fibijean

Fibijean

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Fibijean
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  • I unlocked From The Void She Kills the other day without even farming for it, and it was the highlight of my week. I also completed the Rift a couple of games later which only made it better 😊

  • You know you can remove the traps, right? You really shouldn't be dying to an RBT unless under extraordinary circumstances.

  • I just looked it up, and apparently PS4 has a feature called Share Play which does effectively the same thing. Maybe you could set that up with your friends so you can spectate their games while you're waiting for them to finish?

    https://www.playstation.com/en-au/get-help/help-library/apps---features/playstation-apps---features/share-play-on-ps4-and-how-it-works/

  • @Saitamfed said:

    What? So I didn't need to grab him from a gen? Thinking that I needed to do that, it was very hard. Bad translations doesn't help. :(

    No, any grab will do. Gen, hook, totem, gate, etc. As I mentioned above though, vaults are usually the easiest.

  • Not all games are supposed to be calm or relaxing. That was never the point of DBD - it's marketed as a horror game, after all. And fun is subjective, so whether or not it succeeds at being fun depends on who you ask.

    Not saying all your other complaints are invalid, just that your premise is flawed.

  • @choffox013 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207109#Comment_1207109

    I mean I The lobby without your friend in the match. What I say is the same spectating mode even if you are not in the same match

    Ah, I see. Well, I know that's already an option on Steam, but you do it through the Steam client itself, not through the game. Which platform do you play on?

  • As others have pointed out, they can't change it because Microsoft and Sony won't let them as long as it's still technically possible. In theory, they could make it impossible by changing the Torn Bookmark or something and then request to have the achievement changed on that basis, but I can't really see them doing that.

    It's a total pain, but it is possible. I got it a couple of weeks ago. It's not the kind of thing that you can get by happenstance, because in order for it to even be possible you need to equip an add-on that no one in their right mind would use otherwise, but if you just go into games with a torn bookmark and the aim of getting the achievement, you will get there eventually. Generally, the best way to do it, short of farming, is to injure a survivor during a chase, and then let them get to a window or pallet vault (try to get the first hit without blinking, as you'll need all three of your blinks by the time they get to the vault). Once they vault the first time, start blinking back and forth from one side of the vault to the other, which will hopefully motivate them to start panic vaulting back and forth, and with any luck you'll be able to aim a hit at the vault after your third blink and grab them.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193227#Comment_1193227

    Leather armor was common for a reason. You would be surprised how often leather stopped stabs... although GF isn't using that type of leather...

    That's not a stab, it's a slice. When I said "if the knife is sharp enough to stab someone", what I meant was "if the knife is sharp enough to be his killing weapon of choice". Leatherworkers use knives for a reason, too - because they slice straight through leather. Especially thin leather like Ghostface's gloves appear to be (which, incidentally, as you yourself pointed out, is not the type that you would make body armour out of because it offers little to no actual protection).

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207148#Comment_1207148

    Thanks for the answer! One more question though. Is it supposed to work when I’m slugged? Cuz I don’t think it does.

    No, you're right, Iron Will only takes effect when you're injured.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207147#Comment_1207147

    I'm genuinely interested to know, how was any patch in the last 12 months significantly survivor sided?

    And I wouldn't say that I think any of the patches are done because BHVR devs just like survivors or killers more. I'm more of the opinion that changes that are happening are necessary for killers, but have been to the detriment of solo survivors - who are unfortunately just lumped in right alongside SWF without any of the luxuries that make SWF so strong and are the reasons for the changes being made.

    I didn't say any patches were significantly survivor-sided, except the last mid-chapter, which as I identified was mainly survivor-sided in its presentation rather than its content. I think that the patches on the whole tend to be quite balanced when looked at objectively.

    Your perspective seems like a reasonable one, although I can't think of any recent changes that negatively affected solo survivors in the way you're describing. From everything I've observed, the devs are very careful about not doing that, and pretty much every change they make, they implement only after asking themselves, "will this widen the gap between SWF and solo players?" and making sure that the answer is "no".

  • I'm starting to wonder if all the people in this thread who think being stealthy and prioritising your own survival should be punished under "refusing to participate in normal gameplay" would say the same about something like facecamping. Dick move? Sure. Rule-breaking? Not at all.

    Yui definitely did the wrong thing there. Feng was right to report her. Intentionally selling out another survivor to the killer is always breaking the rules, no matter what the other survivor did or didn't do. You going along with it, and rewarding her for it (or appearing to) is... iffy. On the one hand, there's nothing wrong with taking advantage of all the information you have at your disposal, nor with giving a survivor the hatch if you think they deserved it for playing well. It's the context that makes those actions dubious in this case. Rewarding a rule-breaker, even if you're not rewarding them for breaking the rules, is morally questionable at best. If I were on the Support team receiving that report, I probably wouldn't ban you over it, but it would be a tough call and honestly I'm glad I'm not the one who actually has to make it.

  • You shouldn't hear your own groans either. However, it is possible that the killer had Stridor equipped, which hard-counters Iron Will to some extent. Survivor sounds are also a bit buggy at the moment, so that's the other possibility.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207107#Comment_1207107

    https://forum.deadbydaylight.com/en/discussion/comment/1207119#Comment_1207119

    https://forum.deadbydaylight.com/en/discussion/comment/1207122#Comment_1207122

    Nah fam - the last year+ has been steady additions of mostly killer-centric patches.

    But, to answer @ChosenPython46, it's because SWF exists within the survivor community and has had an advantage over killers. Though they may not be the majority of teams, it's enough to render Killers' games against them insufferable. So, adjustments that affect all survivors are being made to make the SWF/Killer dynamic much more balanced. Unfortunately it really causes solo survivors to start to feel like their matches are insufferable instead...but we'll have to see how/if/when that is addressed in a future update. They can only please so many people at once.

    The last mid-chapter - and I'm saying this as someone who doesn't believe that there is an existing bias towards either side in general - was one of the most survivor-centric patches I have ever seen, at least in the way it was presented. I suspect this is a case of confirmation bias - you expect to see killer-favoured patches, and so you take note of the killer buffs and survivor nerfs more than you do the reverse.

  • Being straight, I'm not personally attracted to her, but in my opinion she is the most objectively attractive of the bunch.

  • There has been an option to spectate other players after you die pretty much since the game's inception. I'm a bit confused as to what makes you think this feature doesn't already exist.

  • The short answer is, they don't.

    Every time a new patch comes out that contains more buffs for one side than the other, people start complaining about a double standard that doesn't exist. If anything, the frequency of changes which inspire this kind of reaction in players on both sides would suggest that neither side is actually favoured over the other when it comes to balancing.

  • To elaborate on the above, killers actually tend to have higher killrates at lower ranks, because the way the game is designed, killer is easier to play than survivors when neither party knows what they're doing. So it's to be expected that low ranked players will have trouble surviving, especially against a killer like Doctor, who has a low skill threshold and abilities that directly counter the biggest tool in a new survivor's aresenal (stealth). In other words, Doctor feels strong to you because his weaknesses are not the sort of thing that new players typically know how to take advantage of. The solution isn't to call for nerfs, but to identify his weaknesses and learn how to properly exploit them.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205474#Comment_1205474

    Lol what?

    Imagine this killer being a judge.

    "We find John Lennon, murder victim of David Chapman, GUILTY!!!"

    Yeah, it was pretty weird. I tried to explain that to him in postgame, but he just went, "it doesn't matter, I made my point". And it was like... but did you, though?

  • @[Deleted User] said:

    People in this game have really odd ways of trying to put themselves above you.

    I played a killer match a few nights ago where I killed 3 and 1 escaped. The one guy who escaped sent me this message.

    "gg, but try not to camp and you might get more lol"

    I don't think this guy was trying to be rude, but... "get more"? Get more what? Get more kills? He was the only one I didn't kill. I guess it's possible he might've been talking about getting more bloodpoints, but I had somewhere around 25,000.

    I once had a killer facecamp a guy who got farmed off hook, allegedly to teach the person who farmed them a lesson.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204314#Comment_1204314

    "Maybe one of the people who told you to die just had the worst day of their life so they decided to vent at you."

    It's a nice sentiment, but I've always really hated this excuse. I already know everything I need to know about a person if they're willing to be a douchebag to someone they're most likely only going to see once in their lifetime.

    I agree with you. Genuinely good, kind people don't feel the need to make death threats against strangers, no matter how bad a day they're having.

  • It makes him feel better about himself to pretend he's better than you.

    I've experienced the reverse a handful of times - I recently had a guy about ten ranks above me boast about beating me (a fourth-game Nurse) in post-game chat. Really says a lot about a person when they can take pride in that sort of thing. (He wasn't good either - tried to loop a Nurse like you would an M1 killer, and only got away with it because I was so hopeless at controlling her.)

  • @Kate_cx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205236#Comment_1205236

    You seem like you work at BHVR. Do you know when the matchmaking is going to be fixed or when this new system comes into place?

    I'm just a community member who likes to keep myself informed about what's going on, I'm not employed by or affiliated with BHVR. But even those who do work there aren't allowed to reveal the anticipated release dates of upcoming changes until officially approved to do so, so unfortunately all any of us players can do for the moment is hope for the best.

  • @Kate_cx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205230#Comment_1205230

    I guess that's true.

    It just concerns me because of matchmaking and how newer survivors who could be solo are going against a fully experienced Doctor and have teammates using Borrowed Time. It's more stressful in their shoes.

    That's true, though I would say that's a problem with matchmaking, not the feature itself. Balance changes should never be made to compensate for existing issues (especially ones, like matchmaking, that are hopefully soon to be fixed).

  • @Kate_cx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1203720#Comment_1203720

    But that's not always the case, especially within the majority of most matches. You need to consider the type of Doctor's that will go out of their way to tunnel and not give up. Plus, this is probably a huge issue for newer survivors as they're an easy target for the Doctor.

    The point is, madness 3 shouldn't prevent mending as it's basically killing you slowly.

    I would disagree that this is a problem in most matches. I have been deep wounded while in Madness III a bunch of times since this change was introduced, and haven't gone down once. It's just a matter of resource management.

    I never said that it wasn't a problem or gave an opinion on whether it should be changed, I was just sharing what we've been told was the reason behind the change, and some tips as to how one might avoid falling victim to it, for the sake of the OP and anyone else who might be having trouble.

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1203720#Comment_1203720

    Pretty sure you don't even need "plenty of time" right? The mending bar stops decreasing the moment you begin to mend I thought. So you only need half a second to start the mending process and then you're good.

    Right, which is why the two or three seconds you usually have remaining at that point is plenty of time.

  • @AtraXis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1203726#Comment_1203726

    So I'd like to add something about your second paragraph. It's more situational, but there's a situation where I don't hook the survivor I downed, and it's if I already have someone hooked and that I know the survivors are already in a bad position. Instead of hooking the survivor I just downed, I go back to the other one hooked because I know that it's the perfect time to rescue him, so I can get more hit or downs. Again, it's situational and I don't do this every time, but it's also a good way to keep or increase the pressure.

    Sure, that's why I said it's something that needs to be employed strategically. There are absolutely situations where it's appropriate to slug rather than hook, but the problem I see is too many people see their favourite streamers slugging every game or saying things like "you have to slug to win now" and they take that to mean that they should always slug right after they down someone regardless of circumstances, which is, more often than not, a mistake. Slugging is a good tactic to have in your arsenal, but it needs to be done with a plan in mind, otherwise all it does is lose you points.

  • I'd just like to add to the above that slugging is overrated as a method of applying pressure. What I mean by that is that slugging every time you down someone is more likely to lose you the game than win it. If you can get another down by slugging, by all means go for it, but it's a strategy that needs to be employed strategically and requires a lot of game awareness to do right, such that it actually does work to increase pressure and doesn't just waste your time.

    A much more reliable way of applying pressure after you've downed a survivor is hooking them. Not only will this get you closer to the best means of applying pressure (kills) in a way that slugging will not, but it is also, for that reason, a far better way of compelling survivors to get off generators and go for the save.

    As a survivor main, I can tell you that most of the time when someone is downed, I ignore it, because I assume the killer is hanging around nearby or about to pick them up and it would be too dangerous. Plus, it's possible that they have Unbreakable and will get themselves up. If the person is lying on the ground for maybe 20 seconds or more, and/or the killer is clearly in a chase with someone else, then I might consider going to pick them up. If they were hooked, I would know that they can't rescue themselves, the killer is probably not hanging around near them, and it could seriously hurt my chances of survival if I ignore them and let them die, so I am much more likely to get off my generator sooner and go save them in that situation. Basically, from the survivor perspective, a hooked teammate feels a lot more threatening than a downed one does, and that's what pressure is all about - making the survivors feel threatened.

  • It's intentional. I believe the idea behind it is both thematic and practical consistency. Basically, being in Madness Tier III is supposed to stop you from being able to do basically anything, and they decided that mending shouldn't be an exception to that.

    The best way to prevent it from being a problem is to sprint until you're sure you're not being chased, and then start Snapping Out Of It the moment you stop sprinting. Assuming you don't fail the skill checks (which you shouldn't, they're pretty easy to hit), that should still leave you with enough time to mend afterwards.

  • Reports do get looked at, and people do get punished for them, but there is a line when it comes to abuse and harassment. They'll ban for death threats, but they won't ban for "gg ez baby killer".

    If it makes you feel any better, they do get punished for it, just not directly and not by the game developers. Behaviour like that is destructive to a person's character. You reap what you sow. If you tell yourself that it's okay to be unkind to someone because they're bad at a game, and pat yourself on the back for it, and keep doing it, you will turn into (if you aren't already) a habitually unloving person who no one worthwhile really wants to be around - which, in my opinion, is a far worse punishment than a ban. Basically, people like that are playing themselves, they just don't know it yet.

  • Whatever the wiki says is probably the most information anyone here can give you unfortunately, short of perhaps the dev who designed the system. Public details on how emblems work are intentionally vague - the wiki only has as much information as it does because they look in the game's code itself. If they can't get any more information from scouring the code than they already have, it's not likely anyone else will have access to it either.

  • Personally I found about as much to like in this Tome as I did in the last one, and more than I did in the first. They might be trying something a bit different to what they usually do, stylistically, which happens to be more my speed than much of what they usually put out but may not be everyone else's. It may also have to do with the fact that I don't mind recolours, especially if I happen to like the new colour better than the old one (as in the case of the new Claudette outfit, for example), because I very rarely buy Store cosmetics so to me it feels like being given random existing cosmetics for free.

    I just put it down to different strokes for different folks, but disappointment does seem to be the popular response at the moment, unfortunately, and I can understand that as well.

  • @Humanarian said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200146#Comment_1200146

    The map was Blood Lodge of Autohaven Wreckers realm, with a few good loops and pallets spawning really close to each other (jungle gym into 2 loops with 2 pallets around the garbage into the lodge itself.)

    I think not breaking the pallets immediately could be a mistake I've made. I was trying to mindgame the un-mindgamable, hoping for the lack of a good reaction time from a Survivor.

    That seems likely. Sometimes you can do that with longer loops if the survivors panic, but against competent survivors (which it sounds like these were), not breaking any but the most unsafe pallets will generally lose you time in the long run.

  • @The_Bootie_Gorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201019#Comment_1201019

    as long as you have a stable connection πŸ‘πŸ‘πŸ‘... i've noticed my friend's houses that are older seem to be problematic for wifi, even older apartments. I've always had no luck with wifi 😭

    It can depend on layout as well, since wifi signals have trouble travelling through solid objects (like walls).

  • @The_Bootie_Gorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201001#Comment_1201001

    would it be possible to run a 100ft cable to the router πŸ˜‚... my ps4 is less than a few feet from my router, but my pc is on the otherside. I tried a wifi usb connector but i wasn't happy with the loss of packets...i just opted to get a 50 ft cable instead πŸ˜‚...

    There are doors and hallways and stuff in the way, so not really unfortunately. Still, the connection is actually more stable than it sounds, I usually have a consistent ping of about 30 in DBD.

  • Ethernet isn't really an option for me because the router is on the other side of the house, so I use one of those little USB receivers. I'm lucky I live in the same city as the local server.

  • Marry Dwight. Kindness and loyalty are important to me.

    Kiss David or Jake. They both seem like they'd be good at it.

    Kill Ace. I don't trust him.

    As for the Killers...

    Marry Billy. He's a cutie pie.

    Kiss Trapper, cause he looked pretty cute in his lore. Be nice if he took the mask off for it, though.

    Kill Clown, because he's probably among the least redeemable of the bunch.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200092#Comment_1200092

    It's really not. Never once have I felt anything resembling an "intense" feeling from the struggle phase. If anything, I feel "tedium", which is the opposite.

    Perhaps it doesn't work for everyone πŸ€·β€β™€οΈ I never said it was exciting, just more exciting than just sitting there. If that's not the case for you, that's fair, but I think it probably is for a lot of people, as much as we might despise the mechanic itself.

  • @SunaIIanu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200118#Comment_1200118

    You're right :)

    I just wish they would take the time and fix some old cosmetics. Sure, it's a minor thing and doesn't affect gameplay, but it would still be nice imo.

    Yeah, I know what you mean. I notice sometimes in the Patch Notes that they do fix a cosmetic or two, so maybe they'll get around to Feng's eventually. If you file a bug report whenever you notice one, that also may help with getting it fixed faster.

  • @SunaIIanu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200096#Comment_1200096

    Don't want to be pessimistic, but I'm afraid that bugs will kill some of the synergies, because some of Feng's cosmetics can't be combined without getting weird holes between them.

    Hopefully the Devs paid attention to that this time.

    I guess we'll have to wait and see when it comes out 😊

  • To be perfectly honest, it might make a difference, since quality of the submission is one of the judging criteria. However, as Misti pointed out, originality is more important. As far as lore goes, I had the same problem to begin with, but then I figured, the devs don't really worry about the lore when they make cosmetics and just kind of make it fit after the fact, so we probably needn't worry too much about it either.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199081#Comment_1199081

    Nawww that's a shame. If that's how it works it'll be weird seeing people wearing the hood and not the jacket (if they don't bind the two options together that is).

    I expect it will join the ranks of cosmetic pieces that are very easy to make look weird, but at the same time may have some interesting aesthetic synergies that most people never thought of.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1195087#Comment_1195087

    However, there is a valid counter-argument to be made that the struggle mechanic assists with immersion by keeping the player engaged with their character's physical struggle (although in this particular case, I personally feel that the negatives far outweigh the positives).

    I think the near universal consensus toward button mashing not being immersive would make that counterargument not valid. :P

    It's more intense than just sitting there watching your character die. It may not be the most immersive solution, but I do think it succeeds to some extent in what it sets out to do.

  • @Humanarian said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199072#Comment_1199072

    How am I supposed to have a recording when I'm not a streamer? Is there even anyone who just randomly records their gameplay? No, I don't think so.

    What I ask for is a strategic advice, not something regarding my micro/mechanics/mind-games. What happened in the game is that I chased one survivor who got really lucky with the loops, running into a new pallet every time before there was a chance to catch up to them, because those pallets spawned rather close. The most obvious advice I've been getting is to stop chasing that one person and switch to another, but I just don't understand what that would even change. It would still be 1 Survivor in a chase and 3 on gens, except for me having to waste even more time actually finding another person.

    Yes, in fact there are people that do that. Again, careful with that aggressive tone if you want people to be nice and actually help you.

    The difference that chasing another survivor would make is that it sounds like the first one was beyond your skill level, so you were wasting too much time trying to chase them. If you had switched to a different target, you might have found the second person easier to actually land hits on.

  • The Bunny Feng one? I looked at the icons in last PTB's files, and there are separate icons for the head and torso, so my guess would be not.

  • The PTB was released on the 7th at 11AM; the live patch hasn't been given an officially confirmed date yet. However, given that the PTB Rift claims to have "91 days remaining", my guess would be that the live patch is at least planned to release in three weeks' time, on April 28th.

  • @Humanarian said:

    It's really... REALLY disppointing that on this forum nobody can give a solid advice on a problem like this. It's as if everyone who plays a Killer well want to keep that kind of information to themselves.

    Well, you're not giving people a lot to go on. If you had a recording of your gameplay or something, it might be easier to point out what you did wrong, but if you just say "4 gens got done within the first 2-3 minutes and I never got a single down even though I was always in a chase", that could mean just about anything. There are so many variables there that could be affecting how that game turned out that it's nearly impossible to give you any advice that's specific enough to be useful. The best I can do from that information is say that it sounds like Cheers was right, and you spent too long focused on the one chase against a survivor who was too good for you, allowing the others free reign to do whatever they wanted (generators).

    Also, implying that the other members of the forum owe you advice and are selfish for not giving any is rather rude, and not likely to make people feel more inclined to take time out of their day to help you.

  • It's not bugged. Dead Hard was one of the things they specifically addressed in relation to latency on the last stream. Because the perk relies, more than most things, on split-second accuracy, it tends to get screwed up by latency more often. They revealed in the same livestream that, as part of their initiative to reduce the impact of latency in the future, they also have plans to address things like Dead Hard on an individualised scale, but that will take some time. It's not a matter of just finding where the code went wrong.

  • If you mean suggestions for the game, this is the place to post: https://forum.deadbydaylight.com/en/categories/suggestions

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