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Fibijean

Fibijean

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  • I'm cool with that. I'm probably just trying to get rid of the darn thing anyway, so I don't feel like I wasted it when I prestige.

  • @deeziebaby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1195164#Comment_1195164

    They don't make enough money from the initial price of the game, dlc every three months, overly priced cosmetics that they also need to do a battle pass on top of all that just to do the bare minimum on fixing bugs (a lot of old bugs keep coming back btw) and this terrible dedicated servers?

    That's not at all what I said. What I'm saying is that generally, the better funding a project has, the quicker and easier it is for the people working on that project to get their jobs done.

  • It's hard to really make a judgement on that without context, because there are situations in which being stealthy and hoping the other person gets found first, as one of the last two survivors, is pretty much the only strategically sound play (for example, if all the generators remaining are very close to each other, or the killer has something like Surveillance active). It's very boring for the killer, but whether it's taking the game hostage is debatable at best.

  • I'm not certain, but it's possible that they ask you to rate the Support you received every time you get a response from them, not just when your problem is resolved. What did they say? Did they tell you that your ticket had been closed?

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1195379#Comment_1195379

    I don't think the day just before is not a good date. It's like leaving the homework for the last moment.

    Also yes, it's confirmed

    https://us.v-cdn.net/6030815/uploads/748/BXWGYNEDIRU0.jpg

    And they don' t have to wake up, they have the news automatic, example is, the date mistake for Zarina's lore, and that their news are updated at exact hours o'clock.

    He said he would be sharing more details this week. That's not the same as a confirmation that the PTB itself is this week, and "this week" only started an hour ago, so as Elena said, there's plenty of time left for that update to come through. I'm just saying temper your expectations a bit. If you assume that whenever someone says "I'll do it next week" they mean "I'll do it before 10 on Monday", you'll be disappointed a lot.

  • Balance changes should never be made on the basis of queue times. Remember that balance changes affect all players globally, and queues in your region, on your platform, at the time of day you play is just one of many, many possibilities and doesn't necessarily align with everyone else's experience. For example, I personally find that killer queues are instant in the early evenings, and get longer and longer the later it gets.

  • The date for the PTB hasn't been confirmed yet. As for the update, I'm sure we'll get one soon. It's 9:30am on a Monday in Montreal, give them a bit of time to wake up first.

  • Because the current matchmaking system is bugged. Rest assured, a fix is in the works.

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/927/HH691ZWG6DKH.png

    We’ve observed a growing Community concern about matchmaking in recent months. Matchmaking wait times have exceeded our targeted limits and we’ve seen rank disparities fluctuate. In this Status Update, we will go in details on factors impacting the matchmaking, our current matchmaking system and our future solutions.  

    https://us.v-cdn.net/6030815/uploads/793/ZSC8B6CPRDCP.png

    Above are the three variable factors in matchmaking, with a fourth being the number of players on each role, with an ideal ratio of 4 survivors for 1 killer at all times. When dealing with matchmaking, we need to decide how much to focus on each of the factors. If we focus on one point, the other points will see some sort of impact. For example, if we focus on time, your matches will likely end up being less fair, and you might get paired with people further away. Dedicated servers have helped us ensure a stable connection, with over 90% of players being put into matches with 150 ping and under. Our goal is to get you into a match as quickly as possible with a good connection, without compromising too much on fairness.  

    This is a difficult task in a game like Dead by Daylight, where both sides have different objectives and cannot be directly compared to one another. We’ve attempted to address this in the past with the Emblem system, but upon further review, we’ve concluded that rank does not directly correlate to skill. While a player who plays a lot will tend to be better than someone who plays very little, there are also players who are good at the game but don’t play enough to reach the upper ranks. 

    To help improve with the fairness factor without sacrificing wait times or pings, we will be making two changes. The first is a new system to better reflect a player’s skill level, and the second is a change to the matchmaking system to create fairer matches. 

     

    Going forward, we will use a hidden skill rating for matchmaking purposes. Your skill rating will increase when you do well and decrease when you do poorly. To keep this as fair as possible, the system will predict the outcome of the match based on the difference in your opponent(s) rating and adjust the amount your rating changes: 

    • If your rating is higher than your opponent(s), your rating will increase less if you win and drop more if you lose. 
    • If your rating is lower than your opponent(s), your rating will increase more if you win and drop less if you lose. 

    This way, even if you aren’t perfectly matched with people of the exact same skill level, your rating will not change unfairly. 

    In the future, we would like to extend this system to support different ratings for each killer, allowing you to practice a new killer without being immediately matched against high skilled players. This may not be included in the initial launch of the feature. 

     

    Additionally, to make sure that your matches are as fair as possible, we will be switching over to “batch matchmaking”. 

    Currently, our matchmaking system takes the player in queue and looks for a match close to their rank. If it is unable to find an appropriate match, it will gradually expand the search range until it is able to give you a match. This can lead to both unfair matches and long queue times. 

    The new batch matchmaking will instead pool a larger number of players together, compare their skill levels, and then create the fairest matches possible simultaneously. With a larger pool to pick from, we hope to improve the fairness factor of matchmaking while also keeping pings and wait times low.  

     

    The release of these changes will be gradual. With the release of the mid-chapter update, we are able to start tracking skill levels. For the time being, this is only a test and is not being used for matchmaking purposes. Once we are confident that the skill rating is working as intended, we will be running tests on live servers. 

    When this happens, you may notice some disparity in ranks during your matches. This is to be expected as rank will no longer be used for matchmaking purposes at this time. To avoid confusion, we are considering removing ranks from the post-match scoreboard once testing is complete, as they will no longer be relevant to matchmaking. Ranks will remain visible only to you for bragging rights and a goal to work towards, but will be a reflection of your dedication to the game rather than skill for the time being. 

    We are confident that these changes will allow us to create fairer matches without losing sight of our goals; to get you into a match as soon as possible with a solid connection. We’ll be sure to keep you posted on our progress as we move forward. 

  • @chaosdriver said:

    First of all there's a ton of people that enjoy doing the rifts.

    Second: the devs have different departments for different things! Theres a department for bugs, maps, characters, ECT. just because you have them stop working on the rift doesn't mean the bugs will get fixed any faster.

    If anything, it would mean they would get fixed slower. Everything that happens behind the scenes on the game, bug fixes included, costs money, and the Rift is a money-spinner however you look at it.

  • As a completionist, it bothers me that you're only missing two killer teachables. Go unlock those perks so I can sleep at night.

  • I tend to care more about aesthetics than I do about balance, since I suck at looping anyway. I've just always really liked the lighting on MacMillan. I think it has the best ~spooky vibe~ of the three.

  • Great lighting on the Ghostface one!

    And the Oni one makes me laugh. It looks like he got distracted in the middle of the mori - "Oh, nice! A tongue!"

  • For me, there isn't anything like that in the game. I can think of a bunch of things that I personally think the game would be better off without, but none of them are objectively, irredeemably bad. The struggle mechanic, for example, I think ought not to exist, and in my opinion that hook phase should be automated. 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). There have been a couple of features in the past that I looked at and thought, "I have no clue what the devs were thinking there", but those things either turned out to be bugs or never went live.

  • @GamerGirlMiller82001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1194924#Comment_1194924

    Thx, I put my gmail thing and put the first name and last name down. And I confirmed it by going to my gmail. I should be good now :)

    Great, glad to hear it worked out 😊

  • You can put whatever email you like there, it's just the email you will receive updates to. So yes, your Google or Yahoo email will work fine.

    As for the name, again, you can put whatever you like. I gave them my real name, but I'm pretty sure the main thing they do with your name is use it to personalise email communications (e.g. "Hi John! DBD Mobile is now live!") So in other words, put whatever name there you want them to have to identify you by.

  • No, your brother is wrong. Only the people who earned those cosmetics during the relevant events should have them. If he got them without earning them, that's a bug.

  • @Halloween2005 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1194604#Comment_1194604

    Yea ik this perk sounds over powered, but if other killer perks are added I feel like this wont be a problem. Play with your food is kinda a counter. I dont mind your awnser though, it is a good thought.

    Well, the way I think of it, this perk isn't balanced. So if the game were perfectly balanced, this perk would throw that off. And if the game were in such a state that the introduction of this perk made it balanced, then that state prior to the perk's introduction could not be called "perfectly balanced". If that makes any sense.

  • I mean, maybe, but there's no reason to believe that there would be a Legion rework coming. Legion has gotten a disproportionate amount of attention in the last year or so, so he's probably not high on the priority list, especially since the designers have said they're fairly happy with where he is at the moment. Plus, as you say, they have indicated that they will be focusing their attentions on other killers in the near future. If I had to put money on it, I would say no, so I wouldn't get my hopes up if I were you.

  • Sorry, but no, not unless you want it to immediately become unbalanced again.

  • Awesome, I'll take it 👍️

  • Do I get a prize if I win?

  • That's not a question anyone here can answer, since the players don't know and the devs probably aren't allowed to say. I personally couldn't even hazard a guess.

  • @Lexilogo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193234#Comment_1193234

    The Ghostface Killers in the Scream franchise always clean their knives like that after a kill, eg. this example from Scream 2:

    https://www.youtube.com/watch?v=rXAkNeridiM

    Skip to the very end of the video 6 minutes in.

    Though I will say that particular example in Scream 2 definitely seems a lot safer than the animation used in-game, though I certainly wouldn't know.

    Yeah, wiping your blade off with your hand is one thing, doing it the way he does it in-game is the sort of thing you would do if you'd never used an actual knife before. Or if you didn't care, I suppose, but I figure even psychopaths would have some concern for their own self-preservation, since it's a lot harder to kill people if one of your hands is out of commission.

  • Yes, because they move first.

  • If you weren't good enough to (a) notice that he had NOED (which admittedly only the most experienced survivors are, but it is possible) or (b) cleanse the totems just in case when you had the chance, then I'd say yeah, you got outplayed. GG and move on.

  • Okay. I don't remember that part of the movie, but regardless, my point stands that it's a stupid thing to do.

  • @mustardgas2313 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1192267#Comment_1192267

    Ghostface is wearing leather gloves, plus the sharp side of the knife is near his fingers

    If that knife is sharp enough to stab someone, it's sharp enough to cut through leather easily. And whether it's his fingers or his palm he's cutting, it's still a really bad idea.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191754#Comment_1191754

    *Shrugs*

    Like I said, there's genuinely room to dispute my point currently in the moment, but eventually at some point in time in the future I don't think it will be viable to keep the current cost especially when considering the Bloodpoint grind. If people see that the bloodpoint grind is bad and they also see the grind to get new characters is equally so, then the whole title itself becomes synonymous with a general impossible or at least very uphill grind that permeates all facets of the game.

    At the end of the day, I am experienced with and love the content BHVR produces enough to buy every new chapter they produce, and cosmetics for some of my favorite characters (Ghostface, Steve, [probably Ash down the line]) to support the game and its upward trend. So the iridescent shard grind doesn't affect me all that much outside of cosmetics, at the same time it's hard to ignore the fact other people who have to grind out for hours on end only to get access to a blank slate of a character that needs even more grinding afterward for perks on top. And that eventually down the line they'd have to do this 40+ times to get access to every perk on the list just for their main on survivor and killer.

    It doesn't seem sustainable to me in the slightest, but ok. Agree to disagree.

    As I said, I think the bloodpoint grind is actually a problem. But that's a separate thing from the shard grind that we're discussing here, and you seem to be conflating the two.

  • "Without really doing anything" is a bit of a stretch. Unless they're the last survivor alive, they have to complete most of their objective in order for the hatch to even spawn, and then they have to find it before you find them. Perhaps there are adjustments that could be made to keys, but key escapes not actually as easy to pull off as many people seem to think.

  • By default, there are four, but the Pig has add-ons that can increase or decrease that number.

  • Yeah, I got From The Void She Kills earlier in the week and I guarantee I'll never touch a Torn Bookmark again.

  • I actually find Nurse really fun (admittedly I didn't play her a lot before the rework, so maybe I enjoy her because I don't know what I'm missing), as does my brother, who started playing the game a few months ago. We're both bad at her, of course, but we have a blast playing her. Not being a top-ranked killer, I can't comment first-hand on the viability side of things, but she is definitely still fun for those that approach her with the right mindset.

    I have way more of a problem with her new add-ons than her basekit, which are kind of fun but mostly work for meming around rather than enhancing her power, which I'm personally not a fan of since it now feels like a waste of my bloodpoints to unlock them knowing I'm never going to seriously use them.

  • @Thatbrownmonster said:

    There were at least 2 times where thoose auric cells only cosmetics became available with shards, I am unsure if we'll ever have that again

    When did that happen? I must have missed it.

  • If an outfit only has its price listed in auric cells, then yes that's the only way to buy them. That is the case for all licensed characters and their cosmetics (Nancy included).

    Store cosmetics do occasionally go on sale, but not very often - maybe a couple of times a year, if that. As for the auric cells themselves, I don't think I've ever seen them on sale, but I could be wrong. The only way to obtain auric cells, aside from buying them with real money, is to win a community contest (for which auric cells are typically awarded as prizes). Contests are generally held around major celebrations, such as Halloween and the game's anniversary in June.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1192308#Comment_1192308

    Well, I have pointed out how Hillbilly isn't really punished all that much before, on different threads. But the main point was they were using "THE" perk build. This would include perks like BBq, Spirit Fury and other perks that can really help a killer.

    When you combine something like BBq, insta-saw, Ebony Mori and other fun killer stuff, the game might as well be a point and click adventure game.

    The point of the Hillbilly side here wasn't about one specific part of their kit, but a combination of effects that can effectively carry a killer to an easy 4k, through detection, mobility, an insta-down kit AND a mori. I could have used a Devour Hope Nurse/Spirit and say that the totem wasn't cleansed and it'd still have the same relavent points.

    Well, the question I was answering there was "does one really have to be skilled with an insta saw". As for the rest, my point stands that if a killer gets lots of kills, that makes them definitionally skilled at killing, regardless of how they do it. Whether the way they go about it is impressive or praiseworthy is debatable, but also largely irrelevant as far as skill-based matchmaking goes.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1192259#Comment_1192259

    Well, does one really have to be skilled with an insta-saw? I did use the insta-saw/Mori Hillbilly to show that a killer can be simply carried by certain itema that they bring, and still be considered "skilled" through the example of a 4k, hoghlighting an ihpnherent flaw with this approach. But statisically, yes, he did kill more.

    I would say so. Billy's instadown is compensated by other areas in which he's lacking, such as his bad handling and stun whenever he runs into anything. In other words, it's balanced. If an instasaw were an easy 4K the way you're implying, Bubba would be the undisputed strongest killer in the game.

  • @Satelit said:

    Just wanted to say that if you plan on starting as survivor I heavily recommend buying the Halloween chapter for Laurie Strode.This is purely for her perk Decisive Strike,a lot of killers at low ranks tend to focus only 1 person and this perk will help a lot (as for her other perks Sole Survivor is really bad and Object of Obsession is inviting the killer to chase you all game,don't touch it)

    Decisive isn't likely to do a new player much good, though, considering most of them can't hit skill checks for love or money.

  • More like Ghostface likes severing the arteries in his hand. That is not how you clean a knife, makes me wince every time I see it.

    I'm not really sure if you're looking for actual answers or theories, but the simple answer is that there are some things in the game which don't align with the lore but which exist nonetheless to improve the gameplay experience. The fact that multiples of the same survivor can appear in a single trial is another example.

  • Who played more skillfully in that round? Probably the Clown. But not because he pipped, because he didn't rely on artificial (meaning, in this case, not skill-based) methods to secure kills.

    But who was the better killer? The Hillbilly, without a doubt, because he was more successful in completing his objective - that is, killing. If the Ebony Mori hadn't been involved, I would have said that the Hillbilly was probably better and more skilled.

    Ultimately, skill in a game only matters to the extent that it helps you to complete your objective. Thus, player skill is most accurately measured by how successful a player is on a macro level (that is, overall, not necessarily on a match-by-match basis) at securing their objective.

    It's natural, and understandable, that most people don't want to recognise someone who uses overpowered or unfun tactics as someone who is good at winning, because of the cognitive dissonance there - we don't like to associate positive things like winning and skill with what one might consider negative behaviour. But I think it is important to draw that distinction, because it's relevant to how we consider the balance of the game that we are able to discriminate between what is admirable or praiseworthy and what is effective.

    In short, if we have to pick one or the other to represent skill, I would say pick kills. As I see it, this isn't really about skill, because I don't think skill is subjective in the way you're suggesting. The real question here is whether skill alone is something we should respect and seek to emulate or even reward, or whether there is another important factor (Sportsmanship? Realism? Fun?) that needs to be taken into account.

  • DBD isn't a team game, it's a cooperative game, which isn't quite the same thing.

    As for those survivors, yeah it sucks when it happens to you but I can also understand why they do it. I used to run around trying to get everyone together whenever I had a key and found the hatch, but more often than not it ended up getting me killed. Now I just hang around on the hatch as long as possible, hoping the other survivors will stumble across my position and join in the escaping fun, but if the killer gets too close, I just leave.

  • @kijugangster said:

    Thanks for all the answers guys. You've answered my questions. I think I will give this game a try. Even if I will exceed 2 hours gametime to refund it, I don't think 6$ is a super wasted money :)

    Do you think getting any dlc is necessary(for perks or killers/survivors) or am I good to go with base game?

    DLC isn't necessary, though it will enhance the experience. Most of the DLC content you can get by grinding in-game anyway, the only exception being licensed characters. But there are no particular perks that are so powerful that you need them to do well, and three of what are generally considered to be the top 5-6 killers in the game are free with the base game (Nurse, Hillbilly and Huntress - although it's worth noting that Nurse in particular is not at all new player-friendly).

  • Do people really not expect the killer to come straight back to the hook when someone gets rescued? Is that a thing now? I always assume that the killer will come straight back the moment I unhook someone unless they're already in a chase, the same way I assume a killer will beeline towards an exploded generator if they're not busy elsewhere, because that's where the survivors are. It's simply logical.

    As for the tunnelling thing, that's up to you. Sometimes I will pretend I didn't see the unhooked guy out of mercy, but you definitely shouldn't feel obliged to do that, and no one else should give you crap for not doing it.

  • Just to give you fair warning, they likely won't be able to answer half of these, as they can't reveal anything to do with current or future development plans outside of an official announcement. You'd be more likely to get answers to most of these next time they do a Reddit AMA.

    Having said that, they have already answered at least one of these - during the last AMA, Peanits confirmed that the plan for SWF was to bring solo players up to SWF levels of information and then buff killers to match.

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1192051#Comment_1192051

    You seem to be keeping your suggestions vague. How do you plan to make it an anti-tunneling perk whilst removing its flagrant abuse?

    I didn't say I had a solution, although I agree this would be a more constructive discussion if I did. I'm just explaining why this won't work as well as you might think at first glance.

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1192041#Comment_1192041

    We're literally banned from killing anyone during end-game-collapse due to everyone taking DS. You hook player 1 with DS, player 2 with DS unhooks in front of you, you hook player 2 knowing player 1 has DS so player 1 unhooks knowing you can't hook either one and if you slug they will reach the exit within 60 seconds guaranteed.

    When SWF teams are meme'ing on you they'll do the same thing but earlier in the game to keep their designated chase-survivors in the play for as long as possible.

    There is already a system in-place where survivors get pip loss for unsafe unhooking, there's a designated period of like 10 seconds for it. Instead one of the strongest perks and most common perks in the game completely renders this system obsolete. It's not just anti-tunneling, it literally makes killers lose rank if someone fires DS on our shoulder, and we end up in situations where we're banned from doing anything except just quitting or letting everyone crawl out scot-free.

    So make it an anti-tunnelling perk. Don't make it an "anti-tunnelling so long as the killer only sort of tunnels" perk. That's the opposite of a solution.

  • So DS no longer counters tunnelling as long as you tunnel them fast enough?

    I understand the desire for DS to be adjusted, but that philosophy seems... flawed, to say the least.

  • No, that sounds like a bug. I've encountered it myself in the past, but usually restarting the game fixes it for me. I assume you tried that already?

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