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Fibijean

Fibijean

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  • @mouse0270 said:

    @TAG @Fibijean I've updated the post as I feel like the question I was asking was rather misleading in context. I am asking less about being reported or more about being fair. I know I couldn't get reported as at any point I could have killed the david, or the david or meg could have worked on the last gen.

    I am more curious what others would do. I am going to change my title to clearly identify this too.

    Well, I think every decision that was made was totally up to the people involved and perfectly understandable, even if they're not all the decisions I personally would have made. It was reasonable for you to let David go, considering your aversion to tunnelling. It was reasonable, though somewhat cowardly, for neither of them to work on generators knowing that you were probably patrolling looking for them.

    If you want to know what I would have done, it would depend if I were feeling nice. If I were trying to win, I probably would have tunnelled David if I couldn't find Meg, hooked him as close to the hatch as possible, closed it and killed her. That's the best strategic play. If I wanted to let David go, I might have downed him and used him as bait to find Meg, although that carries the risk that he will bleed out before I find her. In either of their positions, I probably wouldn't have done generators unless I was certain the other person was being chased, or I wasn't worried about escaping. In David's position regarding the hatch escape, again I would only go for the save if I didn't care too much whether I escaped or not.

    Basically, what happened in that game was a mix of "nice" choices and strategically sound choices, and whether I would have made the same ones would depend on how determined I was to complete my objective at the cost of others' fun.

  • No one is holding the game hostage there, that's just normal strategic gameplay. Why do you ask? Did someone accuse you of holding the game hostage or something?

  • While it's true that they will never please everyone, that's not a good reason not to do anything. Some complaints are legitimate, and some are not. For example, the gap between SWF and solo players is legitimate cause for complaint. Dead Hard hypothetically getting fixed so that it finally works as intended is not. So in my opinion, anyone complaining about silly things like the latter can safely be ignored.

    Just to be clear, I do think that the devs are working hard on improving the game and fixing bugs, and I don't think they're incompetent (certainly not compared to the majority of their playerbase, who tend to think they personally know far more about game design than they actually do). And I do think that the desire not to alienate large chunks of their community probably means that more time is spent working on certain changes than there otherwise would be. But I don't think that the reason some changes are slow is because they're scared of making people angry, because I think the devs are smart enough to know that that's unavoidable in their line of work.

  • I don't mind them too much. I know I'm going to have to grind extra XP at the end anyway, so I'm not in a hurry to finish all the challenges as soon as possible. I've been using the opportunity to go after Adept Achievements.

  • @forthelulz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159716#Comment_1159716

    Yep, I know it doesn't stack. What I meant is the numbers that you use don't actually add up even when using your break down of them. On top of this the numbers you're using to begin with, are incorrect.

    Well, you can tell that to the Gamepedia wiki admins I guess. I'm sure they'll be glad of the feedback. I can even tag them here if you like, if you wanted to contact them on their profiles or something.

    https://deadbydaylight.gamepedia.com/Prove_Thyself

  • I know, it's just a common complaint that I wanted to address for the benefit of anyone else reading.

    Incidentally, just for the record, I'm not a mod, just a normal community member with a fancy avatar.

  • Yeah, but 4-person generators are still hugely inefficient compared to how quickly they could get the generators done if they all worked on them separately, not to mention very vulnerable to attack and rare or even non-existent on most maps.

  • @forthelulz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157787#Comment_1157787

    0.4s for 2 survivors

    5.6s for 3 survivors

    6.5s for 4 survivors

    I can't understand how you came up with those numbers?

    No worries, I'll break it down for you. The first important thing to know is that Prove Thyself doesn't stack, so there's no benefit to having multiple Prove Thyselfs on the same generator because only one of them will actually have an effect.

    If two survivors complete a generator together without Prove Thyself, it will take them 44.4 seconds. If one of them has Prove Thyself, it will take them 40.4 seconds. So Prove Thyself actually saves them 4 seconds for that first one, my mistake. I'll edit the comment above to reflect that.

    If three survivors complete a generator together without Prove Thyself, it will take them 33.3 seconds. If one of them has Prove Thyself, it will take them 27.8 seconds. So Prove Thyself saves them 5.5 seconds.

    If all four survivors complete a generator together without Prove Thyself, it will take them 28.6 seconds. If one of them has Prove Thyself, it will take them 22 seconds. So Prove Thyself saves them 6.6 seconds.

    I rounded off the decimals wrong when I did those original calculations, so my apologies, I was very tired. 0.1 seconds isn't much though - the point nevertheless stands that Prove Thyself does not actually make the huge difference that a lot of people seem to think it does.

  • The devs always welcome fan ideas for content, but there's no guarantee that it will ever make it into the game. They did hold a contest last June for player-designed cosmetics, the winners of which are currently on the Rift, but we don't know if they will do something like that again in the future.

    If you do want to share your suggestions, though, I would recommend making a post in the Creations subforum (Submissions may seem like the right place, but when they say "want to see your creation featured?" they mean on social media, not in the game).

    https://forum.deadbydaylight.com/en/categories/Creations

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159439#Comment_1159439

    The MGC will just force the survivors to act within 240 seconds and if they don't, they probably weren't going to do anything anyways. It's definitely possible for a survivor to get chased for 80 seconds and leave through the Exit Gates with some well used tiles. Keep in mind that you only need to complete one generator to unblock the Exit Gates, not however many is left before the MGC.

    I just gave you what come to mind first, so of course my idea won't be perfect. I can always improve upon my idea to give survivors more of a chance to survive (keep in mind this time, two survivors can potentially escape, not one). However, my point still stands that it's either this or a game that practically lasts forever.

    Forgive me, I'm a bit confused. You said "it's unlikely you have a long enough chase for the other survivor to do a generator" and now you're saying "It's definitely possible for a survivor to get chased for 80 seconds and leave through the Exit Gates with some well used tiles", which sounds like you're contradicting yourself.

    If you're saying it's unlikely but still possible, then I would argue that it should be more likely, because as I said, half the team is still alive, so I don't think they deserve to be so far on the back foot as to have all the odds stacked against them. They need, as I said, a fighting chance, and I don't think that is one because I'm inclined to agree more with your first statement than your second, bearing in mind that this would be a universal change and the vast majority of survivors are not at 2-minute-chases level of skill.

    I'm not saying your idea is rubbish, I think it has some merit actually, but it seemed like you were saying that I "have to accept" it as it is, and I was taking issue with that idea precisely because I think it could be improved upon. I wasn't saying that we have to keep things as they are, but I do feel strongly that any hypothetical changes we make shouldn't put either side at an undeserved advantage or disadvantage. Hopefully that clears things up a bit 😊

  • Not even close. The main thing you're missing is mobility - he still has none. Doctor has always been far and away the best at tracking, and one of the best anti-stealth killers. He's better than he used to be because his tracking ability has improved, as has his chase potential, but he's still lacking in what is arguably the most important trait for a killer - mobility - meaning he still struggles to apply map pressure and end chases quickly against experienced survivors. Doctor isn't bad by any means, but t's no coincidence that all of the generally accepted top four killers (Nurse, Spirit, Freddy, Hillbilly) have ways of getting around the map and ending chases quickly.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1158229#Comment_1158229

    You simply can't distinguish, just like before the EGC update the last survivor won't do a generator to spawn the hatch in because it was never the right choice — it's a death sentence. Survivors with good intentions don't touch a generator, and survivors with bad intentions don't touch a generator. This had a consequence of killers needing to search the entire map multiple times in hopes of finding the last survivor, which usually took anywhere between 10-30 minutes.

    To put simply, we can't differentiate what survivor is taking things seriously so something had to give for the sake of the game not wasting other's time.

    This is a similar situation, doing a generator gets you caught and it's unlikely you have a long enough chase for the other survivor to do a generator (if they do one at all). Then you have to run out the Exit Gates, which again, you have to figure out which Exit Gate is being opened. Too many conditions for the survivor being chased to escape makes it a terrible idea touching a generator, especially when if the chaser dies — the other survivor gets a chance at the hatch.

    Déjà vu: here we are, back in a similar situation where survivors, regardless if they have good intentions or not, will not do a generator because it's basically a death sentence. The killer will have to search the map, probably wasting a bunch of time with a very small chance of finding one of the two survivors. Something needs to happen, and that something can't be the killer wasting time playing Hide and Seek World Championship.

    I know you mean well Fibi, but you can't always make everyone happy, there are some things you have to accept. At least with my suggestion, it forces the survivors to do something and it ends the game if they choose not to. Which was the same reason why we have the EGC, to end the game instead of it carrying on.

    The difference is the EGC gives survivors a fighting chance because it powers the gates (random unfair gate spawns notwithstanding). Forcing them to sentence themselves to death or be sentenced to death automatically is not a choice, and it's not a fair way to end the game when half the survivors are still alive. I'm not looking to make everyone happy, but I'm not going to accept that easily that there is no way to resolve this situation in a way that gives both sides a deserved chance at victory.

  • As others have pointed out, it's supposed to be almost impossible. Apparently the wiggle-off rate is something like 3-5%. You're not supposed to wiggle free without significant outside help unless you get very lucky - the point of the mechanic isn't to give you a second chance, it's to stop the killer from putting you wherever they want you.

  • In addition to the above, I would recommend heading over to the bug thread and upvoting it, so that the devs have a better idea of how many people are experiencing the problem. Feel free to add any additional insights from your own experience.

    https://forum.deadbydaylight.com/en/discussion/136132/dead-dawg-saloon-achievement-bugged

  • Any killer with an instadown or who tends towards long chases will typically suffer in emblems, so Hillbilly, Plague, Bubba, Myers, Oni and Ghostface are all less than ideal choices. Stealth killers (Wraith and Pig especially) are usually pretty good at emblems because they're all M1 killers who are good at getting lots of hits. Feel free to use the most powerful perks and add-ons you have, since these don't have any negative effect on your emblem scores but may help you to do well in the game.

    Also, I know this sounds unfair but try very hard to be as "nice" as possible (i.e. no camping/tunnelling) because (a) you want them to rescue each other so you can get as many chases, hits and hooks as possible, and (b) the more you do things that survivors find "unfun", the more likely they are to do something spiteful and unsportsmanlike like DC or kill themselves on hook, which will hurt your emblem scores.

  • @roulette08 said:

    Yeah thanks, was trying to get as much points as I can because the rift is closing soon. Sometimes I just give up on the game so I wanted to do everything as quick as I could lol

    That's fair enough. I do think it's not the best design choice for people to be forced to buy the characters, and I hope they improve on that for next Tome, but unfortunately for now that's what we're stuck with.

  • If the challenge requires you to play as her, then yes you will need to buy her to complete it. However, if your goal is to complete the Rift, you can still do so without doing those challenges, you'll just have to grind a bit more. And if you're just interested in finishing the challenges for the lore or bloodpoints, there is no time limit on those, so you can save up Iridescent Shards to buy the Spirit and then complete those challenges once you have her.

  • @BeHasU said:

    https://forum.deadbydaylight.com/en/discussion/comment/1158229#Comment_1158229

    Yeah, but you have no idea how many games i have played when there was 2 survivors left, 2 gens needed to be repaired, all 4 gens were very close. As a killer i have to patrol these gens, while the survivors were just hiding in the corner of the map without getting crows because they were taunting (for some reason, if you taunt you don't get crows). What am i supposed to do? Just go and wait somewhere until a gen is being worked on? Just give up and go to the corner of the map cause these survivors are keeping me hostage?

    I understand the experience, I've been there and it's not fun, but we can't punish people for making strategically sound plays. That's why I asked how we're proposing to distinguish between survivors in the position you're describing, and survivors who are still invested in the game but trying not to get themselves killed.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1158232#Comment_1158232

    and you think this perk with 3 meters extra would suddenly complete with the meta?...

    The mere goal of it is to make it slightly more used then 0%, because even with this rework, the moment the devs pay some attention of it, its still 0% used. Like I said, in 99% of the cases you are simple better off running Agitation or Iron Grasp.

    You were the one that brought up buffing perks to compete with the meta, so that's your point to defend, not mine.

    If you can show me official statistics that prove literally no one uses Hangman's Trick, then maybe I'll agree that it could use a buff. But right now you're just pulling numbers out of the air which don't prove anything at all. Just because it's not widely used, or you don't personally know anyone who uses it, does not automatically mean that the usage rate is 0%.

  • We want all perks to be used, but we don't need all perks to be used by everyone. Some perks are niche and don't get used in every build and that's totally okay. There will always be a meta because some builds will always be considered more powerful than others. That's unavoidable. That doesn't mean everything that isn't meta is useless or needs to be buffed to compete with it.

  • This has been discussed many times before. For now I'll just say that there are better ways to close the SWF/solo gap without ruining the game's atmosphere in the process.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1158125#Comment_1158125

    I see it like this, if the survivor team is losing and need time to plan how to come back, it shouldn't take 5-10 minutes to make that choice. Either you make a move within a reasonable time limit or face the consequences.

    If there are two survivors remaining and there hasn't been any repairs in the last two minutes, the EGC will activate.

    When the EGC activates this way:

    • Both Exit Gates are powered and can be opened in 20 seconds.
    • Both Exit Gates are blocked by the Entity (survivors can't leave through the Exit Gates) until a generator is completed.
    • Generators aren't blocked by the Entity.
    • Any repair progress made on generators before the EGC will instantly regress all of its progress.
    • The EGC will expire at 50% the speed.

    This should be fair because survivors are given ample time to make a choice. 😁

    How do you distinguish between a situation where survivors are hiding because they aren't interested in playing properly, and one where they're hiding because it's the smartest thing to do? Is it really reasonable to punish survivors for not rushing the objective in a scenario where doing so would be a death sentence?

  • Most of what earns killers bloodpoints occurs over the course of an ordinary game, but killers who have a good excuse to spam their power (Doctor, Legion, Plague) tend to be the best at earning lots of bloodpoints. Rivyn's suggestions was the best - Distressing and BBQ (the latter in particular) are great bloodpoint-earning perks, and Distressing synergises best with the Doctor, who also happens to be good at earning bloodpoints in general.

  • @kaylawake said:

    Unless you trademark or copyright something you have no rights to it. Don’t give suggestions if you aren’t willing to allow them to use it.

    https://www.youtube.com/watch?v=BMwhECJPuYY
  • @SeeYoureWrong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157981#Comment_1157981

    I was disappointed when I tried using inner strength when I needed mending. Totem wasted.

    Yeah, Deep Wound is classified as a separate health state in between Dying and Injured. So if you use anything that heals you one health state (Adrenaline, Inner Strength, Syringe as well probably) it does what it says on the tin and "heals" you to Injured.

  • I believe it's intentional. Add-ons like the Anti-Hemorrhagic Syringe are supposed to consume the item on use, which is different to reducing its charges to zero, in the same way that opening the hatch will consume a key, for example.

  • I was under the impression that mods usually send the poster a message when they delete a post explaining why they deleted it. The fact that they didn't in your case is odd.

    If it was deleted for being in the wrong section, it shouldn't have been, it should have been moved. If it was deleted for breaking a rule, you should have received a warning of some sort from the moderator who deleted the post.

    Aside from that, I'm stumped, sorry 😕 Everything I know about how moderation works on the forums would suggest that posts should not be disappearing without any explanation. Hopefully a mod will come along and be able to clear up the issue for you.

    EDIT: I just refreshed and looked at the comments above. The editing thing hadn't occurred to me, but yes, that's almost certainly what happened. Glad you got it sorted!

  • Well, assuming the EGC doesn't kill them, you have two choices in that scenario: wait them out, or leave yourself. One of you has to leave eventually, so you can either go AFK and wait for them to get bored and leave, or foot the penalty and move on to your next game. There isn't really a third option, since you can't report someone for not DCing.

    Ordinarily, I would never condone disconnecting from a match, but a gamebreaking bug like this one when there is no possible way for the match to end without it is one of very few exceptions in my view.

  • No one knows when the next Blood Hunt will happen, although around the time of the anniversary seems likely. As for the roadmap, again, we don't know an exact date, but the roadmaps also typically come out around the time of the anniversary. We don't know whether anything will happen on that exact day, but the anniversary itself is June 14th.

  • I'm on board. I know it's breaking pattern, but I don't think it would break the game. Survivors don't need to be scary, so to me it doesn't matter hugely whether they come from a horror franchise or not.

  • @Pepsidot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157771#Comment_1157771

    I have a bucket load of steam screenshots showing my legacy prestiges and some videos too, but they don't want to see them. But despite of that, I still feel they owe us a set of legacy cosmetics (depending on how much we prestiged before the deadline). Doesn't matter what characters I really did prestige - they would have all taken the same amount of grinding. Hence even if some people did choose a different character they didn't previously have legacy on, I feel it's fair. Remember: We didn't choose to lose out legacy cosmetics and spent hundreds of hours grinding for them in the early stages of this games life. We lost them through no fault of our own (and I actually had 50+ backups of my save file).

    https://us.v-cdn.net/6030815/uploads/613/9OJH6WP97JYU.png

    I understand that it feels unfair, I was around back then too. I'm not saying I think it's just that people are missing these cosmetics they worked hard for - in fact, I don't think it's just at all. I would suggest that you share that idea of yours in the Suggestions subforum, if it weren't for the fact that the devs have made their position on the matter very clear by stating in no uncertain terms that they will not be restoring lost legacy skins. I don't necessarily agree with that stance, but I don't think there's much to be done about it at this point.

  • Prove Thyself doesn't actually give as big a speed bonus as people think. With two people working on a generator, it makes a difference of about 0.4 4 seconds. With three people, it's about 5.6 seconds. With four, it's about 6.5 seconds. That might make a difference in a very niche scenario, but most of the time it's not really worth that much.

    EDIT: Miscalculated that first figure, apologies.

  • @Pepsidot said:

    I hope the devs start recognizing that people have the prestige achievements to backup their claim of earning legacy. Please let us get one set of our legacy back based on our prestige achievements. That's all I ask! I had L3 Hillbilly and Claudette but would be content with just L3 Claudette at this point.

    The problem is, as outlined above, they can't tell just from the achievement which legacy skin(s) you had. So there's still not enough proof there for them to be able to reliably restore the appropriate lost cosmetics.

  • @EntityNea said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157685#Comment_1157685

    im not saying you're wrong, i just mean that the person sabotaging could have spent all that time working on a generator, or something else that's more worth their time.

    it's not just the 30 seconds that it takes for the hook to respawn. The person who intends to sabotage has to make sure they are close to the downed target, meaning they have to spend time setting up for something that's not going to have a rewarding enough outcome. What I mean is --- Why set up for a sabotage when you could be working on a generator? Why have the sabotage perk when you could have something more useful?

    Well, that's always been the thing with sabotage. It's not meta, it doesn't happen every game, and you need to really commit to it to make it work. But not every mechanic needs to be the strongest mechanic for it to be interesting or useful, and just because it's probably not objectively the best use of your time doesn't necessarily mean it needs to be buffed.

  • I haven't tested it myself, but I've heard from several people that the two do synergise. Apparently, you can injure your obsession by allowing them to break the chain without losing PWYF tokens - and on top of that, hitting them with the harpoon counts as ending the chase, and breaking the chain then ends another chase, so you get two tokens out of the whole interaction.

  • @SlimyTaco said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157675#Comment_1157675

    So you're telling me using poised and/or no mither is beneficial? You must be kidding. Being a good survivor doesnt save you from dedicated hits. perks that increase speed do.

    I'm telling you that trying out perks like Poised and No Mither is beneficial to your skills as a player and potentially to your character as a person. No perk will reliably compensate for bad latency, but relying on a particular build to the extent that you cannot win without it will cripple your development as a player.

    If you want to be good at the game, learn to play with different builds. If you don't care about improving, you can refuse to try out different perks if that's what you want, but in that case don't complain about the inclusion of optional challenges that help others to improve.

  • @Cheeki_Beaky_Bird said:

    The one that bugs me is the ones that need perks (or even characters) that aren't available without shard/real money unlocking first. I've been playing a while and I still have a few survivors still locked, equaling challenges (Romeo's Escape, Dr. Jane, Jane's Stunning Escape, Jane's Victory) that I can't participate in whatsoever.

    That's a legitimate concern, I agree with you there. In my opinion, those characters, equipped with their three unique perks, should be temporarily free to play for the duration of the Rift.

  • @EntityNea said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157669#Comment_1157669

    The killer isn't losing any time if both sides are participating in the activity that is wasting time

    They are if they're not getting any hits or hooks in that time.

    Think about it this way: If you hadn't sabotaged that hook, the killer would have hooked your friend and then been free to single-mindedly pursue a new target. So he might have conceivably got one hook and another down in that time. So at the end of 30 seconds, we have one survivor hooked, one about to be hooked or at least injured, and probably one or two others going for the rescue.

    Because you did sabotage the hook, the killer spent 30 seconds wandering back and forth, not getting any progress towards their objective because they were too scared of letting your friend get up to commit to a chase. That's 30 extra seconds that the other two survivors in the match can be working on generators because they know your friend has No Mither and can get up by themselves. At the end of 30 seconds, we have one survivor downed, and three others uninjured, at least two of which are making progress towards the objective. That's a better position to be in, and it's because you sabotaged that hook.

    In other words, even though the sabo didn't do as much as you may have been hoping, it did do its job of wasting time for the killer.

  • @SlimyTaco said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157640#Comment_1157640

    The point is not playing meta makes the game un-enjoyable because you are forced to do terrible missions. I want the cosmetics but there needs to be a grind option. These perks dont make the game more fun but addle you in higher ranks where I reside. Lack of options is always bad.

    It doesn't make the game unplayable. With all due respect, if you find it impossible to win without using meta perks, then you're not as good at the game as you think you are. Maybe these challenges will be a chance for you to improve your skills by learning to rely less on particular perks to secure the win.

  • @EntityNea said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157645#Comment_1157645

    in theory yes, but in practice not really. I had a match where my friend had no mither, and even tho they could get themselves up, the killer simply wouldn't let them. He ran after the saboteur, but stopped chasing as soon as he felt he got too far away from the downed person.

    Well, that's fine too. The killer is abandoning chases and wasting time just so they can get that one hook. That's still something the survivors can capitalise on.

  • I would be violently opposed to this.

    One of my favourite things about the Rift Pass is that it doesn't contain XP boosters, meaning that there is no advantage to buying it at the start as opposed to the end. It allows you to progress as far as you like along the free track, and make an informed decision as to whether you want to buy the premium pass if and when you decide it's worth it based on your progress so far, without being at any kind of disadvantage. XP boosters are a scummy marketing tactic designed to force players into making impulsive, ill-informed financial choices for fear of missing out, and I could not be more happy that they're not in DBD.

    As for the bloodpoint boosters, I wouldn't want that in the game either because, as @HexBananaBread (great name btw, banana bread is ace) said, that would make it pay-to-win, because it confers a mechanical advantage, that of having more and better perks and add-ons in less time, that players would not have if they had not paid real money for it. It's unfair and exploitative of new players, who good sense would dictate are in the worst position to spend money on the game because they haven't yet decided whether they want to invest in it long term, and for whom the grind is biggest and therefore most tempting to spend money to speed it up.

  • I don't think anything is stopping them, or that it's too hard. It's just their policy to not tell us something is in development until they're ready to release it, in case something goes wrong and they're forced to abandon it. Obviously I can't confirm this because I'm not a developer, but I would be very surprised if they weren't working on finding a way to make those things a reality as we speak.

  • @Uistreel said:

    They respawn really fast to compensate for the 2.5 second, basically instant sabotage speed. Like you said, they are meant to be sabotaged before a killer gets to a hook. If they drop them beside the hook and wait, they are unnecessarily wasting 30 seconds of time

    Which is plenty of time for them to crawl away and/or for their teammates to rescue them, especially if the killer decides to go after the saboteur in the meantime.

  • If you hate the challenges that much, you don't have to do them. But there are plenty of people who love those challenges precisely because they encourage you to try out underused perks.

    If you try looking at it as "how can I design a build around this perk to maximise its effectiveness" instead of "I can't believe I have to abandon my full-meta loadout for one game", you might find you have a more enjoyable time with it.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156093#Comment_1156093

    Under a different circumstance, I'd agree with this. From what OP said however, he managed to get QUITE the comeback and feels cheated out of further kills due to a DC into the hatch. Thats like having a rough football game, only to have a massive comeback in the last quarter. The score is tied, theres room for 1 last play and the ball is at the 5 yd line. Right before you can yell HIKE, someone on the other team snatches the ball, shoves a knife into it and tells you to be grateful for your tie cuz the game is now over.

    Like I said though, If OP had to work his butt off against a team and kill 2, while the other 2 managed to escape out the gates... I'd agree with your sentiment. Thats not what happened though and its fair to feel cheated that someone "stabbed the ball" before you could do any better. Theres no counterplay to something like this that couldve been done. By that, I dont mean the rough match that OP described, but the DC into hatch.

    Well yes, DCs suck, but it has absolutely nothing to do with the devs being survivor sided. I made the comment that I did under the impression that the complaint had to do with generator repair speed and the fact that he didn't get a 3 or 4k as much as it did the DC. Upon reflection, I probably got that assumption from the title, because the title only makes sense if that's his argument.

    Reading over it again, the complaint seems to be that the DC guaranteed that someone would escape through the hatch, which makes no sense as evidence of developer bias but regardless, we don't even know whether that's the case or not. It may well be that if the killer had played better, he could have outplayed them still. And it also may well be that they would have got the hatch regardless. But again, neither has anything to do with the devs being survivor-sided, so I'm still a bit baffled as to what exactly his point is.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156523#Comment_1156523

    I almost wonder if it’s semi-implemented? I see a lot of games with a rank 10 killer agajnst a rank 3, 4, 13 and 18 survivor I’m sooo red and i ask we aren’t SWF.

    This may be their idea that 2 bad plus 2 good against an mediocre killer is fair

    That's been going on for ages due to a bug in the matchmaking system. It's not intentional. I can't say that they haven't updated the system with absolute certainty because I'm not a dev, but there's no reason to believe that that's the new system at work and not just the buggy old system doing what it does.

  • @rhodamia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156454#Comment_1156454

    Hmmm. I'm not sure. I was trying to make the change impact rank correction without impacting other aspects of the game (such as achievements). Though I'm not an achievement Hunter so I don't know the difficulty/struggles.

    The suggestion was proposed for rank gaining and matchmaking purposes only. If the devs decided to have that impact achievements, that would be on them.

    If it helps, the Adept achievements were designed and implemented at a time when Merciless Victory did mean a 4K. They were never intended to be as difficult as they are now, that was just a side-effect of changing the definition of "Merciless Victory" when the Emblem system was introduced.

  • @johnmwarner said:

    Is there even a timeline to release MMR?!? It seems like it was talked about and then just meh... deal with rank 1 vs rank 15 games because a fix is coming “eventually.”

    There's no timeline, because they don't like to announce dates until they're on the point of release to avoid disappointment. The announcement post was essentially just a confirmation that the feature was far enough through development that it would definitely be going live at some point.

    They did say that the first step would be testing the MMR rating system on its own without using it for matchmaking, and then once they're satisfied that it's working correctly, they would replace the current matchmaking system. It seems likely to me that that first step is the one they're working on right now, and we just can't see anything happening because it's all being tested and worked on behind the scenes.

  • That's not what "proof" means. In fact, that's the opposite of proof, it's speculation based on a huge leap of logic.

    The breakable wall in the shack was adjusted for good reason, and that was because many players, killers and survivors alike, asked them to reconsider the new design based on the idea that the shack tile is one of the best and most balanced loops in the game. They told us when they announced the feature that they would be experimenting with placements based on feedback, and that's exactly what they're doing. It has nothing to do with a desire to render useless a feature they've just spent months developing.

  • The difference in this case is you can shorten the loop whenever you want, even preemptively, which makes it better than a pallet from the killer side of things. It's for that same reason that I don't think they should count towards Spirit Fury, since breakable walls can't stun you and are completely within the killer's control in a way that pallets are not.

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