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Fibijean

Fibijean

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Fibijean
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  • pray for me please <3

    I'll be praying for a successful surgery and smooth recovery, and that you'll be able to find peace and comfort in the days leading up to the operation. Lots of love, wishing you the very best ❤️🤗

  • Kills are the objective. The fact that the Emblem system doesn't reflect that is a flaw with the Emblem system itself - by which I mean that just because the Emblem system (which wasn't introduced until two years after the game's release) doesn't reward kills as it ought to, the fundamental structure and objective of the game hasn't changed from its inception.

    Having said that, I do agree with your general point to an extent. I've seen it said (by developers) in the past that Dead By Daylight has no defined win condition, which is concerning to me because the win condition is what the game should be balanced around. Every competitive game has a win condition by necessary design, even if the game designers themselves don't acknowledge it - but the fact that they don't is a problem in my view, because if there's no central axis to balance around, then there is no balance.

    In practice, if not always in theory, it would appear that "2K = draw" is that axis, which implies that the objective, or win condition, for killers is 3-4 kills. That's fine, but it needs to be overtly acknowledged as such, because if that isn't the reference point for every design decision made, you end up with things like the Emblem system that don't match up with what is supposed to be the reality of the experience.

    Just as a disclaimer, I'm not a game designer specifically, but I am a designer and trained in design thinking and critical practice. I say that not to lend credence to my argument, but just to give context to my perspective. These are just my thoughts, and there could very easily be something that I'm missing here.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179741#Comment_1179741

    The pretense is them saying that the game looks at rank and slowly expands the number trying to keep in a +/- 6 rank range. If nothing is there then it goes beyond. So I'm getting instant killer games, like 5 seconds after hitting search, and getting matched with full groups 8 or so ranks higher than me.

    So either system isn't looking to hard, system doesn't work, or system just checks on one side (survivor) and when it doesn't find anything it just throws whatever killer it finds to the wolves.

    If the 3rd is how it works tell us. Don't give us false pretenses of a system working a certain way when it doesn't even try

    I haven't heard them say that for a while. In fact, the last I heard was them explicitly discussing on stream the fact that the matchmaking system has some serious bugs in it and is not working as intended. That's what I meant when I said even the devs themselves are very much aware that matchmaking is broken - not that they know the players are unhappy with it, but that they know it's literally broken, that is, not functioning as it was supposed to. They've been very open about that fact, which is why I say there's no pretense here.

  • @Elena said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179741#Comment_1179741

    Do you know when this fix will come into place? Or will we have to wait for the developer's to announce it?

    Unfortunately I don't know, so we'll have to wait for an official announcement. Hopefully soon - the devs know how bad a state matchmaking is in at the moment, so I'm sure they're trying to get the new system out as soon as possible while still making sure it's functional and ready for use.

  • @Silvernightwolf said:

    It doesn't work they drop you or slug you when you have Ds and then come back after the time runs down just like teleporting killers or levitating killers if the can get mods and play them on the computer they will get them for consels and get away with it cause no one is doing anything

    You can't blame the killer for trying to counter DS. In fact, at the point where you're left on the ground for 60 seconds without getting up, I would blame your teammates instead.

    As for the hacks, as others suggested to you (almost a year ago!), if you come up against hackers, record and report them. Unless you're just talking about the killers' powers, in which case you can learn how to counter them with a bit of effort.

  • Cross-progression isn't a feature of DBD yet, unfortunately. We have reason to believe that it may well be in the future, since the devs have issued surveys to gauge player interest in it a couple of times now, but so far nothing has been officially announced.

  • There is no pretense. Everyone and their mother - including the devs themselves - knows that matchmaking is broken and the current rank system is heavily flawed. That's precisely why they're working on overhauling it.

  • If you don't want to use perks or maps, it's really just a matter of experience. Pretty much every tile has a couple of potential totem spawn spots, so you just need to learn them from finding them.

    I can give you a couple of tips, though: look under trees and in corners. Backwater Swamp is the only realm where totems spawn along the outside wall. Crotus Prenn Asylum and Coldwind Farm are the only maps where totems can spawn in the middle of a field and not next to some kind of object (trees, walls, debris, rocks, etc.). On Springwood, totems frequently spawn tucked away inside hedge blocks. If a totem spawns on the shack tile (on any map), it will be either on one of the outside walls, or inside next to the pallet. Totems never spawn in the basement, and you never get two totems spawning on the same tile (so if you find one on the outside wall of the shack, for example, you don't need to check inside as well).

  • I don't know where people got this idea that perks are badly designed if they don't take skill to use. The clue is in the name - it's a perk. A bonus. A boost. Some grant a skill that needs to be activated, some are just a passive bonus, some activate automatically if certain conditions are met, and all of that is okay, it just means the game has more variety.

    As for BBQ specifically, I can think of five different counters off the top of my head, three of which nullify the perk's effects completely. Like most killer abilities, it only appears overpowered against survivors who don't know how to deal with it. BBQ is a good perk, but it's hardly a free win the way you're implying.

  • Matchmaking isn't based on hours played, nor should it be. However, ranks, on which matchmaking is based, are pretty messed up at the moment. The issue is a bit complicated, but they are introducing a new system soon that will hopefully address some of the problems with the current one.

    I would advise checking out this post, in which the devs both explain how matchmaking works in theory, and introduce their plans for future improvements: https://forum.deadbydaylight.com/en/discussion/124795/status-update-matchmaking-changes

  • I read this as "Mankinis of Human Flesh".

    (It's spelt mannequin, by the way. Not a big deal, but makes comprehension easier, and unfortunate misreadings like the above less likely.)

  • No one aside from the devs, who won't be allowed to disclose it yet. Nothing has been officially announced, but it's likely that the mid-chapter patch will be some time in April if we're following the 6-7 week pattern.

  • I'd be on board with this. If killers can see the survivor ping in the lobby, it seems only fair that it should work in reverse.

  • Your wording is a bit confusing. Are you saying that you bought Freddy on the PS4 Store, but he's still displayed in your game as "locked"?

    Have you made sure the DLC is downloaded onto your machine, and have you restarted the game since you bought it?

    in Help Comment by Fibijean
  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179118#Comment_1179118

    Again, I'm not even in favor of this system. But I see people talk about "this community" a lot when in reality it's much like the community from most games.

    Just talk to the average killer player and ask them what they dislike about the game. I'm kinda willing to bet the majority will complain about flashlights and being bullied and whatever, even though survivors who go out of their way to bother the killer are more likely to just die. People dislike frustrating stuff more than OP stuff, even if both go together a lot of the time.

    It may be, but not being an active part of the communities for a lot of other games, I can only speak to this one. But at this point we're already agreed that this isn't a good idea and we're just speculating about a mostly unrelated issue.

  • We don't know, nothing has been announced yet. It's likely that someone will at least get an add-on pass, but we haven't seen any official plans at this stage.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179105#Comment_1179105

    From my experience in most games, people tend to ban frustrating stuff over overpowered stuff, especially in a casual setting. Since DBD is mostly casual I doubt that'd be a problem. But I can see your point.

    I would like to believe that's true, but unfortunately I think you may be giving this community too much credit. And either way, queue times (especially in certain regions and at certain times) are already long enough, so they can't really afford to do something like this that would extend them even further.

  • @Seegson said:

    Ok. I got it. You don't like waiting in the lobby as a killer but enjoy games where survivors kill themselves on the first hook and you get minuscule amount of BPs and lose pip. But what about the second part of my suggestion? Why no one is saying anything about "avoiding maps" this will benefit both sides.

    No one enjoys games where everyone kills themselves on their first hook. They enjoy games where everyone can act like adults and not ragequit because the game isn't going the way they wanted.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179056#Comment_1179056

    I mean, not that I agree with this system, but if it existed and some killers got permablocked by most players wouldn't that hint that maybe their designs should be revisited?

    It might, but not necessarily. It depends why people are blocking them. For example, I imagine that a lot of people would block certain killers just for being strong because they want to have easier matches. Plus, even if that is an indicator that their design should be revisited, it still sucks majorly for anyone that wants to play those killers in the meantime. It would be better, and simpler, to just ask about people's least-favourite killers in the Player Satisfaction Survey or something.

  • If he would rather play a game where all he has to do is hold M1 without opposition, maybe he should stop playing DBD. Something like Cookie Clicker might be more up his alley.

  • @Seegson said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179020#Comment_1179020

    I addressed this particular issue with suggestions of adding the time restriction on the "killer avoids" so you can't permanently avoid one killer

    That helps, but it doesn't remove the problem entirely. It still affects queue times, and it still discriminates unfairly against killers who just happen to enjoy playing someone like Spirit or Hag.

  • I doubt it will lower the frustration for the killers that never get matches because their favourite character happens not to be popular with survivors.

  • @JoeyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178997#Comment_1178997

    Did they mention whether or not theyre going to do anything about it?

    They did, yes. Apparently, they are working to reduce the impact of latency in general, but there are specific latency-affected issues (stalking, grabbing, Dead Hard, etc.) which need to be addressed on a case-by-case basis and are currently on their list of active tasks.

    Some people choose to simply not believe them, of course, but that is what we've been told.

  • @Aznee22413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176113#Comment_1176113

    Yea, It was a public match, but the map selection feature seems like something you would expect to see in a KYF. My guess is it is intended for KYF and somehow bugged itself into public games.

    Yeah, that is meant to be an exclusively KYF feature, so that would be my guess as well.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178216#Comment_1178216

    Yes. Both grunts and breathing is louder for everyone including yourself.

    Interesting, I don't think I ever heard that before now. Thanks for letting me know 😊

  • @minful said:

    Thank you so much!

    No problem, good luck 😊

    in a Comment by Fibijean
  • @Shaped said:

    Stridor?

    Is Stridor supposed to make the grunts louder from the survivor perspective as well?

  • You need to report them after the game, and also file a Support ticket with additional evidence, which you can do here: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191426

    More information about bannable offences and how to report them can be found in the Game Rules post here: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system

    in a Comment by Fibijean
  • @ZeroCelsiuz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178128#Comment_1178128

    What should I do then? If I hook someone, in a certain situation, I dont want them to get unhooked!

    That's a common pitfall for new players, but it's actually okay to let survivors get unhooked. In fact, if you care about your rank at all, it's in your best interests to let them get unhooked so that you can hook them again later for more points. Hook rescues can feel like you're losing when you're new, but remember that just because they got rescued doesn't mean you wasted your time hooking them, because now they're one step closer to death the next time you find them.

    It's generally best not to camp unless you know someone is nearby or coming for the save. If you camp the hook, smart survivors will take advantage of that to do generators, so you end up wasting half the game standing around a hooked survivor and only get one kill. It's boring for everyone involved, and unrewarding for you. If you hook them and then go looking for other survivors, you might even have someone else hooked by the time the first survivor gets rescued, and then that's three survivors who aren't doing generators instead of just one, and two of them have lost one of their three "lives".

    That's not to say that there aren't times when it's appropriate to camp the hook, such as if you know that this particular group of survivors are likely to try to rescue their teammates no matter what and thereby feed you kills, but making a habit of it isn't generally the best strategy. There's a reason that most of the camping killers are at low ranks.

  • You're not wrong - that's why people think it's true, because it makes sense.

  • @Peasant said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178055#Comment_1178055

    I thought META was an acronym: Most Effective Tactic Available.

    That's a common misconception, but it's not actually where the term originated, it's just something someone made up after the fact.

  • "Meta" is a video gaming term, short for metagame, which refers to anything related to the game that exists outside of the game itself. This includes community consensus on what the strongest or most optimal builds or characters are, and that's what people usually mean when they talk about "the meta". So a meta build in Dead By Daylight is one which uses perks, and sometimes items and/or add-ons, which are generally considered by players to be the strongest in the game. The meta shifts from time to time as public opinion changes. Sometimes this happens as a result of balance changes, but sometimes players just generally decide (often with the influence of their favourite streamers) that something which was previously thought to be really good is actually not that great after all, or vice versa.

    The answer to your second question, I believe, is neither likely nor unlikely, in that it really doesn't tell you anything. It used to be an indicator that the survivors were in a party, but from what I've heard the system has since been changed such that it will sometimes match up a group of unaffiliated players before putting them into an empty lobby. And sometimes players who are in a party load into the lobby at different times because one of their games just took a bit longer to load than the other(s).

  • @DaeTheKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177898#Comment_1177898

    https://forum.deadbydaylight.com/en/discussion/comment/1177830#Comment_1177830

    ah, guess i have to pay more attention to the rules myself. Though I don't fully comprehend why censoring their name would in the list of rules. Thanks. I'll make sure I edit them out on the forums.

    P.S. I did report them in the post game but I wasn't sure if that stuff actually got reviewed or just ignored.

    It definitely gets reviewed - at least, that's what I've heard from the people who actually do the reviewing (such as Peanits, who used to be part of the Support team) and I have no reason to believe they're not telling the truth.

  • @Akhaten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178010#Comment_1178010

    I don't think you receive points for survivors that DC. I remember that at some point you received those points, but for a long period of time i stopped getting those points. Might be a bug tho.

    You could be right, I'm just going by what the wiki says. It's usually kept pretty up-to-date, but of course it's not infallible.

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178010#Comment_1178010

    Ah i see. Thank you for giving me better info than the game does!

    Lol, no worries. Pretty much all the Emblem descriptions are weird like that, and the way they display the points more often than not makes no sense. I tend not to pay any attention to them, personally, and just use the wiki page I linked above instead.

  • The description is misleading. You don't automatically get Iridescent by getting nine hooks, but you can't get Iridescent unless you get at least nine hooks, even if you 4K.

    The Gamepedia wiki has a breakdown of each emblem, mined straight from the game's code. For Devout, you apparently get two points for each sacrifice, kill (mori, RBT, etc.) or disconnection, one point for having hooked all survivors at least once, and one point if you get at least nine hooks. You need all ten available points to get Iridescent.

    From the looks of your score, that game was a 2K. You got 4 points for your 2 sacrifices, 1 for getting at least nine hooks, and 1 for hooking everyone once. That adds up to 6 points in total, which is only enough for a Silver emblem.

    Here's the link to the appropriate page on the wiki if you want more information: https://deadbydaylight.gamepedia.com/Emblems#Devout

  • You were absolutely camping, but there's nothing strategically wrong with that. If it works, it works. If the survivors insist on swarming the hook even if they know you're camping it, that's on them.

    I would personally discourage such a playstyle just because I think it's nicer if everyone in the match has fun, so if everyone can play in a way that is fun both for them and for the other players as well I consider that ideal. But if that's the way you want to play, as long as you're not breaking any rules, then that's okay too.

  • I don't know exactly how many totem spawns there are on a map, but isn't that pretty much already the case? The five totems certainly don't spawn in the exact same places every time.

  • If you report someone for harassment or abuse in the chat, it automatically sends the chat logs to Support for review. In other words, you've done all you can.

    Although it is an option to submit a support ticket with additional evidence to supplement a ban, in this case it's unnecessary as you wouldn't be giving them any information they didn't already have, so I'd recommend against it on that basis since it wouldn't help, it would just waste time.

    Rest assured though, you've done all you can to ensure a ban, and with that kind of language, it should go through.

    As an aside, it's against forum rules to post anything that could reflect negatively on a particular player, so you'll need to edit those screenshots and censor out the offending player's name (and the other players' as well, if you want to be thorough about it).

  • @Dahliasdollie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177763#Comment_1177763

    Sooo a tie gives survivors a pip and gives killers a depip? I really don't see equality in a asymmetrical game. And when i say a win it means you got a pip and a good amount of bloodpoints, both sides win right? If only we didn't depip for it

    Well, I would say that the emblem system is not well designed, and furthermore has nothing to do with each role's objective or with the win condition, but that's not really a discussion I want to get into again on the forums because it never leads anywhere productive. For what it's worth, though, that's my answer.

  • When people say "the devs said the goal was a 2K", they don't mean that a 2K is what killers should aim for. 2K is what the devs define as a tie, and therefore balance around. I don't think I've ever heard someone try to argue that a 2K is a win for the killer.

  • It wasn't calling them a tryhard that they were classifying as harassment, it was the repeated and unsolicited insults you were throwing at them.

  • That would absolutely make her too OP. Sick survivors vomit once every five seconds or so. It would be like built-in old Ruin, but worse.

    There are plenty of ways to force survivors to cleanse, especially now that Plague starts with one fountain already corrupted. I would encourage you to check out this thread by DudeDelicious (an experienced Plague player) with tips on how to apply pressure as Plague: https://forum.deadbydaylight.com/en/discussion/127556/i-cannot-stress-this-enough-as-plague-if-survivors-aren-t-cleansing-you-re-not-playing-her-right/

  • @Karltastisk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177432#Comment_1177432

    In the free track you don't really get anything of value. No shards, no auric cells, no splinters to play unowned characters. What you do get is a couple of reskins, community created content and some charms that frankly don't belong in this game. All the valuable stuff and actuall cool skins (besides the community created ones) is in the paid track. And even though you get a "good" deal. The base asking price for the cosmetics was already to damn high, when they pump out 2-3 new skins every other week that cost more than a whole chapter! Then i think it's safe to say that they have blown up their prices way beyond proportions. I say that depending on the quality their true prices should range between 1-5 dollars at max, unless its charity type of content.

    But that actually isn't the point. Im a completionist, like most people are. And the company knows that that is something that can be exploited, hence why its so grindy. Tempting me to pay real money for something that has no real value. And even when im doing everything they require of me and putting in an substantial amount of time, they need more of my time... Alot more, or you know... Money.

    I don't think it is entitled to expect to get the reward when all the challenges you have been presented with have been completed. If that is through brute grinding or skillfully completing all challenges both should be rewarded. If only the whales and the people who have dedicated their lives to play dbd is the only ones that should have the ability to get all the rewards then the battlepass has shown its true face... Corporate greed.

    Whether or not the free rewards are good is irrelevant (although personally, I think the community skins are great), the point is that they're free. And of course most of the good stuff is on the premium track - if it weren't, no one would buy it.

    The challenge rewards are Rift Fragments, bloodpoints, lore and specific charms. The items on the Rift are not for completing challenges, so no, you shouldn't expect to get a reward which wasn't promised. If you, having spent as much time as you want or are able to on the Rift, feel that the premium items are worth $10, you can pay $10 for them. Offering you an item in exchange for money, being completely upfront about exactly how what you're paying for and how much, isn't exploitative, it's business. If they were trying to sell the Rift to children, that might be considered exploitative, because children don't have the capacity for critical decision-making that adults do. But everyone who plays this game is, or should be, an adult, so it's up to them to exercise self-control, rather than making impulse buys and then blaming the company for being too good at marketing.

    As for the Store prices, they're worth as much as people are willing to pay for them. That's how capitalism works. As long as people are happy to pay $10 per outfit, they can reasonably charge $10 per outfit. They may be too expensive for you, but if that's the case, you don't have to buy them. I already said I would like it if the Rift were easier, and for that matter, I would like it if the Store items were cheaper, as a player, because that would suit me. But as a business, of course they're going to charge as much as people are willing to pay for those things. You can call that "corporate greed" if you like, but really all it is is good sense.

  • I knew about the wiggle bar, but I never heard the Myers thing until now. That's really interesting!

  • DC penalties exist to prevent exactly that. Yes, sometimes you go up against people who are better than you or who employ unfun gameplay tactics and it sucks. But that happens in games. It's not good for the game (or for your character, for that matter) to let you quit halfway through just because it's not fun for you anymore. It's not the other players' fault if they're better at the game than you are, and they shouldn't be punished because of it.

  • You can't buy Myers with shards, so if shards are all you have to spend, it had better be Plague.

  • I mean, yeah it's "okay" because it's free stuff and paying for it is totally optional. Saying that it's not okay for the devs to give us free stuff because the free stuff isn't easy enough to get would be a rather entitled attitude to take.

    Having said that, I do agree that it's not ideal, because grinding tiers beyond the challenges is a bit of a slog. Personally, as a player, I would really like it if there were about 50-60 tiers' worth of Fragments in the challenge rewards alone, which would pretty much guarantee that anyone who completed the challenges would complete the Rift.

    However, at the same time, from a business standpoint, given that each of those outfits would be worth about $10 in the Store, and the Rift gives us about a dozen outfits for that same price (at least two of which are completely free), I can understand why they would make the grind so great, to match the substantial reward.

  • @KingFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177344#Comment_1177344

    I've had three crashes in the last week. And it's not my hardware because I'm not playing on PC. I'm playing on Switch. One time I was an inch away from escaping. Actually not even that, because I was AT THE LINE, but it wouldn't let me go through. I don't think it's rare enough or the DCs are so bad that we need Six+ hour penalties for these things. They should be capped at an hour. I also think they could mitigate some of the issues with DCs by allowing survivors to stay in the game if the killer disconnects and leaving a husk behind if a survivor disconnects (For BBQ). Also it should create a new obsession for obsession perks. (Neither of which issues are really fixed by the DC Penalty)

    I mean I can't speak to experience on PC. Maybe PC works a lot better. But at least on Switch there's some issues.

    Yeah, the hardware thing isn't necessarily your fault, but as I said the game is not well-optimised, and with it not being a particularly beefy machine, that's probably especially true in the Switch's case. Like I said, it's a difficult call to make, because if they waited to implement penalties until everything was fixed, they might never get around to it. All in all, I think they probably do more good than they do harm, but admittedly I might feel differently if I or someone I knew were experiencing constant crashes.

  • Those perks aren't bad. Thanatophobia and Corrupt Intervention are particularly good on Plague. Other options to consider are meta perks like BBQ and PGTW, which are good on any killer, and her other teachable perks, which are actually quite good on her - Infectious Fright in particular.

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