Fibijean
Fibijean
About
- Username
- Fibijean
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/comment/1095294#Comment_1095294
Hi @Fibijean, hi @FireHazard. The information regarding Emblems featured on the Wiki was deduced from the code and interpreting that is not an easy task. If you are unhappy with the wording or think there is a mistake, you are welcome to improve said information yourself. That would be more helpful than complaining about it on here. If the Wiki doesn't receive direct feedback on what information is supposedly wrong/inaccurate/poorly worded and how it is that, we are naturally going to assume that everything's alright and not adjust it.
As FireHazard explained, there's a difference between complaining about something being inaccurate or ambiguous and merely pointing out the fact that it is. No one is blaming anyone, and I for one appreciate hugely all the hard work that those who contribute to the wiki put into interpreting the code. Neither of us is claiming to be able to do a better job, we were simply lamenting the fact that the information available isn't clearer (for which we're fully aware that the wiki contributers are not necessarily to blame).
-
@Shrevy said:
@Fibijean Freddy, hillbilly, or Oni. Been sticking with Freddy since I knew one hit downs were a bad thing. Also I normally play survivor, so it's a steep learning curve.
Guess I was hoping for an easy " you need 6 chases and 4 hooks to get silver" as I'm getting absolutely destroyed as killer.
I really do appreciate your in depth advice a lot though, thank you for that!
No problem. Yeah, unfortunately Chaser is an emblem that you can't accurately quantify, at least as far as the points you gain passively during a chase goes. I can tell you that you get 55 points per hit, and you need 1230 points for Silver. So if you manage to get all 12 hooks, and each of those hooks was after hitting the survivor twice, you should easily be able to get a Silver Chaser as long as you don't stand around near hooked survivors.
-
Which killer are you playing? That might impact your chances.
There are two main components to the Chaser emblem, one of which is getting hits. This means that killers like Hillbilly, Cannibal or Plague, who typically only hit the survivors once during a chase, will naturally suffer in this emblem. So if you're looking to do well in Chaser, you need to play an M1 killer.
The other component, as @PigMainClaudette pointed out, is ending chases quickly. Stealth killers are the best for this because, of all the M1 killers, they tend to be best at quick chases due to their ability to catch survivors off-guard and land a first hit almost instantly. Wraith, Pig and Scratched Mirror/Vanity Mirror Myers are probably the best killers to use, since as I mentioned, killers with instadown abilities tend to suffer in the Chaser emblem.
-
@UntilValhalla13 said:
You have to use the killer's three unique perks only though, I thought.
You're correct.
@mareng The best way to do Adept Doctor is just to play well with him. There are no secret hints to be given for Adept Doctor specifically. Unlike other killers, he doesn't have a power which particularly impedes his ability to do well in certain emblems. Doctor is hindered somewhat by the fact that he has a perk (Monitor and Abuse) which cripples his power more than it helps it, so if you want to get good use out of M&A on Doctor you will need to limit your use of Static Blast to whenever you are in a chase, if possible.
Adept achievements are mostly a matter of understanding how the emblem system works. Gatekeeper is all about applying pressure, which you do the same way you would on any other killer - patrol generators, injure survivors, hook survivors, etc. Keeping survivors' madness up is also another way that you can apply pressure as Doctor, because survivors in madness tier III are unable to repair generators and have to spend time Snapping Out Of It.
For Devout, you want to make sure that you hook every survivor three times. If anyone dies on their first or second hook, that will hurt your emblem score. You want them to be saved, so avoid camping and give survivors as much room as possible to rescue each other from the hook.
Malicious is mainly about getting as many hits as possible, which is fairly easy with an M1 killer like Doctor. The other thing that grants Malicious points is survivors reaching new hook states, which will happen naturally if you are able to do well in Devout and get all 12 hooks.
For Chaser, try to end chases as quickly as possible, and again, as with Malicious, you also get points here by hitting survivors. Avoid staying close to hooked survivors, as this is heavily penalised.
-
I assume that by "detect-range" you're referring to Legion's Killer Instinct. Whenever the Legion hits a survivor who is not already affected by Deep Wound while in Feral Frenzy, Killer Instinct ongoingly reveals the locations (not auras) of all other survivors inside the terror radius (32 metres, by default) who don't currently have Deep Wound applied. The effect persists until Feral Frenzy ends.
If you hit someone during Feral Frenzy and apply the Deep Wound effect, then yes, they will bleed out if they do not mend. You cannot down a survivor while in Feral Frenzy, because hitting a survivor who is already affected by Deep Wound will automatically cancel Feral Frenzy. The only exception to this is if you're using the Frank's Mix Tape add-on, which will allow your Feral Frenzy attacks to deplete a survivor's Deep Wound timer.
Hitting a survivor during Feral Frenzy will not slow them down, and there are no add-ons which allow you to do so. The Mangled status effect doesn't slow survivors down, it just makes them take longer to heal.
For more details on Legion's power and add-ons, you can check out their page on the official Gamepedia wiki here: https://deadbydaylight.gamepedia.com/F._J._S._J.
-
I'm very confused. Why are so many people using this post as an excuse to attack survivors specifically? Is it because of the example OP used, even though the post as a whole was very clearly about the community in general, regardless of who mains who? Did people not read past the first paragraph? What am I missing here?
-
@ThirdEyeGod said:
https://forum.deadbydaylight.com/en/discussion/comment/1097014#Comment_1097014
I think you're mislead here. I'm not saying the changes they've made aren't meaningful. I understand that for this game they need have updates or players will lose interest. I wanted to discuss the possibility of deviating from the same cycle of releasing a killer chapter every three months.
There are many changes that players have asked for such as the ones I listed in my initial post that have not been altered at all and need to be. My point is they should take a break from releasing chapters to address core game-play elements.
Yeah, I got that. It wasn't the impression I got from your original post, but I think it's been cleared up since, so no worries 😊
-
@batmanscar said:
ok first of all I don't understand why you think you can tell me or anyone else who bought and play the game that they have to be punished for an unfair amount of time , and if you or anyone else is toxic enough to want this either now or in the future the player base for this game will drop dramatically because having a 1 hour penalty for dc-ing only twice is completely unfair and no one will play the game anymore cuz they can't stay 24/7 in front of a computer screen or they want to play something else and then come back to this game in 20/30 minutes so people will d-c at some point and they won't come back if they can't even play because of the wait times .
And what do you mean by "the team" ? you just said your not a developer so I have no idea on who's behalf you are speaking . if you are referring to your "team/friends" that want to keep these unfair and ridiculous time penalties because you are all toxic I frankly don't care because people will stop playing the game because of the reasons I mentioned above and just toxic players will stay on this game like you and will be forced to wait a long time since no one will end up playing , but like I said I don't care if the penalties remain as less and less people will play and if that is the case I'd rather not play then waste my time waiting to play against toxic people like you who ruined the game .
Wow, so now I'm toxic for trying to help you? Good to know, I guess I won't bother next time 😕
For the record, you shouldn't be getting a one-hour penalty for disconnecting twice. If that's happened to you, you should file a bug report here: https://forum.deadbydaylight.com/en/categories/bug-reports
And by "the team", I meant "the development team". I'm not a developer, which is why I said that they "appear" to be happy with the penalties as they are now. I'm not speaking on anyone's behalf, I'm going off what I've heard them say on stream and on the forums.
It looks like you're just looking for someone to lash out at because you're upset about the game. But I'm not interested in being that person, sorry. I've answered your question, so if you're just going to keep attacking me, don't expect any further response.
-
@ThirdEyeGod said:
https://forum.deadbydaylight.com/en/discussion/comment/1097010#Comment_1097010
It's not beside the point. You said that I was only looking for changes that only I personally wanted when instead a large amount of players actually share similar beliefs and want some changes to the core gameplay.
I realise that, the point I'm trying to make is that just because the changes that are being made aren't the changes that some players, yourself included apparently, are hoping for, doesn't mean that those changes aren't significant or meaningful for the game as a whole or the gameplay experience.
I won't repeat myself again - I'm not interested in going around in circles.
-
@ThirdEyeGod said:
https://forum.deadbydaylight.com/en/discussion/comment/1096974#Comment_1096974
Yes, currently I feel the game needs changes that will shakeup the gameplay. Do you think the current gameplay for survivors to solely focus on gens then leave is fun and engaging? And can you see how the current gameplay might not be satisfying for some players such as myself?
The most enjoyable parts of the game for me is when I'm not doing the main objective. I would love for them to change it so that it could be more enjoyable.
And that is totally fine, but it's also beside the point. All I was doing was answering your original question. Please refer back to my second comment in the thread if you're confused as to what I'm trying to say here.
-
@ThirdEyeGod said:
https://forum.deadbydaylight.com/en/discussion/comment/1096951#Comment_1096951
None of those changes you mentioned actually change any of the core gameplay. You still hold m1 on a gen for 400 seconds and get out as fast as possible. The ruin change is the difference between having to hit great skillchecks versus not having to.
I respectfully disagree, and that's the point I'm trying to make. It's okay if you don't personally feel that these changes were significant, but that doesn't mean that no significant changes are being made.
Again, if you're asking whether we will ever get more significant updates beyond just new DLCs, the answer is absolutely yes. If you're asking whether we will get more changes that you personally consider significant or game-changing, that's impossible for anyone else to answer with certainty.
-
@Nakedwildman said:
Thank you for your time to write it down. Now things are more clearly for me, since I mostly cant understand them on the speed they talk. Really appreciated.
No problem! I'm glad it was helpful for you 😊
-
I'm not a developer, but I can tell you with almost complete certainty that the DC penalties will not be removed from the game, unless the developers decide that they are harmful to the game which is not the case currently and not likely to be the case any time soon, if ever.
As for the penalty lengths, the team appear to be happy with what they have right now, but they will continue to monitor the system and how it is performing and may make further changes to it if they deem it necessary.
I'm not sure what you mean by the "clown level". Would you be able to elaborate on that a bit further?
-
No - live, online games like Dead By Daylight typically roll out updates automatically and will not even let players launch the game unless they are using the latest version.
However, if you want to know what the game used to be like, you can find a lot of footage of it somewhere like YouTube just by searching things like "Dead By Daylight beta gameplay" or "Dead By Daylight 2017 gameplay".
-
@ThirdEyeGod said:
@Fibijean In my initial post I listed changes that I have seen lots of players ask for such as bloodweb changes and devotions level. These aren't just changes I want.
I realise that, the point I'm trying to make is that just because the changes that are being made aren't the changes that some players, yourself included apparently, are hoping for, doesn't mean that those changes aren't significant or meaningful for the game as a whole or the gameplay experience.
Things like character and map reworks, the Archives, major meta-shifting updates like the Ruin rework, and the introduction of the MMR system are all examples of significant, game-altering changes which have been made or announced just in the last six months or so.
-
How adorable and wholesome!
I hope you and your drunk ass friends have a great night, and stay safe ❤️
-
@ApeOfMazor said:
https://forum.deadbydaylight.com/en/discussion/comment/1096920#Comment_1096920
That really is not that great i'm pretty sure he means new features or like major game shake ups. And the answer is no they won't do anything besides release stuff to sell you and minor "balances" and "reworks"
@ThirdEyeGod said:
Exactly what @ApeOfMazor said. Things that will shake up the game and bring players back and new players in. The EGC is an example.
I see, so actually the question is not "will we get more major updates with new features added" but more along the lines of "will we get more of the kind of updates that I want to see for the game". In that case, I couldn't possibly say.
-
You mean like the Archives or the Doctor rework? The answer is yes, they release major updates that aren't just new DLCs with every mid-chapter patch.
-
@CrassardStreams said:
Even the devs don't particularly care for killer, it's just there so survivors gets points /s
Seriously though, this game is really survivor sided and it's laughably easy to bully a killer depending on the matchmaking (which is total mess right now) Most survivors are gonna spend all EGC teabagging at gates and throughout the round teabagging, healing, and flashlight clicking at pallets and any other stun. Lately Head On has become quite popular, but Decisive Strike is still on basically everyone along with Unbreakable
@ApeOfMazor said:
Stop giving survivors so many ######### 2nd chances with these stupid perks. Its ridiculous. They can troll and act bold cause they know they have perks to protect them and enable their troll behavior.
Did either of you read the original post? This thread isn't about game balance, so please try to stay on topic. There are plenty of other threads on the forums where you can complain about the devs' treatment of survivors if that's what you want to do.
-
I agree with you. People use the internet as an excuse to say and do whatever they want, like the laws or morality or human decency don't apply. The amount of people I have encountered who don't think courtesy or good sportsmanship are worth bothering with is frankly alarming, especially since it's hard to tell whether that's just how they behave online or if the kind of person they are in general simply doesn't care about the wellbeing of those around them.
-
@PhantomMask20763 said:
https://forum.deadbydaylight.com/en/discussion/comment/1096820#Comment_1096820
Hm, I wonder why I'm getting them then, hopefully my mask and mallet dont dissapear cause I earned those
Yeah, I'm not really sure what's going on. I don't expect you'll lose the cosmetics you earned, though, unless they manage to mess it up again 😕
-
They weren't given away to all players. I believe this is a bug with the method the developers used to restore those cosmetics to players who earned them at the time but randomly lost them.
-
I think everyone does sometimes.
This entire past year has been hard for me, because it was just a couple of weeks after last Valentine's Day that I lost a fairly long-standing relationship with someone who was immensely important to me, and which both of us expected and intended to end in marriage. And I'm still far from over it.
I know that might sound very unempathetic, like "at least I had someone", but what I'm trying to say is I know what it's like for a day like Valentine's to feel really painful and difficult, and I know what it's like to feel like it's never going to happen for you the way you want.
So, worthless though it may be, you have my love and sympathy ❤️
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1096741#Comment_1096741
Even though they said one of the benefits to dedicated servers would be to tell between a client crash and a disconnect. :/
They can tell the difference between a crash or an outage and someone using the "Leave Game" button, but there is no way to detect, when someone's game does end suddenly or their connection shuts off, whether they did that intentionally or not.
-
Yes, crashes and anything else that causes you to leave the match is treated as a disconnect and punished accordingly. This is to prevent the system from being bypassed, since it's impossible to tell the difference on the server side between a crash or a network outage and someone killing their game or disconnecting their internet deliberately.
-
@OtakuBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1096664#Comment_1096664
That thing looks like someone hot glued dentures to a nut sack and made a hand puppet. That or a walnut with teeth. And I'd rather not think about the ladder. Walnuts freak me tf out (don't ask).
... I really want to ask.
-
Most people have issues with their parents at some point in their lives, even if it's just during those rebellious teen years. You could argue that the DBD lore is overdoing it, if the DBD characters were just a random selection of people. But we know that's not the case - the Entity doesn't pick people up randomly, it chooses them to suit its purposes, and their backgrounds surely have something to do with that because, as @SadonicShadow pointed out, a person's background and upbringing have a huge impact on the kind of person they turn out to be.
-
@Windsor_B said:
https://forum.deadbydaylight.com/en/discussion/comment/1096577#Comment_1096577
They claimed they never got the money and can't help me. Microsoft said they gave the money and I even attached the order history proving it but they haven't acknowledged that they've even looked at it. They even ignored one response entirely and claimed it was blank even though you could see it in their reply where it says to put it above the line.
I'm sorry to hear that. The other person that might be able to help is @Suggestive, she's the head of the Customer Support team so she might be able to shed some light on what's going on.
-
Understandable. The reason for this is because DBD doesn't have cross-progression. Your two accounts will share DLC, which is why you have your Charity Case cosmetics, but not in-game progress, which includes not only things like perks and character levels but also anything purchased from the in-game Store.
If you're willing to wait, though, the developers have been asking a lot of questions about player interest in cross-progression recently, so we might be seeing it in the game at some point in the not-so-distant future, and if that does happen you probably won't need to repurchase your cosmetics.
-
According to the in-game News, the next level releases on the 17th, which is Monday, and Level IV is three weeks later, on March 9.
-
AI is one of, if not the most difficult thing to code. There is a huge difference between creating a bot that runs along a preset path and performs an action, like those we see in the tutorial, and creating a bot that thinks and acts like a human being. There are so many hundreds of variables in a Dead By Daylight game that affect the decisions players make throughout, and all of those would have to be accounted for and programmed around.
It would take many months, if not years, to build functioning bots for Dead By Daylight that could be played against in matches, and balancing and bug fixes would suffer in that time because a large chunk of their existing resources would have to be devoted to building AI. Yes, it would be nice to have, and it's not a hard no from the devs, it's just nowhere near being a priority right now. Not because they're too lazy or don't know how, but because they have more important things that they need to devote their resources to at the moment.
-
@Mistikus might be onto something. They would have told you why they were closing your tickets the first or second time they did so. Could you give us more information about what was said?
-
The developers decided to release all previously exclusive cosmetics to all players, Golden Feng included, with the exception of cosmetics that were exclusive to holiday events, and those that were tied to third-party business arrangements like the t-shirts for various Twitch streamers.
You can find out more about it in the November Developer Update (https://forum.deadbydaylight.com/en/discussion/103996/developer-update-november-2019) and also the 3.4.0 Release Information (https://forum.deadbydaylight.com/en/discussion/108882/release-information-3-4-0).
-
@andyollolloll said:
They addressed survivors complaints of hitboxes but called to point out extra lag is caused by having the servers, something that is rehearsed and suitable questions game picked.
Actually addressing SWFC balance issues of the game aren't even talked about I notice
That's because this was a Technical stream about the way the game is built behind the scenes. Hitboxes are part of that, the whole SWF issue is not (assuming I've correctly interpreted what you mean by SWFC).
-
@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1094653#Comment_1094653
Well I did dc twice and came back the very next day to see which resulted in an additional 15 minute ban. The day after that about 25 hours I played again without dc and the next day when I dc’ed I got a 5 minute ban. It may be incorrect but that’s just what I’m observing
I see, fair enough. I don't expect it's something we'll ever get official confirmation of, so player experiences are all anyone has to go off for the time being.
Although naturally, I would discourage you from DCing in general, since it is against the rules and hurts other players 🙂
-
@Nyxis_Fier said:
https://forum.deadbydaylight.com/en/discussion/comment/1094999#Comment_1094999
Camping and tunneling aren't strategies. They're cheap ways of getting high points and beating the game faster. Which 9/10 the killer walks away with 13k.
And this isn't real life it's a game. Lmao It's one thing of you're cheating and another when you're trying to have a fair match but can't because you keep getting toxic killers. It draws people away in the end which loses customer/gamers.
Whether in a game or real life, the laws of common courtesy still apply.
-
@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1095196#Comment_1095196
It says on the DBD Wiki that you get scored for opening Exit Gates, whether you or someone else does it is not specifically said though, so that's where i'm getting my information from. It would make sense if you're given a score for opening one or both of the Exit Gates, but I couldn't tell you if everyone gains a score towards it if they're open and not just you, you do however get the BPs yourself if YOU open them.
It does say that you gain 15 points to all Survivors when they're powered, but that small bit of information "Successfully cleansing both dull and Hex Totems and opening Exit Gates also grants points towards this emblem." leads me to believe that it isn't the only thing that the Exit Gates offer. You could argue that it means BPs and not score, but it specifically said "towards this emblem" at the end.
Whether that information is accurate isn't know, at least I don't know, also it's good to be consistent with your information but being hyper specific isn't entirely necessary. But at the end of the day, specific information like if Co-op or Solo Gen repairs give more or less score to this emblem is important to know, so I will agree on that.
All in all, less work towards the emblem rewards less score, knowing what to do to increase that score is essentially all i'm after when providing the information above.
In that case, it's either contradicting itself, or whoever wrote the wiki page failed to note how many points are granted for opening gates compared to when they are powered. Personally, I think the former is more likely, and I would guess that "powering" is just a bad word choice here and it's actually referring to when a gate is opened, just based on various context clues as well as the devs' "design habits".
However, as you say, it's actually not extremely clear so we can't say for sure. The only thing that is clear is that some points are granted with relation to the Exit Gates, but not a large enough amount that it would likely make a substantial difference to emblem scoring in OP's case.
-
@ClickyClicky said:
The devs call this "collateral damage"
Do they? Where did they say that?
-
@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1095180#Comment_1095180
Ok, than that and whatever I said above.
The point was that if he just does co-op Generator repairs (which you explained isn't efficient) than he would get a lower Lightbringer emblem score because he didn't also do it himself, break dull/hex totems, and/or get chased while people did gens which is also a means to get side-points while you can't get them yourself.
In the most efficient way, he should've broken as many dull/hex totems as he could, do a few or all Generators solo (which is rare to do 2+ yourself, especially when the Killers AFK), and open one or both Exit Gates. But he did it semi-efficiently so he was rewarded less points as a result.
Correct. Except for the Exit Gates part - that's why I said above that opening Exit Gates doesn't actually grant points, because apparently the only Lightbringer points you get from Exit Gates are those granted to all survivors when the gates are powered.
Sorry to be so nitpicky, I just want to make sure we're completely clear for OP's sake on exactly what does and does not grant emblem points.
-
@FireHazard said:
If The Wraith was cloaked than Dark Sense wouldn't reveal their aura because of the Undetectable Status Effect.
Also, Lightbringer only counters a few things towards the emblem, gaining points in that category won't exactly raise the score of the emblem itself, even though it should in my opinion. You gain points towards the Lightbringer emblem by working on Generators (doesn't matter if it's co-op), cleansing Dull and Hex totems, opening Exit Gates, and being chased by the Killer while your teammates work on/complete Generators (except this last part only gives a small amount).
If you want to educate yourself more on how the Emblems count your score towards them, than i'll link you the DBD Wiki's mock up on each emblem. This was updated 3 months ago on December of 2019, so it should be fairly up to date since we haven't see anything drastic in emblem changes since the Gatekeeper emblem rework.
[Here's the link to the DBD Wiki for the emblem system]:
For the record, it actually does matter whether generator repairs are solo or cooperative when it comes to how many Lightbringer points are rewarded. As I explained above, emblem points are granted for how much progress each player personally contributes to generator repairs. If you repair a whole generator by yourself, you get 100 points, but if you repair it with another player, you only get 50 points because each of you contributed equally to the repairs. So it is actually far more efficient to repair generators solo if you're trying to do well in Lightbringer.
-
@laharl_scarf said:
https://forum.deadbydaylight.com/en/discussion/comment/1094971#Comment_1094971
More info: the killer (wraith) was afk for most if the match. Someone probably had dark sense and pointed at the killer. So even though lightbringer is essentially objectives, objective points don't count towards lightbringer? Doesn't make sense that co-op would award less points than solo. Read that the longer survivors stay in the match, the more altruistic points they get so maybe that's why? To prevent gen rushers?
If the killer was AFK, then you would naturally have spent most of the match away from them, so it's normal not to get anything in the Evader emblem. That usually happens when killers are AFK - one of many flaws with the current ranking system. Particularly if the killer was a Wraith, it doesn't surprise me that you didn't get any Evader points, since a cloaked Wraith doesn't have a terror radius, nor is it possible to get into a chase with them (both of which are necessary for gaining points in the Evader emblem).
The emblem system is totally separate to the bloodpoint system, and the ways points are generated for each one only occasionally align. Basically, how many Objective points you get is not a reliable indicator of how well you will do in Lightbringer, because many more things give bloodpoints than emblem points, and different actions grant different amounts under each system.
The reason you get less emblem points for co-op repairs is because the Lightbringer emblem grants 1 point for each percentage of generator progress you personally completed. If you repair an entire generator on your own, you did 100% of the repairs, so you get 100 emblem points. But if you repair an entire generator with one other player, you each did 50% of the work, so you would each get 50 emblem points. I agree it makes no practical sense, but that's how the system works.
As for Altruism points (or Benevolence points, if we're talking about emblems), staying in the match longer will naturally give you more potential opportunities to perform actions that will grant you points, but you do not passively accumulate points over time just by being in the match.
-
@n000b51 said:
"People dc because killers camp, or killers wanna Dodge lobbies/teams because they feel they can't win a match."
@Nyxis_Fier : and the only guilties for this bad behaviour are the managers & developpers because they openly disapprove & try to eliminate with camping BP sanctions when killer stay too close to the hooked survivor. We all clearly see now how useful this sanction is for survivors and how the killer's behaviour are today ingames.
Very good, "pretty job so far" again, best games of our life !
@Fibijean : if camping & tunneling are killer's strategies, DC & camping are survivor's strategies as well.
Killer as you just make me a lot of laugh when some of your kind of players to lecture others about "camping strategy". How noob are you campers to buy a game to stand on the same place ? What the point ? Don't have you something else to do ? Are you even aware playing Barbie's and Majorettes for kiddies are more "active" game contrary to the way you pretend to play ???
It is another absurd behaviour as only an absurd game can openly show to the public.
Camping as a survivor would be a strategy, I suppose, although I'm not really sure how you'd do that.
It's debatable whether DCing for strategic reasons is a legitimate play or not. Personally, I would say no, since DCing is quitting the game, not playing it, and the developers seem to agree.
EDIT: I didn't realise that last bit was also directed towards me. I'm not even close to being a killer main, as you would know if you did your research before trying to discredit my argument on that basis, but nice try. Nor do I camp when I play killer, I just don't demonise those who do. The rest is just blatant insult, so I'm going to go ahead and ignore it.
-
If you're on any platform other than Xbox (that is, if you're on dedicated servers) then it doesn't have anything to do with the killer being present. Beyond that, though, we don't know for sure, as it's never been officially confirmed to my knowledge.
It definitely appears to close after all other players have left, and my personal hypothesis based on past experience is that it also closes after a certain amount of time if two or more people stick around. This is likely to prevent unnecessary strain on the servers, so that the match doesn't continue to take up a server slot if two or more players go AFK at the end of the match without disconnecting back to the menu.
-
@Raven9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1095004#Comment_1095004
If a person already loses his progress, he may lose the teachable advantages as well. Thanks for your interest anyway!
If you unlocked them by leveling characters, and you lose your progress, the Support team will refund you enough bloodpoints to get them back. If you unlocked them through the Shrine and lose them for some reason, I'm sure that's also something Support will be able to help with 😊
-
@Raven9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1094994#Comment_1094994
So can teachable perks be returned? This is really important to me, it can take months and even years.
You mean if you unlocked them through the Shrine, instead of by leveling characters? I've never heard of a progress loss case in which unlocked teachables were also lost, but if that were to happen then I imagine Support would also be able to help you out there, yes.
-
Camping and tunneling aren't toxic, they're strategies. Just not particularly fun strategies.
And it's not true that penalising something doesn't disincentivise people from doing it, nor should we neglect to punish people for doing the wrong thing just because some people will do it anyway. Imagine if we applied that logic to laws in real life.
-
@Raven9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1094935#Comment_1094935
I understand, but it's really hard to accumulate shards. If I lose my progress. Can he cover this loss? Teachable perks, player level (shard), bloodpoints?
If you lose your progress, you can contact the Support team to refund lost shards and bloodpoints. I don't know for sure if they refund devotion levels or not, but I would imagine that they do.
-
The fact that you did the generators co-op might be your problem, because that will only have awarded you a maximum of 50 emblem points per generator instead of the 100 you would receive for repairing it solo. You also don't receive any emblem points for opening chests or opening Exit Gates, although all remaining survivors receive 15 Lightbringer points when the gates are powered.
As for Evader, it's possible that you didn't spend enough time near the killer. Evader rewards being chased most heavily, particularly if you manage to escape a chase, but if you didn't get into a chase until the very end it probably wasn't long enough to net you many points. If you aren't getting chased, the other (though rather less lucrative) way to earn Evader points is to be near the killer a lot, but if you stayed far away from them for most of the game it makes sense that you wouldn't get many points in that emblem.
So to summarise, I can't say for sure without more information, but it's definitely plausible from what you've said that this was not a bug and just the emblem system performing as usual.
-
No, shards do not get refunded if you buy the DLC. If you buy the Darkness Among Us DLC having already bought Legion with shards, you will essentially be paying the full DLC price just for Jeff.
-
There isn't really a specific place that I can find to post Discord servers on the forums, but it's not forbidden either, as others have done it in the past. I'm not a moderator, so if one comes along and overrules me, listen to them instead, but personally I would say if in doubt, post in General Discussions. The moderators can and will move it to the correct subforum if they feel that's not the right place for it.
