Fibijean
Fibijean
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- Fibijean
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@BeHasU said:
Yeah, it hurts trying to read your post. What kind of english is this
The not great kind, but that's okay. English isn't everyone's first language, and it's very difficult to learn, so there's no need to put people down for trying. If you don't understand the post, you don't have to respond to it.
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The EGC is not designed to give the killer kills or put pressure on the survivors, it's designed to stop the game from being held hostage. That's why it slows down when there are still things to be done (heals, hook rescues, etc.) because it's supposed to be forgiving - it is not and never was meant to make surviving harder.
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There's no point in playing a game if you don't have fun while doing it. That's not to say that I don't play to win, but I wouldn't bother playing to win if I didn't enjoy the game in the first place.
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@Deathslinger said:
I figured the response would be like this. I’m new to the community so I was a bit shocked to see some people really giving others a hard time for dodging lobbies full of SWF set ups or keys. Seems to me that if survivors had the appropriate information they would also react/adjust/leave, just like the killer would.
Anyway, appreciate the responses. Personally, I would dodge pig. She always jump scares me and I have the worse RNG so...POP!
It's fairly rare for people playing a casual game like DBD to be the type who enjoy a challenge, so many will take the easy way out if presented with that option, regardless of what role they're playing. And even if they don't dodge, it makes sense to use all the information at your disposal to be as prepared as possible for the match ahead, which in this case would just be too great an advantage.
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If you really need to use the bathroom, five minutes shouldn't be a big deal. By the time you come back, the timer will be almost over anyway. Make sure you wash your hands thoroughly to be sure.
And why does it matter if you give the killer a free kill instead of disconnecting? It doesn't hurt you, it's better for both the killer and the rest of your team, and you'll be able to get right back to playing when you come back from your extremely short bathroom break.
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They definitely would, and as @Nescau mentioned, they would be able to customise their loadouts to counter the killer they're facing, rendering the killer's power virtually useless in some cases.
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It hasn't been officially confirmed that there definitely will be, but I think it's safe to assume that's their goal. The only thing that's been confirmed is that there won't be Tomes for any of the licensed characters.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1140822#Comment_1140822
That is correct Fiby Wiby! 😁
Right, got it. So now that we're on the same page, may I ask what the rationale behind introducing a passive timer was? Because I would have thought that people already die from the traps so rarely - it happens, but it's unusual - that adding extra time for them to try to get it off seems like an unnecessary nerf to the killer.
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I don't believe so. Survivors only get notified that a perk is in play once that perk comes into effect. Since the Exposed Status Effect only applies to the killer's main weapon, not to their power, survivors who are downed by a killer's power are not being affected by either NOED or Devour Hope, and therefore neither they nor any other survivors will be notified of the perk(s)' presence.
EDIT: I stand corrected, see FireHazard's comment below.
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If you mean will other nearby survivors be able to see the aura of a dropped survivor as soon as you drop them, the answer is yes, but I'm not sure exactly what you're trying to ask. Would you be able to elaborate a bit further?
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They definitely have plans to fix the matchmaking, but regardless of whether they do or not, none of us will be getting refunds. The game was sold to us as-is, and we all signed an agreement stating that the devs are not liable to us for any changes they decide to make to it, or any issues or bugs we might encounter. Of course, they'll still aim for the best customer experience possible, because it's in their best interests to do so, but according to the EULA you're not entitled to a refund and so should definitely not assume that you'll be getting one.
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@smappdooda said:
I used a syringe which heals ONE FULL HEALTH STATE and escaped and nothing. Another game I healed a survivor fully and then the killer quit and on the screen it said ESCAPED and nada. It's either bugged or it wants some VERY specific criteria met. @Peanits any idea?
Escaping due to a killer disconnecting doesn't count for the challenges. As for the syringe, is it possible that they were already partially, or even slightly healed before you used it?
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1140373#Comment_1140373
There are two timers: Passive and Active.
Once the RBT is activated by a generator, the first timer, the passive timer, will begin to tick down to 0 seconds from 1:00.
The active timer, will immediately start after the passive timer reaches 0 seconds.
https://us.v-cdn.net/6030815/uploads/373/4M958NXE4WXU.jpg
The only thing that separates the passive timer from the active timer is that the passive timer is skipped when the trapped survivor, upon their RBT becoming activated by a generator, was NOT dying or hooked within the last 15 seconds.
Therefore, if the condition for a passive timer is not met, the RBT will instead begin its active timer.
So the passive timer only starts if the survivor's trap is activated while they are either dying or hooked, or were recently dying or hooked, and if not then it just goes straight to the active timer. Is that correct?
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As you say, it depends. The truth is none of us know yet whether it will improve matchmaking or not, but that's certainly the plan. I do think that the current system is pretty awful, so at the very least I don't see how the new one could be any worse. But the devs have also acknowledged that there are a lot of flaws in the emblem system, which makes me think they're probably not going to just recycle it and instead will be developing something new.
As for how we'll know if it's working, the purpose of the matchmaking system is to give people balanced matches. If you're playing against people of roughly the same skill level as you, you should be winning about half of the matches you play, and losing the other half. So if you're averaging roughly a 2K as a killer, or a 50% escape rate as a survivor, then you'll know the matchmaking is doing its job.
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@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/1140542#Comment_1140542
She's better than him in nearly every way besides her silly humming radius. Yeah she can't drag people to her for a M1 hit, but her hatchets are an instant health state of damage. Yeah, she can't inflict deep wounds with her power but who the hell wants to inflict deep wounds? That status effect sucks on everyone besides Doctor, and that's only because snapping out of it overrides mending. Face it. Deathslinger sucks. I would love to be proven wrong but he sucks.
I'll say it again since it wasn't clear apparently, I'm not saying Huntress isn't a better killer overall. I'm saying you can't draw a direct comparison between the two because Deathslinger's power is not literally just a worse version of Huntress'. There are things he can do that she can't, and vice versa - which, just to be clear, again does not mean that they are just as good as one another, it just means they're different.
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@AlbinoViera said:
https://forum.deadbydaylight.com/en/discussion/comment/1140542#Comment_1140542
Halfway across the map is a rather extreme exaggeration, but what if to counter that argument I said she could down someone from the opposite side of the map? Even if it's highly unlikely, it IS actually possible.
The only real things he has an advanage in, are how he has a much smaller terror radius (if we include Huntress's humming) and that he can sort of use basic attack perks with his power. From what I've both seen and played. I won't say he is useless and there's no reason to use him, but he really feels lackluster in most areas, especially after using Huntress immediately after. Maybe it was just mine and everyone else's playstyles though. Who knows?
It was something of an exaggeration, though I believe it is technically possible if there's nothing else in the way. Like I said, I'm not saying that Huntress isn't the superior killer overall, or that Deathslinger couldn't use some improvements, but she isn't just "the same but better", because they have different strengths and weaknesses.
As for his perceived weakness, I think it's probably a combination of actual weakness and playstyles. It's very common that when a new killer comes out, killers think they're too weak and survivors think they're too strong because no one has yet figured out how to play them to the best of their potential or counter them most effectively. But if pretty much everyone agrees that they're not great, that's usually a sign that they are actually a bit below average and it's not just player bias talking.
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@jjayy said:
So do i just hope everything lines up eventually? I had the most delayed match of my life after writing this post and i just couldn't believe how delayed the killers model was compared to where he was on his screen. It made me frustrated and sad, theres no point in playing a game where the connection is uncertain. So much for trying to learn the game again when i can't or don't even want to play anymore.
It sounds like you're experiencing the same problem a lot of people are at the moment, which is being matched with players outside your region. From the sounds of it, it's likely a matchmaking bug, which means unfortunately there's not a whole lot that you can do about it, especially as a survivor when you can't see the killer's ping. The only thing I can think of that might help you out is posting in the Technical Issues (https://forum.deadbydaylight.com/en/categories/technical-issues) or Bug Reports (https://forum.deadbydaylight.com/en/categories/bug-reports) subforums and seeing if there is someone there who might know what's going on and be able to help you out.
I can even tag @MandyTalk here, she's pretty knowledgable about what's going on behind the scenes, so she may be able to let us know why people are being matched with those from other regions and whether there's a planned fix or anything like that.
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@Mew said:
ngl huntress can do everything deathslinger does, but better
only thing different is that deathslinger has a crosshair, reloads faster and doesnt need to charge up his ranged attack
I don't play Huntress much admittedly, but I didn't know she had an add-on that allowed her to drag survivors towards her from halfway across the map.
Huntress may be a better killer, but it's not fair to say that there's nothing he can do that she can't do better.
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Well, it is in their rules.
It's not a cover-up, it's just really boring to scroll through Reddit and have every other post be a screenshot of someone's bad matchmaking, just like it's boring to have a billion posts by someone saying "look guys I got a Merciless Victory". They're trying to keep the content fresh and interesting, that's all. It's not some big conspiracy to hide the bugs in the game, because let's be honest, everyone and their mother already knows that matchmaking is bad. Literally - even my dad knows.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1140506#Comment_1140506
For the OP yes, for anyone else who might wonder would have to find this question themselves...
And who knows when that'll be, weeks? months? years? What i'm talking about is general knowledge about this for players Fibijean, for them and the OP as well. Whether they add it to the rules is up to them, but I just find it odd that it isn't there.
I already agreed with you that it should be in the rules, I honestly don't know why we're still discussing this. The only reason I came back and posted here was to let OP and anyone else who finds this question know that that's a rule, because it was relevant to my earlier comments on the thread, that's all. It doesn't need to be discussed any further than that.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1140495#Comment_1140495
Yes, they should be aware of that, but from a realistic stand-point... not many players in the community itself even know about this rule because it's hidden behind something that a lot of players just brush past.
They're within their right to do so yes, but knowing this is a rule is a bit niche in itself. Common sense would tell you that abusing a report system could get you banned, but to confirm this would require you to dig through the EULA itself, which not many players would instantly think to go and do.
That's why I did it for them, and now it's confirmed.
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@helix43 said:
https://forum.deadbydaylight.com/en/discussion/comment/1138812#Comment_1138812
Guess he was just making up bs like I said. The devs confirmed it'll be dropping on the 10th.
Guess so, and I'm glad to hear it, but it doesn't negate my point.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1140455#Comment_1140455
Lets be honest, not everyone will know that by reading the EULA alone, since like 95% of players just brush it aside.
It should be in the Game Rules if it's a bannable offense, but perhaps it's there under different wording...
It probably should be included in the Game Rules, but also even though realistically most people don't read the EULA, they've officially stated that they have, and are therefore bound by its terms. Point is, if the devs wanted to ban someone for abusing the report system, they would be completely within their rights to do so under that agreement, and players ought to be aware of that.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1140251#Comment_1140251
I purchased this game on release. What I paid for is significantly different than the current game. If I could predict they would add premade survivor groups with voice communication into the game that provides an overwhelming advantage for one side without any downfall yet for some reason simultaneously refuse to allow kyf premades the same luxury of character progress that they do swf premades even though there's no definite victim in kyf, then I would have never bought this game. I don't have what I paid for. A lot of people don't have what they paid for. Tell them to start handing out refunds if you're so strongly attached to that particular belief. There's all the validation in the world to complain about a game company refusing to do what's expected of a game company. If you want to go the straight line path of you only get what you paid for, then explain why I can't get a refund now that I don't have what I paid for.
You don't seem to understand the distinction between your right to give criticism and your right to have that criticism adopted by the developers. The former exists, the latter does not.
You got what you paid for because what you paid for is whatever the developers are willing to give you. You agreed to a contract that states that very plainly, and you agreed to it before you even started playing the game. You knew the risks, and you could have asked for a refund then if you weren't willing to accept the terms of the EULA. If you're not willing to accept them now, after almost four years of playing the game, you can always stop playing.
IMPORTANT: BHVR MAY FIND IT NECESSARY TO MAKE UPDATES, OR RESET CERTAIN PARAMETERS TO BALANCE GAME PLAY AND USAGE OF THE GAME AND BHVR SERVICES. THESE UPDATES OR “RESETS” MAY CAUSE YOU SETBACKS WITHIN THE GAME AND MAY AFFECT CHARACTERS, GAMES, GROUPS OR OTHER ENTITLEMENTS UNDER YOUR CONTROL, AND YOU MAY LOSE ACCESS TO ANY VIRTUAL GOODS YOU MAY HAVE “EARNED” OR “PURCHASED”. BHVR RESERVES THE RIGHT TO MAKE THESE UPDATES AND IS NOT LIABLE TO YOU FOR THESE CHANGES.
Dead by Daylight is an asymmetrical multiplayer (4vs1) horror game where one player takes on the role of the savage Killer, and the other four players play as Survivors, trying to escape the Killer and avoid being caught and killed.But this is getting really off-topic, so I'll leave it there. If you want to discuss it further, it might be a good idea to make a separate thread.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1125701#Comment_1125701
I wouldn't really find interpretation in something like that Fibijean...
If it doesn't explicitly state that false in-game reports are bannable, than it isn't bannable. Why would it be bannable anyways? A False report is just ignored all the same, since saying someone tunneled for example is clearly not a bannable offence, so as a result it's ignored.
A Support ticket is very different, you can manipulate what you say to gain an advantage in the ticket itself, which is why it's taken very seriously when people make false support tickets and actively lie to the support team in them. An in-game report is more disposable, it's very limiting in what it can say and can easily be reviewed to confirm if it's true or not. If someone reports you for tunneling, and knows it's not bannable, than what's the point anyways? It'll just be ignored and the only one who wasted their time was the false reporter.
It doesn't say anywhere that a false in-game report is bannable or warnable, so why would it be interpreted as otherwise? Yes, they're handled by the same team, but they're two completely different systems that're managed in separate ways. If it is bannable, it should say that at least. But it doesn't, so it's not as far as I or anyone else is concerned.
Bit late, but I found the place where I heard that false in-game reports are bannable. It's not in the Game Rules, but it is in the EULA that we all signed, under "Rules of Conduct".
"While participating in the Game, you also agree to comply with certain rules of conduct that govern your use of the Game (“Rules of Conduct”), for example you may not... Improperly use web support or complaint buttons or make false reports to BHVR staff."
"BHVR reserves the right to terminate this EULA and to prevent your use of any and all BHVR Services if your Access is used to engage in illegal activity, violates these rules of conduct, or otherwise any BHVR Terms."
In other words, BHVR can ban you from playing the game if you misuse the report function in-game ("complaint buttons") or make false reports in general.
Dead by Daylight is an asymmetrical multiplayer (4vs1) horror game where one player takes on the role of the savage Killer, and the other four players play as Survivors, trying to escape the Killer and avoid being caught and killed. -
@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1140378#Comment_1140378
I mean, than what're we talking about lol.
Comparing a Mori to a Key is like comparing a Bike to a Car, yes they're quite similar, but one is a lot faster and more reliable than the other. The same goes for a Mori, a mori can effectively remove someone from the game after hooking them once, a key can only do this when more time has been spent and other conditions have been made.
Yes, my first comment is a bit obvious "what're we talking about", but there's a reason why a Mori, a literal offering, doesn't have add-ons like a key... a key is an item and a mori is an offering, one has add-ons the other doesn't. I think at this point the conversation just spiraled off from the main point, so i'll just end it here and move on.
What we're talking about, or at least what Rezblaze is talking about, is why the Milky Glass add-on specifically exists, because they think it's unfair to have the ability to keep a key after unlocking the hatch with it. It's gone off on a bit of a tangent from the OP, but that's what their comment that you were replying to was discussing. But you're right, this isn't the place for discussions, so it's best we leave it here. For the record, though, I completely agree with your assessment of keys versus moris.
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@NecroGoatLord said:
Then I guess we're all bots when learning a new game lol
Thanks for answering my question mate. Just wanted to make sure I was in the clear on the no botting rule.
If you don't know whether you're botting or not, then as far as that rule is concerned, you're not. The rule refers specifically to external programs that players previously used to play the game for them. Typically, people would use it to farm XP as killer - the bot would just stand in one spot and occasionally turn around or swing so that they didn't get flagged for being AFK. I believe most bots were also programmed to automatically requeue for new games, so you could just turn your botting software on, leave the game running and come back later for the rewards. I think it's still possible, but it seems to have generally fallen out of use.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1140149#Comment_1140149
Rank 20 experience, I'm playing Survivor for the first time in a while.
I can understand this frustration. Last four games have been nothing but facecamping and tunneling.
But that isn't my concern. My concern is someone who is clearly good at the game forcing everyone on the bleed out timer.
Yes its not "hostage taking", but you know what it is? A massive waste of time; I either have to sit and waste a half hour on a match that's already over, kept alive barely by one survivor picking us up one by one, or I have to DC.
If the choice is to waste my time but keep my BP, or DC and get a penalty, there is no choice. So yeah, if you wanna get on me for being pissed that's fine.
Nothing they did was reportable. Annoying and mean, yes, but the devs don't ban people for wasting time.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1138956#Comment_1138956
It's not known if they retain use after unlocking the hatch in-game, I doubt they would since they're only used for THAT scenario, but I believe this retaining mechanic only applies to when you're using it with the charge mechanic, which is activated by putting either a Blood Amber (to see the Killers aura within 32 meters) or by using a Gold Token (to see your fellow Survivors auras within 48 meters).
That's the only time I see this mechanic apply, if it applied to opening hatches than that would be kinda OP and defeat the purpose of one of the add-ons the key has... aka the Milky Glass.
I don't disagree that finding a key in a chest and having 3 Survivors escape is unfair, but I don't think that's more OP than something that could remove a player from the match in 2-3 minutes. If you tunnel them off the hook that's even shorter... so in-general there's a reason WHY it doesn't have add-ons. Also, the obvious reason it doesn't have add-ons is because it's an offerings, not an item.
He's talking about the Milky Glass add-on for the key, not the upcoming "keep items after losing all their charges" mechanic. Its whole function is to prevent you from losing the key when unlocking the hatch, because you just lose the add-on instead.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1138998#Comment_1138998
Fibi, you just said it:
https://us.v-cdn.net/6030815/uploads/337/9JCNHCBQVEUH.jpg
"If a generator is completed... the RBT will begin to use up the passive timer first, then start on the active timer" 🙂🤗
If the passive timer doesn't activate, the RBT will just start on the active timer after a generator is completed.
But why wouldn't the passive timer activate if its only activation condition is the completion of a generator?
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@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/1138533#Comment_1138533
Being a Soulsborne vet myself, I'd love to see your brother's ideas. I think us being tilt proof (for the most part) stems from enjoying a fair challenge. I only get angry at this game when something is blatantly unfair or badly designed.
His ideas for DBD, you mean, or game design in general?
And I do agree with you, I think that for him it's a matter of enjoying a good challenge and being able to keep things in perspective. That's why he plays Nurse, and it's why he doesn't mind bad matchmaking, because he thinks of being matched with high-ranked opponents as an opportunity for self-improvement. Playing against more skilled opponents helps you get better faster. And even if the game doesn't go well, or it wasn't fun, he just goes "oh well, it was ten minutes, not a big deal".
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@Codela said:
https://forum.deadbydaylight.com/en/discussion/comment/1139147#Comment_1139147
That was my thought exactly! :)
When you say that modernist aesthetics are becoming increasingly popular nowadays, what do you mean by that? Because, I feel that modernist aesthetics are bound to come up in postmodern discourse because not only does the term "postmodern" refers itself to its predecessor, but also because what modernists "tried" to achieve with their narration perspective-wise is now being developed further by characteristics and ideas such as intertextuality, meta-fictionality and meta-narration, auto-reflexivity and so on...
But then again, who really knows what postmodern means anyway? :D
What I mean by that is that I've noticed a resurgence in recent years of general admiration for and imitation of modernist techniques and ideals across various arts. Brutalist architecture, grotesque and minimalist elements in visual arts and design, philosophies like Nihilism and the literary work of writers like Eliot and Woolf being a few examples.
Modernism and postmodernism tend to overlap, and mean different things at different times depending on which field you're talking about (a lot of what one might call postmodern philosophies, for example, are also prominently featured in what are typically considered modernist works of art and literature). Postmodernism is both a natural progression from and simultaneously an utter rejection of modernism, and the fact that the terms are used differently depending on the context makes it very hard to define either absolutely. So yes, I definitely agree that it's impossible to talk about one without discussing the other, especially if you're doing so in a broader historical sense.
I'll admit I haven't made a study of English Literature in about 4-5 years at this point, so I'm a little rusty there, and not too familiar with the distinction between modernism and postmodernism in that particular context. But what you're saying sounds accurate to me, because of course one characteristic of postmodernism is the deliberate subversion of modernist ideas, often using recognisably similar techniques (such as the ones you mentioned, which can be found in the work of influential modernist as well as postmodernist authors) to create that juxtaposition.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1138539#Comment_1138539
This isn’t correct. All Rift cosmetics eventually end up in the store at some point in the future.
Not all, but "most". We don't know which ones will remain exclusive, but I could have sworn I saw a dev mention somewhere that the community-made skins, like Mr Puddles, would eventually be available for shards in the Store. Don't quote me on that though, because I could be completely wrong.
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I rarely play and level a character at the same time. Generally what I do is I level a character to around 45-50 while playing someone else, and then when they're ready or nearly ready for prestige I switch to them and play them for as long as it takes me to burn through all their good items/add-ons/offerings, so that they don't get wasted when I prestige (if they're below level 50, I'll level them at the same time so they're ready for prestige when I've finished using up their good items). At the same time, I'll be levelling someone else with the bloodpoints I earn. If I've never prestiged the "active" character before, this is usually when I go for their adept achievement. Then, when there's nothing left in their inventory I really care about, I prestige them. By that point, I've usually got someone else up to level 40+, so I switch to them and it becomes a cycle.
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I don't know if I'd say they were inspired by modernist literature so much as that the person they hired to write the lore happens to have a modernist writing style. What I mean by that is I suspect it's more a matter of the author being influenced by modernism in their general practice, rather than looking for inspiration for this project and finding it in Virginia Woolf or whoever else. Modernism is becoming increasingly popular nowadays, not only in writing but in other art forms as well, so it's not too surprising that writers are being affected by that and starting to mimic it in their own work.
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Because an overwhelming amount of people are busy and poor.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1137630#Comment_1137630
I don't like either Mori's or Keys, but Keys having the ability to retain use after an escape? That makes it have insanely more potential than a Mori.
Both shave off 1/6 of the Killer's/Survivor's goal. Thing is, with a Mori, you get killed off right away, and yeah its frustrating, but you can hop right into the next match.
As a killer, you sweat your ass off the whole game to protect the last three, three survivors left, only to find out they're camping hatch and -all three of them- get to escape without a hitch. Not only that, but they can open the damn thing multiple times if more than one survivor has a key
Well, if we're comparing keys to ivory moris, as in your example, then I'd say the answer as to why that add-on exists is probably because ivories are more common and less expensive than either the key or the add-on. If we're comparing keys to ebony moris, then I'd say it's because ebonies are way more powerful - to use your example, they shave off 2/3 of the objective rather than 1/6.
Not to mention that a lot (most, in my experience) of the time, keys don't allow three escapes, even if there are three survivors still alive when it's used. It's a lot easier to get full value from an ebony mori than it is to pull off a 3-4 man escape with a key.
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I don't understand the distinction being made between the active and passive timers. From your description for the passive timer, it sounded like it took the form of a 60-second grace period if the survivor was hooked or downed when their trap activated, but then you said "If a generator is completed, as long as a survivor isn't in a chase, downed, or hooked, the RBT will begin to use up the passive timer first, then start on the active timer", which makes it sound like the passive timer applies in any case. So what exactly is the passive timer's activation condition?
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Hex totems are placed in the map at the start of the game, before the players even load in. So it's not possible to cleanse the corresponding totem for something like Ruin before it activates, because it is already active from the start of the match.
The only exception to this is No One Escapes Death. Because it is the only hex perk which activates after the start of the game, it is possible to disable it in advance by cleansing dull totems. In NOED's case, because the hex is applied to a random totem at the point when the perk activates, the survivors need to cleanse all the dull totems on the map to stop it from activating.
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@helix43 said:
https://forum.deadbydaylight.com/en/discussion/comment/1138668#Comment_1138668
The only time they usually do get told information early is when they're invited HQ, but even HybridPanda said when that happens they sign a legal document that prevents them from talking about it. So they aren't really free to talk about that information without facing legal consequences.
Well, either they get information that we don't through their Discord server, or they're flat-out lying to us, because I've seen Paulie Esther announce things on his stream, based on things he's been told by the devs, that haven't been announced on social media or the forums yet, in the same way as Puppers did in this case.
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@KingOfBadRNG said:
Well that's depressing I'm on console where its 100
Oh yeah, that's a bummer. It got changed on PC because they decided it was too difficult, but Microsoft and Sony won't allow them to change trophies as long as they're still possible to achieve.
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You need to down them, as per the achievement description: "down survivors 20 times with the Huntress' Hatchets further than 24 meters".
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@helix43 said:
Fog whisper doesn't give them access to exclusive insider knowledge we don't have, so they know just as much as we do.
They do and they don't. As I understand it, the devs do tell things to the Fog Whisperers that they don't announce anywhere else, at least not until later on, but there's generally nothing stopping them from sharing that information on their streams.
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Bhvr please pull yourself together man, stuff ingame can get annoying enough, people being toxic outside of it too is too much.
Kind of ironic that you blame the devs for player toxicity while complaining about being blamed for things outside your control.
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I don't think DBD has a larger playerbase, proportional to the total population, in Australia than in, say, the US or Canada. It's just that people tend to forget Australia exists, because it's not the "default" if that makes any sense. So when they find out someone is from there, it stands out in their memory more. It's like "oh, you're from Australia, wow!" as opposed to "oh, you're American, that's cool I guess, me too".
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That's not unusual. In most games which have paid characters and paid cosmetics on top of that, the cosmetics cost a lot more than the characters themselves. In League, for example, even the cheapest skins will regularly cost 1.5-2x as much as the champion themselves, and often even more than that.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1138519#Comment_1138519
Wouldn't that mean it IS bugged since it didn't appear?
I don't think so, since Blood Warden isn't supposed to appear in survivor bloodwebs. The description being inaccurate wouldn't be considered a bug, just a transcription error.
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@MegaGamer_01 said:
https://forum.deadbydaylight.com/en/discussion/comment/1138495#Comment_1138495
Interesting you had it back then. Anyways the answer to your question is I have a chill attitude for the first match of the day cause I can get easy games with the lower ranks or get completely smashed with red ranks in my lobby even though i'm in purple (what's up with that?). After my first match I get a feel of what i'm coming up against. I normally think that im gonna get at least two killers before the others escape but the times I have been completely smashed I normally look at perks first to see why different things happened in that match with those players to find a solution either by myself or surfing the forums. And if I do lose to RNG, bad matchmaking I either report issues I have with it to the support team or completely lash out and quit for the day. Hope that answers your question :)
It does somewhat, so thank you. My current theory is that it's largely a matter of attitude and possibly also background. My brother is super tilt-proof and he's also a game designer who enjoys games like Hearthstone (hugely RNG-based) and Dark Souls (notoriously unforgiving), so he's good at analysing things objectively and not getting too worked up over a single loss.
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@mutante said:
https://forum.deadbydaylight.com/en/discussion/comment/1138498#Comment_1138498
Speaking of LoL, they could use actual ranking system (red, purple, green, yellow) as the medal system (diamond, gold, silver, bronze) that LoL implements. I think this would be very welcome.
What I am saying is... X and Y are rank 1 killers. If MMR is kept hidden I can't tell how better X is from Y and that is horrible. People say tru3talent is good, for example, knowing his MMR we can know how good.
That's a possibility, although it wouldn't be exactly the same as it is now because I don't believe MMR will be calculated exactly the same way as rank is. But yeah, if they do implement a kind of medal system (and I hope they do) they could definitely use the current coloured ranks as a starting point.
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I think it's just the right size for a small family. Probably gets a bit draughty in the Winter, though.
