Fibijean
Fibijean
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@daEPCone97 said:
Are you the creator of dead by daylight yes or no whoever was talking about the refund last time
No, they're not the creator, or a developer (and neither am I). As they told you, they're just an ordinary forum user like yourself.
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@BattleCast said:
I don't even think they are aware.
In the 4th anniversary stream, Mathieu Cote said this game had an "ever changing meta". lol.
Can't remember where exactly he said this, but I remember it VIVIDLY.
They're absolutely aware. Mcote isn't on the live balance team.
Regarding the OP, I think it depends on the perk. Some perks are borderline useless and could use some tweaking, but for many others, their strength lies in the element of surprise that comes with their being niche and underused, so trying to push them into the meta would hurt them more than it would help. What I do know is that the devs have a list of perks that they would like to address, and probably a bunch of ideas for how to do so, it's just a matter of priorities and finding the time to make it happen.
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Is there an "I'd prefer not to die horribly on my birthday" option?
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1319948#Comment_1319948
They've broken promises before, and some of their improvements turned out to be downgrades.
Then what's the point in making a post telling them to fix it if you're not going to believe them when they say yes?
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Sure, but then you have all the perks, as opposed to just a bloody outfit. Don't get me wrong, I'm a P3/all perks kind of person myself, but it's definitely the grindier option.
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I guess it could work on survivors (though balance-wise it's a bit iffy) but for killers it would just look silly.
Can you imagine Myers with a backpack? *reaches tier III* "Hold on one sec, there's a tombstone piece in my pack that would be perfect for this. You just wait right there, won't be a moment."
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Good thing it's being fixed in a few weeks, then 🙂
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@Todgeweiht said:
I hope it releases the 9th, although, that would be asking for much
Most likely the 16th. Cote confirmed on the stream that the chapter would release about 3 weeks after the start of the PTB.
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They confirmed in their anniversary stream that the MMR system, which is planned to fix things like this, will be introduced within the month.
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@GhostFaceTJW said:
https://forum.deadbydaylight.com/en/discussion/comment/1319494#Comment_1319494
Correct...
How long is PTB online to use?
The PTB is typically open for one week. After it closes, they spend 1-2 weeks making changes and fixing bugs and such before the patch goes live. So the PTB should close on 2 June, but the patch won't come out for another two weeks after that.
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First of all, you need to use it while healing yourself or someone else. When you use it, it will not only deplete all the charges on the medkit but the entire thing will disappear. Because you need to be healing someone with the medkit in order to use it, you can't use it once the medkit has lost all its charges, but you'll still lose the syringe at the end of the game like you would any other add-on.
The way you use it is by pressing a button during healing. By default, this should be the same button you use for skill checks, but you can't use the syringe during a skill check. When you activate the syringe, your medkit will disappear and the healing action will automatically be cancelled, and the affected survivor (whether it's you or a teammate) will get a syringe icon in the bottom-right of their screen with a cooldown timer on it. Once the timer runs out, they will be healed automatically. If they get hit by the killer during that time, the heal will be cancelled.
It takes 16 seconds to heal by default, but the speed is also affected by any healing perks the user (that is, the person who activated the syringe, not the person it was used on) may have active, such as We'll Make It or Botany Knowledge.
I hope that covers everything - feel free to ask if you have any more questions!
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Yeah I'm actually on board with this as well. Nothing to add, just a straight-up solid idea.
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Slugging is one of the only reliable counters to DS, and most smart killers will either eat the DS strategically or slug. If you bring DS, you should expect to be slugged - you can't reasonably expect your opponents not to try to counter it if they know or suspect that you have that kind of power in your arsenal.
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@Kolossoni said:
https://forum.deadbydaylight.com/en/discussion/comment/1317761#Comment_1317761
Blaming devs for stuff is the last resort I'd want to take since they are usually the scapegoat for everything. Therefore, I'm not going to comment anything about devs doing what.
People complained about smth for years and devs only recently did smth about it. That said, I think looking at devs for answers is pretty unreliable.
"the developers would have noticed that being reflected in the statistics and done something about it long ago."
Yes, true.
I believe (hypothetically), that if the best items/perks/addons were available for everyone in a much higher frequency, the stats would prove to be shown clearer. With that said, the low probability of someone using a powerful tool is simply due to the lack of abundance.
Coming back to my own analogy, if a war happens with pistols vs machine guns, sure if the soldiers are inexperienced and know nothing of guns then yes, regardless of what weapon they use, it'll all be useless.
But, once again I repeat, playing on the same even playing field, items will and are carrying players to have easier games. This means the more BP you spend/invest, the better experience you'll have in playing. I find that pretty revolting to be honest.
They can look at the stats for just games in which powerful perks and add-ons are used, and I'm sure that they have in the past. Also, problems being addressed long after people started complaining about them has far more to do with production time than it does with the devs being slow on the uptake, but that's a whole other discussion.
At this point, we're both just repeating ourselves. I think that powerful loadouts are not the deciding factor in most games of DBD, and that the available evidence seems to support that - you disagree, and neither of us seems likely to convince the other, so let's just leave it at that.
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Strong, but balanced because it's situational. I think the people who say it's OP are focusing too much on its theoretical potential than actual practical application.
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This was the closest option. I didn't care too much about Silent Hill and still don't, but mechanically and visually I like the new DLC. Basically, I feel the same way I would if they had released a good original chapter.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1318345#Comment_1318345
Yep, I'm always making mistakes like that 😅
Lol it's all good, happens to the best of us!
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As long as it doesn't specify in the rules that licensed content is not allowed, then it's fine for the artwork contest. I believe Cheers was getting it confused with the cosmetic contest that just happened.
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Just to add to the above for clarity's sake, cooperative healing is twice as fast as one person healing another, so it's usually worth doing if you happen to have three people in one place. Cooperative repairs is faster, but less efficient, than solo repairs, so if you want to maximise efficiency it's usually only worth doing on the last generator.
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It is reportable for a survivor to block another from opening the gate, but not because it's taking the game hostage (it's not), rather because it's classified under "griefing".
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1317802#Comment_1317802
Wrong, it is 100% a joke.
I didn't say you were 98% joking, I said I was 98% sure you were 100% joking 😋
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@EntityDrudge said:
https://forum.deadbydaylight.com/en/discussion/comment/1317813#Comment_1317813
Yes but at a certain point logic has to come into play here. Or else what are doing. He attempted to add more relevance to his statement by saying he was a killer main. So it is perfectly fine to challenge that fact.
Not if you don't have any basis on which to challenge it aside from the fact that he has an opinion which you don't think a "real" killer main would ever have. If there is a logical reason why his argument doesn't add up, then by all means challenge it, but what you've presented so far isn't logic, it's just your own presumption. Assuming that someone is lying without any basis for believing that they are aside from prejudice doesn't promote constructive discussion, it stunts it.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1317996#Comment_1317996
That's called proxy camping I'm pretty sure. I guess I understand what you mean now.
To my understanding, proxy camping is the act of staying in the area near a hooked survivor. Definitionally, camping is hanging around for extended periods in the same place, so once they're off the hook and you're chasing them, you're no longer camping. And you can proxy camp without then targeting the unhooked survivor.
At least, that's the way I see it.
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@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1317952#Comment_1317952
Correct, but that’s all advanced level which isn’t what this guide would be about.
I’m talking about a basic gameplay guide, one that’s structured around priorities. Giving examples of how much time you lose pressuring generators, and how many of them are completed once you end up downing that one survivor you tunnelled.
I understand, but we're going around in circles now - as I said in my original comment, the idea that the other three survivors are free to do generators as long as you're chasing one is equally true regardless of whether you're tunnelling or not, so I don't think it's true that pressure is a good reason not to tunnel - especially since, as long as you pick your battles and tunnel someone that isn't going to run you around the entire game, eliminating one person early is probably the single most effective way of applying pressure to the other three that there is.
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1317914#Comment_1317914
Tunneling means you're letting the remaining survivors roam free. Rarely is it effective, perhaps you are thinking of proxy camping?
Nope - read my replies to StutteringSpartan above. You're letting the other three roam free regardless of whether the person you're chasing was recently unhooked or not. Perhaps I should clarify though, in case we're operating off different definitions of the word, that I'm talking about tunnelling off hook until someone is dead, not overcommitting to a single chase.
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@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1317914#Comment_1317914
I can’t disagree that tunnelling does win games, however against a good team. They’ll use Borrowed Time, Body Block, while the other survivor keeps working on generators
Oh sure, there are definitely counters for tunnelling. But as @DudeDelicious pointed out, that's the case for pretty much every possible strategy.
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@CAMELEON @cerealkiller I'd advise you both to send a ticket to Support, they should be able to help you with your issue: https://support.deadbydaylight.com/hc/en-us/requests/new
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I agree with the general idea of informing new players of counterintuitive strategies that might help them win, but from a purely strategic perspective, tunnelling is generally far more effective than I think you're giving it credit for.
While it's true that whoever you're chasing, the other three are free to work on generators, that's true regardless of whether the person you're chasing is the one that just got unhooked or not. In a game that's balanced around 1v4, removing one of the 4 will always tip the balance in the 1's favour, so it is objectively to the killer's advantage to eliminate one of the survivors as quickly as possible.
Not that I'm saying new players should be encouraged to tunnel, I just don't think they should be discouraged from tunnelling on the basis that it's a bad idea strategically, because that's not actually true in most cases.
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They have a clear roadmap - that much was evident from all the plans for future content that they outlined on the stream. They just haven't turned it into a graphic for us yet.
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@ExcelSword said:
https://forum.deadbydaylight.com/en/discussion/comment/1317782#Comment_1317782
I get what you mean about making assumptions. I play both solo survivor and killer around equally, depending on lobby times. I'm mostly talking about the players who won't own up to when they made a bad play (like not leaving the gen they were hooked right next to), and decide to blame it on the other side. this goes both ways, killers included.
That's fair - I didn't get that from your original post, but I can understand where the frustration comes from. Those types of people bug the hell out of me as well, to be honest. You're never going to improve your skills if you can't admit they're anything less than perfect to begin with.
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@EntityDrudge said:
You're not a killer main. Lol
There are so many advantages that survivors have over killer.
If you really mained killer you'd know this, and wouldn't be trying to nerf killing strats.
It is possible for someone can play the same role as you and still disagree with your opinions about certain mechanics, as well as empathising with those who find those mechanics unenjoyable. It doesn't make them a liar.
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@CraftingSoup said:
https://forum.deadbydaylight.com/en/discussion/comment/1317793#Comment_1317793
Might be, but im still baffled by this, especially Kanye West.
I'm about 98% sure the whole post is a joke, so I wouldn't take it too seriously.
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@CraftingSoup said:
How would the shark from Jaws work? He would have to be underwater all the time, which none of the maps have?! Also, Kanye West?! Really?!?!
Checkmate 😉
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You're not wrong about shaming others for the way they play being silly, pointless and in some cases hypocritical. Still, I'd caution you against the assumption that everything you've heard said by someone from a particular group is a perspective universally shared by members of that group. Of course there are exceptions, but most of the survivors who hate being slugged and tell killers off for doing it are not the same people who will tell killers "just slug" when they complain about DS. And I've yet to meet a survivor who complains about slugging but would nevertheless rather be slugged than re-hooked.
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@Kolossoni said:
https://forum.deadbydaylight.com/en/discussion/comment/1317730#Comment_1317730
Of course, that's true for all games regardless of what you play.
But in this case, DBD nor LoL matches people with ranks/skills on the other side of the scale.
i.e. you'll never play with a Bronze when you yourself is in fact a diamond+. Same with DBD.
There is a thing called MMR and with that in mind, we should think in a match where everyone has similar skill level.
In that situation, the whole item thing becomes more important/crucial than you suggest they'd be.
If you are on a battlefield, versing another soldier who has a similar level of capabilities/skills, the chances are that it'll be totally unfair if that person used a powerful weapon when let's say you are holding a pistol.
Like I state again, if we were on even playing ground with equal handicaps than fine, but in this case and most cases, it'll be biased once better items come in to the picture.
Of course, one player will have the advantage in that situation. That was never in dispute. The question was not whether the advantage exists, but whether it is so pronounced that it defines the outcome of the match in most cases.
If DBD really were so broken that having the best perks, items or add-ons usually guaranteed a win, then (a) no one who isn't a glutton for punishment would ever play anything but, and (b) the developers would have noticed that being reflected in the statistics and done something about it long ago. We can't know for certain without looking at the stats ourselves, but the fact that neither of those things is the case would strongly suggest that powerful loadouts are not as much of a deciding factor as you're claiming.
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@Kolossoni said:
https://forum.deadbydaylight.com/en/discussion/comment/1317700#Comment_1317700
Yeah I get that analogy since I've been playing that game since 2013.
But LOL is completely different from DBD as that game has multiple heroes who have separate, totally unique skill sets with different roles to fulfill while DBD only has the same set of perks with the exact same objectives. No roles and no variety.
What makes ultra rare + best items/perks matter more in DBD than LOL is that since there are so few objectives to work on, these items literally carry players to either: finish objectives way earlier than intended, drastically increase survival OR provide easier blows, simply killing them all.
If DBD was as complex as LOL then I'll agree with that statement, but in reality? PPPffff, not a chance.
And you'll see why and how it affects the games since literally one every five posts about this game is "____ is OP. Get rid of it."
I think DBD might be more complex than you're giving it credit for. Obviously we can't make a direct 1:1 comparison between the two, since there are always going to be differences to point out, but for the purposes of this argument, champions and their abilities in LoL are comparable to different loadout combinations in DBD. In both games, playing the meta, whether it's a particular champion or a particular set of perks, will tend to give the average player an advantage, but a good player can play whatever they like and still do well, because at the end of the day those things aren't what differentiate successful players from unsuccessful ones.
What both League and DBD have in common with each other, and with all competitive multiplayer games, is that it's not what you have that matters but how you use it. Knowing how the mechanics of the game work, and being able to predict your opponent, are what make a good player good, not how much gold or bloodpoints they have.
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@Kolossoni said:
https://forum.deadbydaylight.com/en/discussion/comment/1317683#Comment_1317683
I never said it guarantees a free win.
I said it guarantees a game that goes in your favor drastically to the point it makes some games easier than others.
Of course it makes the game easier, that's the entire point of having perks, items and add-ons. But none of them, with the exception of maybe a handful of ultra-rares, sway the balance so far in one direction that it notably affects the outcome of the match from the outset.
I don't know whether this analogy will mean anything to you or not, but it's like saying that League of Legends is just a game of "who can kill the most minions". Minions give gold, and gold buys items, and items make your champion stronger, so it's an important part of getting ahead early, but it's not even close to being what defines the outcome of most matches, let alone the game itself.
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I think it's meant to be Huntress-related, which is why it's killer-only. There's probably some lore reason why they don't want to allow survivors to wear killer charms and vice versa, but I expect they could be convinced to change their minds if enough players wanted it. It wouldn't be the first time they disregarded the lore for the sake of improving the player experience (the ability to have multiple of the same survivor in a lobby is another example).
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@Elk said:
https://forum.deadbydaylight.com/en/discussion/comment/1317642#Comment_1317642
Feng Mains are better than Zarina mains❤
I would say fite me, but I mean... I'm still a Feng main, I just like Zarina's portrait better, so... sure, I agree with that 😋 #FengGang
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1316720#Comment_1316720
In some ways I'm kinda glad that I don't have the Trusted tag, then. While I try to remain as unbiased as possible, I can be described as something of a controversial figure on these forums. Depending on who you ask.
We only have to be unbiased to the extent that anyone does in a constructive argument - that is, you need to be able to understand the opposing point of view even if you don't agree with it. So you won't find any Trusted members with the stereotypical "main" mentality, but that certainly doesn't mean we're not allowed to have our own opinions on things. In fact, we're encouraged to disagree and offer criticisms and argue our own views just like anyone else on the forums, as long as we do so constructively and respectfully.
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@Shenanigan said:
https://forum.deadbydaylight.com/en/discussion/comment/1311833#Comment_1311833
Sorry if I'm responding late, but thank you for acknowledging this little issue! ^^
All good - I'm not actually a dev, but I'll do my best to pass on your gratitude! It's actually my favourite Feng head as well, so I'm also super glad it's fixed 😊
EDIT: As for the console thing, you're quite right - you'll be able to see the fix on consoles in a couple of weeks when the live patch goes out.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1316169#Comment_1316169
It's limited, which is why I dont think its OP or anything...just think its odd that they tied it to Hex perks to begin with. I dont think a survivor perk should be directly tied to a killer's loadout. If you want a survivor perk to counter various status effects or something...sure. This though treats 3rd seal the same as it would treat ruin. I feel like the effect should rather be tied to a survivor action rather than a killer's loadout. That's why I drew my parallel to saying a killer perk that only gives a really strong effect if a survivor is equiped with an "eye perk".
Also, correct me if I'm wrong...but I dont believe devour hope gives the hex status effect either
I think it might once someone gets hit by it at three stacks, but I wouldn't know for sure.
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@LordGlint said:
While I wouldnt say the perk is OP, I do think theres afew things here that people are overlooking. The OP brought up Haunted ground. This perk has nothing to do with Haunted ground. Just because haunted ground is a hex perk, doesnt mean the survivor is hexed by it.
https://us.v-cdn.net/6030815/uploads/ZFLHDN3UARUY/image.png
Haunted ground never causes the above status effect to appear on your screen. The same is true of other perks as well.
Apart from that, being able to tank Billys chainsaw after being healed up and similar 1 shots shouldnt really be shrugged off...but I doubt itll play a HUGE role. My biggest problem with the perk is the idea that it feels like the killer is being punished for using a hex perk. Hex perks have nothing at all to do with this effect but because your running 3rd seal...this guy gets to tank hits every now and then.
Imagine if they made a killer perk for example that made them able to 1 shot you...but only if your using a perk that has an eye for an icon. That would seem like a weird nerf/counter to perks like deja vu that dont really need to be nerfed.
OP actually acknowledged the point about Haunted Ground not activating Soul Guard in their post. The reason they brought it up was precisely to illustrate the point that the only hex which survivors will typically avoid cleansing is Haunted Ground, which is the only one that won't activate Soul Guard, and any other hex perk that will activate it is likely to be cleansed very quickly, meaning that the perk won't be active for very long anyway (if at all). In both cases, the recovery ability on Soul Guard is extremely limited in its usefulness.
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The dark blue one with the white striped top, you mean? That's not available in the Store, it's part of her unique outfit that you can only obtain by buying the Spark of Madness DLC (as opposed to buying the characters individually through the in-game store).
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@Em0Queen358 said:
https://forum.deadbydaylight.com/en/discussion/comment/1305719#Comment_1305719
Ok so what I’m getting at is that the licensing of Freddy still needs to go to play with Nintendo switch?
In order for Switch players to be able to use Freddy, the license holders need to approve it. That's an entirely separate issue from crossplay, though - crossplay can still happen regardless of whether Freddy is available yet on the Switch, so there's no reason to think that it will come to Switch at the same time as Freddy - nor, for that matter, that Freddy not being available on Switch yet will impede the introduction of crossplay in any way.
Basically, they're two completely separate issues, so they might happen to coincide but there's no real reason to believe that they will because they're pretty much unrelated.
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@DragonMasterDarren said:
I probably should have mentioned that this is a humongous r/woosh moment and that I take it as a compliment, thanks for playing along with the joke though :)
I knew the title was a joke but (a) I like to take people seriously even if I think they might be joking just in case, because I'd rather take the blow myself and look like an idiot if they are joking than make the other person feel like their concerns are being made light of of if they're not, and (b) pretending that ridiculous jokes aren't jokes is part of my ironic sense of humour, because I'm just weird like that I suppose.
... I'm also very good at overexplaining things, in case that wasn't obvious 😋
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/1316083#Comment_1316083
more like "do I take as a insult to Demos everywhere or as a compliment to me?"
I'd take it as a compliment to you, but then, I'm someone who tends to give the benefit of the doubt even when it isn't deserved. My interpretation of what she was saying was not "most Demogorgons I run into suck but you did okay" so much as, "Demo's design is a handicap to anyone who uses him, but you were able to play well in spite of that and that's impressive".
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@Ghostwithaface said:
https://forum.deadbydaylight.com/en/discussion/comment/1315569#Comment_1315569
Funny you bring up we're gonna live forever. They are going to add a secondary effect to that soon. What sort of secondary effect? No idea. Yet it will get one soon.
Where was this confirmed? I must have missed it.
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Leaving aside the fact that the ranking system is pretty heavily flawed and doesn't reflect player skill that accurately, being rank 8 doesn't mean you're a bad killer, it just means you're not the best killer in the world, and that's completely fine. If everyone were Rank 1 in terms of skill level, there would be no point in having ranks at all. Purple rank is actually not too shabby at all - you may not be the best killer, but you're still pretty good.
The focus that the community, and to an extent the game's design, places on rank, and particularly the way pipping after a match is normalised, has caused a lot of people to think of pipping as a basic requirement for success in a match, and therefore to feel as if they've failed somehow if they don't pip. The truth is, all pipping means is that you're improving your skills. Not climbing ranks doesn't mean you're performing badly, it just means you're performing to the standard that would be expected of someone at your level.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1315964#Comment_1315964
It's like For the people all over again, lol.
Pretty much. Not everything that looks broken on paper is broken in practice, and vice versa. That's why live testing and live balancing is a thing.
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@pinkranger22 said:
Ah got it- so we will always be paired with random people, no computer players. got it - thank you so much. And is this fun on nintendo switch? many thanks!
The only problem I've heard of with Switch is that it's by far the least-played platform so the queue times are not great. However, we have received confirmation that crossplay with other platforms should be added within the next seven months, so the queue times issue should improve dramatically when that happens if you're willing to wait a little while.
