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Fibijean

Fibijean

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  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1116862#Comment_1116862

    I doubt it, I think any regression applied would be blocked and than continue after the block concludes, I don't see why new Ruin would take priority over this, even if its an automatic regression perk now.

    With that being said, if it's blocked AND damaged than it'll regress once the block concludes, that's about it.

    But that's exactly what I said?

  • @ViciouscirceBU said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118254#Comment_1118254

    Thanks for the info im a newish player so that makes sense

    During the day also isn't really peak time for other people being online, especially during the week - most people play in the evenings usually. So that could also be a contributing factor.

  • I often have that problem with matchmaking, but not often. It depends a lot on what role you're playing, what region you're playing in, your rank and the time of day. In short, it depends on how many other people there are in the matchmaking pool at the same time as you, and what proportion are queuing for each role.

    And no, the loading screen tooltips aren't synced across all players. As far as I'm aware, they are completely randomised, with the exception of tooltips explaining how to play as or against a particular killer which seem to be guaranteed to appear the first few times you play as or against them.

  • As far as I know, the MMR system isn't yet in place. Being matched with other players outside your rank bracket has been an ongoing issue for many months now, and is in fact one of the problems the new system is aiming to address.

  • @Fengmin200 said:

    On xbox they removed it, no penality...

    Apparently, they have disabled the dedicated servers on Xbox for the time being, so that would be why the disconnection penalty is also gone, since it relied on the servers to function.

  • I'm a fan of both Otz and Scott. Both of them strike me as intelligent and reasonable people who try to consider both sides of any argument and readily own up when they make a mistake. They also have sound understanding of how design and balance works, and an admirable sense of sportsmanship.

  • I think of high ranks as pretty much anything above green, and low ranks as anything below. Green ranks, and maybe one or two levels on either side of green, are what I would refer to as "mid ranks".

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1117500#Comment_1117500

    With the red stain you can mind game the survivors but on the other hand if they see it they know where you are and what your doing by taking it away when your chasing a survivor and get to a loop i.e jungle gym that's where it becomes a challenge as they can't see your stain so they have to guess what your doing and the same for the killer they have to work out what he survivor will do. Even the shack with out the red stain the survivors can't tell what your doing so they have to make the best choice for the loop and same with the killer.

    That's how removing the red stain will make it more off a challenge on both sides as you won't know what the other person is doing making loops more fun and more off a challenge.

    So it essentially turns chases into more of a guessing game than a mind game? That doesn't sound like more fun to me, personally, though I guess I can see why others might enjoy being in the dark more.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1117479#Comment_1117479

    However, there is another way for killer to complete their objective, which is slugging everyone and 1 hook everyone.

    It denies many things which i listed at above. So it's possible that the most effective way to kill survivors has already changed from hooking, which is not healthy for the game imo.

    Ps: Initially i posted this is for devs to realise how many tools survivors have to tackle killer's objective, and hope they will change them. But i got a feeling slugging is gonna be nerfed again because it's easier lol.

    I wouldn't go so far as to say slugging is more effective as a killing method, but it certainly is rising in popularity as a method of ensuring survivors die on the hook. And I agree with you that that's not an ideal state of affairs because while effective, slugging isn't much fun for half the players.

    While I do believe that players should be encouraged to employ any tactics they choose, and killers shouldn't be punished by things like the ranking system for playing effectively, ideally the devs would find a way to support tactical diversity and encourage fun and sportsmanlike gameplay at the same time.

  • @ausanimal said:

    I play killer most off the time and i think the red stain needs to go and the heart beat should stay it will make the games more fun and interesting and make looping more off a challenge for both sides.

    Genuine question, how would removing the red stain make looping more of a challenge for killers?

  • Only if we get the DLC for free - I feel like that would be thematically appropriate 😉

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1117095#Comment_1117095

    I know killers have ways to deny survivors' progress, like pop, surge, etc. However, the magnitude is quite different.

    A save from survivors costs you a hook and the time to down them. That's a huge loss for killer. I don't think there is any thing for killer that can damage survivor's progress directly and hugely (maybe except pop)

    Sure, downing and injuring survivors slows down the game, but only slows down, not damaging their progress. Unless you kick gens (and hope they don't come back for 1 or 2 minutes), their objective progress stays the same.

    That's why second chance perks are so powerful and are current meta for survivors.

    Saves are also difficult to pull off, and require at least one other survivor to not be pursuing the objective in order to perform the save. Of course, no direct comparisons can be drawn, because it's an asymmetrical game with two different sides playing different roles - not only as survivors and killer but as actor and reactor.

    But the point is that the entire game is designed around the premise that both sides will be constantly trying to prevent the other from completing their objective in order to secure their own. So there's not really any room to say that anyone is "punished" for doing their objective, just because the other side are able to interrupt or regress one's progress, when sabotaging your opponent(s)' goal, either directly or indirectly, is literally the whole point.

  • The original point of things like moris (and all ultra-rares, really) was that they confer a massive advantage for one game, but only very rarely. They were never supposed to be balanced in the context of a single match - that's the entire purpose of their design - but they were supposed to be "balanced" over many matches because you could only use them very rarely. They're supposed to shake things up, disturb the balance, keep things interesting and unpredictable and, therefore, fun.

    In my opinion, the only problem with ultra-rares like moris is not their design, but the fact that they're not actually "ultra rare". They're too easy to get, so they crop up far too often in matches. But the reason I hold that opinion is because I don't believe it matters if every single match isn't begun on even footing - in fact, I quite like having overpowered but super rare mechanics to shake things up once in a while, because I myself find that fun. DBD isn't a MOBA, and that's okay, because that doesn't necessarily mean it's badly designed.

    But if you would prefer that every match be fair from the beginning and dislike moris on that basis, that's also totally reasonable and I can respect that too.

  • @Seanzu said:

    Yea, they announced the issue was due to it setting you to the wrong servers, an example would be Australian Players were being queued up in the US/UK servers, giving huge pings.

    Hope you enjoy the game without servers while you can, they'll be back soon :P

    Where was that announcement made? I must have missed it.

  • @Dacrenon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1117019#Comment_1117019

    I encouraged her to do so, but I'm not confident she will.

    She ended up messaging me again (she had another rough game) and I took her into a custom match just us so she could get some practice without people yelling at her and I could try my hand at Huntress is a non-competitive setting (result: I'm trash) but she managed to learn flashlight placement pretty quickly but is about as terrible at looping as I am, but she seemed genuinely grateful to just have the opportunity to try things out without having to worry about winning or losing or teammates being angry.

    I hope she sticks with the game, because it was a lot of fun just trying stuff out together, but I feel like this isn't how the situation resolves for 99.9% of players that get told to kill themselves after a rough match.

    No, unfortunately what you described is far too common. It's really great that she had you to help her out, though - I'm glad there are people like you out there who care about other people's experience, trying to make this community a better place 😊

  • Killers aren't punished for pursuing their objective, at least not in the ways you described. Dead By Daylight is designed around two roles with conflicting objectives. The survivors want to escape, the killer wants to kill them before they can. That's the essence of it. It's basically a tug-of-war - any progress the killer makes on their objective makes it more difficult for the survivors to achieve theirs, and vice versa.

    In a game where both sides are competing to achieve their objectives, it makes perfect sense that each side would have ways to sabotage their opponent's objective and thus further their own. Hook sabotages, stuns, blinds and other ways of rescuing teammates from the killer all fall into this category. The killer's ability to regress generators, injure survivors, slug etc. are examples of the reverse - ways the killer can hinder the survivor objective so that they have more time to complete their own.

    Survivor perks which work based off hooks are not designed to punish killers for doing their objective any more than killer perks which activate based on generator completion are. Rather, they simply operate off the assumption that the opponent will manage to progress in their objective, and allow the bearer to mitigate the damage somewhat by using their opponent's success to bolster their own.

  • I expect that requirement is there to keep people playing normally. If people have to escape in order to complete their challenge, it forces them to not just throw the game for the challenge, but also pursue their objective as usual at the same time.

  • I still play Sims 3, Skyrim and Oblivion. Not all the time, but I still go back to them when I feel like it. If I love a game enough, I never truly give it up. So yes, if DBD is still alive in nine years, I'll probably still play it. Maybe not as fervently as I do now, but certainly on and off.

  • Good Lord. I hope they reported those people to PSN. This kind of thing hurts new player retention as much as if not more so than gamebreaking bugs or matchmaking.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1116866#Comment_1116866

    God even when it's zoomed in like that the boards all kinda just... Melt rogheter to create a blob of brown. God know what's its gonna be like in game on console.

    Also. Its a bit of a dick move to essentially lock options for the colourblind and the visually impaired behind progression, I'm referring mainly to shadowborn and bloodhound.

    I'm quite certain those perks weren't designed with visual impairments in mind, but it is unfortunate that the advantages they provide aren't more easily accessible - although from a balance standpoint, as opposed to an accessibility one, I can see why that's the case.

  • @FireHazard said:

    @MartinJohnson

    Isn't this the same post I already answered before?

    Why was it re-posted again? Was this an accident? Or was this intentional...?

    Judging from his post history, I'd say he posted this, it didn't go through because of the spam filter, then he posted that topic about his post disappearing, then he decided to repost, then the original topic came through the filter and now there are two.

  • @FireHazard said:

    @shlema

    It's a common bug that the splinter offerings face daily, sometimes they work and sometimes they don't.

    Personally, the splinter offerings (in my opinion) are an outdated concept now since you can just look up any Killer for a preview before buying the DLC.

    https://forum.deadbydaylight.com/en/discussion/comment/1115024#Comment_1115024

    Where does it say this? I remember this being a thing a few patches before, but it didn't take. I don't see anywhere that it's being attempted again?

    It's in the PTB patch notes, I believe.

  • Since it says "other survivors", I would imagine that it means you have to heal another survivor. However, it specifically says "finish healing 1 health state", which might mean you only have to complete the interaction, not perform it in its entirity. If I were you, I would bring We'll Make It and heal someone to full health after unhooking them, just to be safe, since that should guarantee you the challenge however you interpret it.

  • @Fengmin200 said:

    Oui, exactement ce statu ! 😀 Merci beaucoup

    Du coup, les pièges de Freddy servent uniquement à ralentir et c'est tout ?

    Ps: votre Français est très bon

    EDIT ; Autre question, Freddy peut voir les auras bleu-blanc des survivants quand ils sont dans le monde onirique ? Donc Claudette dans les herbes n'a aucune chance ? 😀

    Voilà merci beaucoup

    Oui, exactement. Le pouvoir de Freddy lui permit de voir les contours des survivants quand ils sont dans le monde onirique, ce qui rend la furtivité très difficile.

    (J'espère que mon français est acceptable - je ne l'ai pas étudié depuis que j'étais au lycée.)

  • Meta is an abbreviation of "meta-game", and what it literally refers to is everything to do with the game outside of the game itself. Tier lists, for example, are part of the meta-game. Part of this, and what people commonly refer to as "the meta", is player ideas about what perks, builds, characters etc. are the strongest.

    So the "meta", in the context you're hearing it, refers to what is generally accepted by the majority of the community to be the strongest builds, characters and strategies in the game. If something is a "meta" perk in DBD, that means it's among what most players consider to be the strongest perks in the game. If you hear someone referring to a killer or a strategy as "meta", they mean that most people consider it the strongest or one of the strongest killers or strategies available.

    It does not mean that it's the most commonly used build, character, strategy, etc., although some people wrongly use the term that way because often the accepted strongest build or character is the most commonly used - but not always. Some will tell you it's an acronym for "Most Effective Tactics Available", but that's also not true, it's just something people made up, not how the term was actually conceived.

    It's also worth noting that the meta is all about what players believe to be the strongest builds/characters/strategies in the game, not necessarily what is objectively the strongest. That's why the meta will sometimes shift if light is publicly shed on the untapped strength of previously underrated builds or strategies, because the meta is all about general public opinion.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115462#Comment_1115462

    There's red and blue on those walls?

    God this game really doesn't like people who's vision isn't 20/20

    Can be hard to tell, depending on the lighting, but there are three boards nailed diagonally in a fairly distinctive Z formation. It looks like this (though this isn't a great image):

    image.png
  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114929#Comment_1114929

    I remember seeing this happen in the past when I used Pop with Thrilling, back when Ghostface was fairly new, and I distinctly remember seeing it still being damaged despite being blocked, so it wouldn't really make sense that a blocked Generator removes the regression status and needs to be reapplied afterwards.

    But it makes sense why a blocked Generator doesn't regress while blocked. Either way, it stays damaged before and after the blocked animation concludes and than regresses afterwards.

    Right, so as far as we can tell blocking the generator pauses regression, but doesn't remove the regression. As you say, that would make no sense. We know this is the case with Ruin/Thrilling Tremors, and we can guess, though we can't be certain, that it's also the case with other perk combinations that work the same way.

  • @MongolPSR said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115462#Comment_1115462

    little hard to tell with a game that has no colorblind support still!

    Fair enough - and I agree that's an issue, for the record - though one can still learn to recognise the pattern in the meantime.

  • @Witas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1079197#Comment_1079197

    Are charms THE ONLY thing that'll stay exclusive ? If so, that's pretty unfair for dedicated players, especially since half the outfits are only recolors, would've been nice if we could atleast get those as exclusive ...

    I don't believe it's actually been confirmed what items will and will not remain Rift-exclusive. All we've been told for sure is that "most" of the items on the Rift will eventually arrive in the Store. I'm guessing we won't know for sure which items those are until that day comes.

  • @Frost115 said:

    First time post

    My idea for a build, gear head, PGTW, deadman switch and nemesis. Block the gens they aren't working on and go destroy the ones they are, I think it could have some potential.

    Sounds like it could be interesting, I'd love to hear how it works out for you! I'm always on board with trying out new and unique perk combinations 😊

  • @ddubuckyee_user said:

    I can't wait to experiment with Dead Man Switch+Nemesis. When will DLC be available after PTB?

    We don't have an official date yet, but usually the DLC goes live two weeks after the start of the PTB, so 3 March in this case.

  • There are certain maps which are better for survivors in general, but not really for particular survivors. The only major difference between survivors is their appearance, and survivors who blend in better than others, like Claudette, tend to do so regardless of the terrain.

    Generally speaking, indoor maps are particularly bad for survivors. They have the lowest escape rates. The Coldwind Farm maps (especially Rotten Fields and Fractured Cowshed), as well as Haddonfield, are generally regarded as being particularly good for survivors. They have the highest escape rates. People tend to have split opinions about most of the others.

    Certain maps also work well with particular perks - for example, Balanced Landing is good on maps like Haddonfield, Crotus Prenn Asylum or The Game where there are a lot of drops on which to activate the perk.

    Some maps are also easier to hide on than others. The Yamaoka Estate maps are particularly notorious for this, but most of the other outdoor maps, with the exception of Ormond, are also decent in this regard.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115253#Comment_1115253

    I'm just going to point out..... That the breakable walls are only on one map. And the other breakable walls on that map are reletively mediroce at best.

    Furthermore there's no indication to a killer that a wall can be broken.

    I think the bright red and blue wooden boards nailed to the wall are supposed to be the clue.

  • @EerieBloodyToxicity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113653#Comment_1113653

    How does swf work on the switch? How do you use comms and mics?

    You don't have to use coms to play with friends, you just invite friends to join your party the same way you do on any other platform.

  • The devs have heard Mr Envy's, and Jon Rob's, fanmade killer chase themes, and by all accounts been very impressed by them. Apparently, they have no plans to add fanmade music to the game at the moment, but I believe they are planning to introduce unique chase music for every killer in the future, which will most likely happen upon release, for new killers, or alongside a rework, for older killers.

  • FireHazard explained how to do it on the web version of the forums. I've checked, and as far as I can tell there is unfortunately no way to view one's own discussions or comments on the mobile site at the moment.

  • What was the thread about, and where did you post it? It's possible that it may have been deleted for violating the forum rules, or even for being in the wrong section (some mods will just move threads to the correct category if they're posted in the wrong place, but I believe I've also seen threads deleted outright for that reason).

    It's also possible, as FireHazard mentioned, that it was stuck in the spam filter and eventually went through (which I suspect might have been the case, if you're talking about the thread I think you are).

  • Unfortunately, we don't have any official word on either of those. The devs have intentionally not disclosed any information about how the cooldown works, nor about how the escalation process works (and therefore, whether or not it is possible to get banned), for fear of it being abused.

    I agree with you that it would be good to have some clue about how the system works in order to be able to report bugs with it, though, and I understand your concerns. Perhaps @MandyTalk would be able to shed some light on the banning issue, at the very least.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114858#Comment_1114858

    If that's the case than it would seem that the perk stops regression but keeps the visual damage that the Generator gives off once it's been kicked or damaged by new Ruin.

    I suppose that's so it can continue regressing after the blocked animation has concluded, which would make more sense to why the animation for the damaged Generator is still there while being blocked, but isn't actually regressing while it's blocked.

    Here's the comment I mentioned from Mandy, but it's specifically about Ruin. I'm not sure whether the same applies to a generator which is regressing due to being kicked.

    Screenshot_20200222-142931.png


  • @FireHazard said:

    @Ksoni

    Sorry about the double @, but from what I saw AFTER I sent that comment. But after that comment was sent, I was reviewing this video a bit more before closing it, and to my surprise it actually does regress while being blocked!

    here's the video as proof (Skip to 20:19)

    https://www.youtube.com/watch?v=nfTgm3pDZ-I

    As you can see, sparks are flying from the Generator, indicating that it's damaged while also being blocked by Thrilling Tremors. I don't entirely know if Ruin is the cause of this, but from the looks of it it's indeed possible. But as you can see, the Generator is clearly damaged in 20:19 of the video and is shown with the "sparking aura" effect in the middle of the Generator, which means the Generator is damaged WHILE being blocked with Thrilling Tremors.

    Sorry Fibijean for the @ but I just found this information after sending it...

    No worries. I'm pretty certain I've seen Mandy say that Thrilling Tremors actually stops generator regression, though. I'll see if I can find her comment.

  • @Sandt21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1112492#Comment_1112492

    Well, the next killer, The Deathslinger, is due out on March 10. Three months from that is June, just in time for the 4th anniversary

    Isn't it March 3? Three weeks from the PTB would be unusual.

  • @Crazewtboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113229#Comment_1113229

    That's reasonable. Kinda disappointing because I wanted to get online to grind BP but I'm noy gonna subject myself to that torture

    Fair enough. We all share your pain. Hopefully the new system will come in sooner rather than later.

  • Matchmaking is still terrible on all platforms. My guess would be that at this stage, the devs are choosing to focus on perfecting the new system rather than fixing the old one, since anything they do to the current system will become obsolete once the new one is implemented anyway.

  • DC penalties aren't there to even out the competition, they're there to make the game more fun. No game is too casual for fun.

    And, in anticipation of a response along the lines of "well being slugged until you bleed out isn't fun" - people are going to abuse the system no matter what it is, because people are jerks. But better jerks that play the game, however unsportsmanlike their playing may be, than jerks that ragequit because they got downed or a generator popped and stop others from even having a proper match. At least in the former case, their time is being wasted just as much as everyone else's.

  • @BoiltOver said:

    https://forum.deadbydaylight.com/en/discussion/comment/1112319#Comment_1112319

    Wouldn't the next one actually be due in June though. The PTB for this one is February, but unless I'm wrong the chapter release date is in March, so PTB would probably be late May release early June?

    Very early March, and only because February is so short. I would expect mid to late May for the next chapter. It's close, but I'd be surprised if it overlapped with the anniversary. That's not to say that it won't happen, or that the devs won't decide to delay the chapter release to coincide with the anniversary, I'm personally just not expecting things to play out that way. But I could be wrong, ultimately your guess is as good as mine 🤷

  • @theArashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1112239#Comment_1112239

    Introduce breakable walls on the single map where they are barely useful save one in the shack.

    Introduce them as a mechanic into the game. My point is that the devs are very obviously putting plans into motion to address game speeds, even if the issue itself hasn't yet been completely resolved.

  • @Charger said:

    Or, y'know , if you are so sensitive to consider what s happening to you ACTUAL harassment , maybe the internet is not the best place for you. I'd suggest taking a break

    From the sounds of it, they're pestering him with consistent and unwanted negative comments and insults. What would you call that, if not harassment?

  • @KrispiesChicken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1112906#Comment_1112906

    Mkay making sure. I just didn't want do something and be banned for it. Thanks fibi

    Rest assured, you won't be banned for it 😊 And just to be clear, when I say "frowned upon", I don't mean they'll hate you for it or anything, just that they don't like to encourage it because it's not really playing the game properly.

  • Farming, particularly the way you're doing it (not punishing survivors who don't want to participate) is not bannable, but it is frowned upon by the developers.

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