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Fibijean

Fibijean

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Fibijean
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  • In answer to your question, though, I'm personally fine with "fun" skins, as long as they're lore-friendly. The whole point of the evil clown archetype is the juxtaposition between comic and horrifying, and I think Mr Puddles fits into that really well.

  • How dare you come after Mr Puddles? To arms, brothers! Seize this traitor!

  • Fair enough. Not everyone has what it takes to be Captain America, after all 😉

  • @Timtom24 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083029#Comment_1083029

    yes actually i did and im not really good at it because im not that ptient with coding, but with up to 60 people in their DbD team which are professionals in that categorie (or should be professionals at least) could make it lot faster then one unskilled programmer you know?

    While it's true that professional programmers can work faster than amateurs, it would probably take one unskilled programmer about a decade to do what you're proposing. It will still take a team of professionals years - about 2-3, if I had to guess.

  • @PiiFree said:

    What if something happens outside of my control (e.g. Internet outages)?

    Penalties will start off small enough that the occasional outage should not be noticeable; your timer should be gone by the time your Internet comes back on, for example. If you are losing connection frequently, please be sure to resolve your issue as soon as possible.

    Losing connection to matches negatively affects the enjoyment of the other four players in the match.

    Also:

    "Anything that results in you leaving the match will count as a disconnect. This includes but is not limited to: Turning off your PC/console, disconnecting your Internet, closing the game, or leaving a match through the leave match button. This is crucial to ensure that the system cannot be exploited."

    Specifically that last part. That's why the feature is there.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1086000#Comment_1086000

    The DC penalty system that is yet to be released fully.

    There's another one? Or you mean the one that went live today?

    You might have missed it, here's the blog post: https://forum.deadbydaylight.com/en/discussion/128722/

    That's what OP is referring to when they mentioned the DC penalty system having been implemented again. Unintentional crashes and network errors will incur a penalty, incidentally, to stop the system from being abusable, but disconnecting during loading will not.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085962#Comment_1085962

    It depends how you look at it, soon there will be a new penalty system that puts players into a cool-down them they intentionally DC mid-match, I doubt unintentional crashing mid-loading screen and mid-game will add to this new system, but if it does than i'm sure they'll find a way to minimize that.

    But that's all I know about the penalty system right now, eventually we'll see it's implementation in the future though. I personally never DC against anything, but I have crashed in-game multiple times before because of my old Internet, now-a-days crashing in DBD is quite rare for me because of my new internet, but crashing in-general isn't anything to be worried about.

    As long as you don't intentionally quit out of games because "the game wasn't going your way" for example, than you'll be fine.

    Which new system are you referring to?

  • Pulling the plug is less hassle than being locked out of the queue for 5 minutes at a minimum and receiving a strike under the penalty system. I think you underestimate just how common a disconnection method that is.

  • The other reason people don't use it is for the same reason other perks that work off generator completion tend not to be top-tier - because if the killer manages to play way better than the survivors, it sees little to no use. It doesn't help you play well, it just helps you catch up. So if you're planning to be ahead from the start, it's not really worth bringing.

  • Except the people who DC for those reasons knew full well that those things were possibilities when they clicked "Ready". Unless they're brand new players and this is their very first game, they voluntarily committed to a match in which they knew they might be faced against a Huntress or an optimal survivor team. So no, they shouldn't get to change their minds afterwards and ruin the game for four other people just because they're not enjoying themselves, and they should rightfully be penalised for such selfishness.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085815#Comment_1085815

    Thanks. Yeah I’ve got the head piece. I just know with my current schedule over the course of this current rift I absolutely won’t be able to unlock the remaining Mr. Puddles cosmetics on the free track.

    I can't recall where, but I believe it has been confirmed that the community cosmetics, such as Mr Puddles, will eventually be available for shards in the Store.

  • @joker7997 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085535#Comment_1085535

    My red rank swf group commonly gets rank 13-16 killers. We even got a rank 20 a few days ago, we could believe it.

    I know as well as anyone that ranks are messed up right now, but they don't do literally nothing. And ping is still a factor. So I don't really see the point in bringing that up in this topic. Are you guys trying to say that we should forget about ping and rank altogether for the sake of queue times, or are you just finding things to contradict for the sake of it?

  • No, if you disconnect during the loading screen, you will not be penalised. This was confirmed by Peanits here (the thread is titled "Does dc penality apply also on loading screen (at the start of the match) dc?"):

    @Peanits said:

    It does not.


  • There is only one way for the developers to make wait times instantly better, and that is to disregard other elements which increase wait time, such as ranks and region. So your choices are wait 30 minutes, or have instant games against players way outside your rank bracket with terrible ping.

    Beyond that, there is no quick fix. The only way to improve queue times without making sacrifices elsewhere is to simply have more players. Which, obviously, is much easier said than done.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084853#Comment_1084853

    The annoying part for me is that one of the benefits they said for dedicated servers is that they would be able to tell who leaves a game due to a crash, and who leaves the game from a DC. And yet with a disconnection system, they apparently cannot tell the difference.

    I'd like to know what's up with that.

    They can tell the difference between someone who uses the Leave Game button and someone whose game crashes or whose internet drops out. However, they can't tell the difference between someone's internet dropping out and them turning it off intentionally, nor, I believe, between a game crash and a forced termination of the program, through Task Manager or something similar.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084913#Comment_1084913

    One of them definitely said it. I'm sure it was Peanits on his stream.

    I'd like to know the reset time. Steam is about to go down soon no idea exactly when though. If I play and I get kicked there's disconnect 1, tomorrow I might get infinite load screen there's 2.

    I guess what I'm wondering is would that extend it? say you have 1 dc now, 1 in 22 hours time....does it need a full 24 hour period with no disconnects before it resets?

    Basically it makes me not want to turn the game on tonight until these kind of questions are answered.

    Well, take this with a huge grain of salt because this is just the impression I got from the different news posts on the topic, but my understanding is the penalty will slowly decay over time, as long as you're not currently locked out of the queue. So if you disconnect once, after a certain period it will reset and the next time you DC after that will count as your first DC again. However, I don't know exactly what that period is. But I do believe that it resets completely if you haven't disconnected in the last 24 hours.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084554#Comment_1084554

    So is this permanent now? or is it another test?

    I'm sure you said on stream it wouldn't be in the game until everything was fixed, or maybe somebody else from BHVR said it but there's still a lot of things not fixed lol

    We weren't given a closing date, so until further notice we can probably assume it's permanent.

    I doubt the devs ever actually said anything like that, although it's possible that some random player(s) might have reported them as having said it. They definitely didn't say anything to that effect on any of their recent streams.

  • @DaFireSquirtle said:

    Ngl if someone dcs that many times on purpose just to be a toxic idiot they should be banned. Not given seven separate chances. I know it sounds harsh but my major complaint with this game is the toxic people in the community. The less toxic people the better. Not talking about when you're internet dies cuz That's something out of a person's control.

    The problem is they can't tell the difference between someone whose internet goes out on its own and someone who's being a toxic idiot and decides to disconnect by pulling the plug on their router.

    The reason the penalties are not extremely harsh is because they have to take into account the multitude of legitimate reasons why someone might lose connection to the game. I thought the trial penalties were too harsh for that reason, but I think these ones actually strike a good balance between punishing toxic behaviour and not punishing bugs or network issues more than necessary.

  • I also wanted to add that I am almost certain that the symbol on the second coin is a variation of the DBD symbol - not the three orange strokes, but the five black ones. It's very clear to me that, like the tally mark in the logo, the four smaller strokes represent the survivors and the one larger one represents the killer.

    Although, speaking of the three orange strokes, they're also paired with a narrow cross, so still five lines. One could therefore argue that the long vertical line is the killer, and the three vertical strokes plus the horizontal stroke are the survivors. There are actually a lot of fives in that design - there are also five lines on the ground, stretching away from the central "pole" like shadows... or rivulets of blood.

    Actually, the more I look at it, the more that coin looks to me like it's representing some kind of cult ritual related to the Entity and the trials. We know that there is a cult dedicated to the Entity, although we were told that was in a world called "Terra Dark".

    Incidentally, "terra" is the latin word for country or earth, and "primus" is the latin word for "first" - from which we get English words like "primary". So "Terra Primus" means first, or main, world/land/earth. Therefore Terra Primus could refer either to the realm of the Entity, as the main world in which the game and the Entity exist, or it could refer to "our" world, Earth, where all the different survivors and killers are taken from.

  • If you're interested in an official response, here's what Peanits had to say in a different thread on the same topic:

    mobile-bots.PNG
  • I'm sure they will later on, maybe a week or two before the chapter's release.

    Although some people (myself included) suspect that they already have.


    (I can't figure out how to insert images into a spoiler tag, but SPOILERS FOR TOME I below!)


    image.png
  • I don't believe it was changed intentionally. They are currently in the process of migrating to a new forum, and seem to be updating some of the code live. I'm sure it will be fixed again in the near future.

    Others have already noticed the problem and brought it up, but if you like, you can create a post in the Forum Feedback subforum to help inform the devs of the issue. Here's the link: https://forum.deadbydaylight.com/en/categories/forum-feedback

  • I'm just imagining a killer with Bamboozle awkwardly clambering over a pallet try to block it, like a survivor doing a slow vault 😆

  • @EverflowingRiver said:

    https://forum.deadbydaylight.com/en/discussion/comment/1081989#Comment_1081989

    My analogies are fine, you brought up building. Overall you are wrong and I can't fix that. If you don't have a clue how what you are designing works then you are going to end up with a bad product. A game designer can have an idea in their head of one thing but it might not work in reality. Unless they play and experience it they will never know. You are wrong if you think trades people don't have an input into the design of things.

    If you don't have a clue how what you are designing works then you are going to end up with a bad product. A game designer can have an idea in their head of one thing but it might not work in reality.

    You're right about that...

    Unless they play and experience it they will never know.

    ... but your conclusion is false.

    I said at the start that developers need to test their products. That does not mean they need to have mastery of them. Good game designers aren't good because they play their own games a lot, they're good because they understand game balance and game theory in general.

    You don't have to be good at something to be able to analyse it - you just need to understand it. Experience does not always equal understanding, and vice versa. You only need to look at some of the balance ideas devised by people who play this game for a living to know that.

  • @EverflowingRiver said:

    https://forum.deadbydaylight.com/en/discussion/comment/1081649#Comment_1081649

    The electrician who puts in the conduit and wires tests their work, the plumber tests his work. Every tradesmen is tests their work to make sure it functions well. When it comes to games, you need to be competent to test it's true functionality.

    Your analogies are consistently flawed. This discussion is not going to go anywhere as long as you keep bringing up random professions that have nothing to do with one another to try to prove a point. Tradespeople don't design products for other people to use. You need to be competent at your job as a designer in order to make a good product - you do not have to be masterfully skilled at using the thing you're designing.

  • @Supernaut said:

    If you flap arms, its not safe.

    So it has always been and thus it shall remain!

    You can't change the meaning of one of the only methods of communication between non SWF survivors!!!

    Unfortunately, you can if enough people decide it means something different. That's how languages evolve over time. Right now, half the community use a certain gesture to mean one thing, half of them use it to mean the other, and since you don't know which camp your teammates fit into, it's no longer possible to communicate clearly one way or the other unless you agree on a method of communication with those specific people in advance.

  • Yes... but the comment you responded to wasn't talking about MCote or even DBD, it was part of a broader discussion about whether developers need to be good at their own game in order to be able to balance it.

  • Admitting when you've made a mistake, even to yourself, is a learned skill. Some people don't bother to teach themselves.

  • I made a few. Some are better than others, but enjoy.

    Dwight.png Adam.png Nea.png Tapp.png Doctor.png Feng.png
  • @EverflowingRiver said:

    @Fibijean @brokedownpalace

    I ever said they eat meals at a time, but I do believe any place worth it's salt tastes their food before serving it.

    When devs don't spend any significant amount of time playing the game, they don't realize the negative impact of the changes they make. IDC if they spend 1 million hours testing and coding a single change in a vacuum if they don't see the impact once that change goes live.

    That construction argument doesn't make sense. A builder doesn't build a whole house, and houses once they are complete go through inspections each time they are sold.

    And a single developer doesn't usually build an entire game. Plus, the builder himself does not and is not expected to conduct those inspections. So the analogy still stands.

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1081453#Comment_1081453

    Oh I would gladly do it myself, but they don't give you the option to upload video footage with your reports on console. I would gladly settle for the game automatically using the PS4 (i.e.) share capture when you send reports.

    And no, last I saw they 'tested' disconnect punishments and they were "too strict". That was the literal last thing I've seen any Devs comment about Disconnects. Clearly whatever system they are putting into place isn't going to work unless it triggers on the first DC and not 'wait' until it happens a set number of times in a period.

    And if it isn't Disconnect bans, it is touching hot-button perks like Self-Care; where the Devs have actually stated they are afraid to touch it because of Survivor backlash. Hence why it isn't being addressed or reworked or anything like any other perk that dominates % of matches used in.

    Again, please do your research. It makes it very hard to take any legitimate points you make seriously when the rest of it is so obviously incorrect.

    You're not supposed to upload video footage with your report. If you're reporting for something that happened during the match, you first report them in the post-game scoring screen, and then send a support ticket after the game with a gameplay video attached. If you're on PS4, your console records recent gameplay automatically for you, so you don't even have to manually start a recording before every game. Here is the link to the Game Rules subforum, where all of this is explained in detail: https://forum.deadbydaylight.com/en/categories/game-rules

    The developers have confirmed on several occasions that the DC penalties are still being worked on. They did a test, gathered feedback, and now they're making adjustments with plans to release the full system in the relatively near future. And the way you described is exactly how the new system works. I'm not surprised that you haven't seen any updates if you haven't paid enough attention to even know how the system you're criticising functions.

    Also, could you please link me to exactly where the developers said they were too scared to touch Self-Care because of survivor backlash?

  • @EverflowingRiver said:

    https://forum.deadbydaylight.com/en/discussion/comment/1081526#Comment_1081526

    Go to any restaurant that isn't your standard chain, I guarantee the cook tastes what he makes before it hits your table. I don't expect the worker at Denny's to taste his food but that's why he works at Denny's

    They taste their own recipes, but not every part, all the time, and usually not as a compete dish. Because they don't need to, because they know what makes food good. All they need is a small sample here and there to know they're on the right track.

    Developers test the features they're developing, but they don't need to spend hours and hours mastering them to know whether they're working or not. A better analogy for the "devs have to be good at their game to balance it" argument would be to say that construction workers need to live in a house they built for a year in order to know whether it was well-built. No, they don't. They just have to be good at their job.

  • @EverflowingRiver said:

    https://forum.deadbydaylight.com/en/discussion/comment/1081488#Comment_1081488

    I hate the argument that devs don't have to play the game or be competent in it to understand balance. Using your analogy it is like saying a cook doesn't have to taste his food before serving it, he can just trust it will be good.

    If you care about your craft you should at least know what you are making.

    That is literally exactly how it works with most competent commercial cooks.

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1079970#Comment_1079970

    You know, if only the devs would just invest in some sort of coding/tech that captures the previous game - and sends that capture with reports (AND STOPS IGNORING DC REPORTS BECAUSE THEY'RE TOO SCARED TO DO ANYTHING ABOUT IT..chicken shits).... reporting would be a lot better off.

    Disconnect bans are automated, which is why reports are ignored, and they're not too scared to do anything about it - in fact, they're overhauling the exisiting system as we speak to make it more effective. Do your research before calling people names like that.

    And what you're proposing would cost huge amounts of money. They would need so much more server space, among other things, to make that work. Do you want them to have money to fix bugs? Cause insisting they record and store all your games for you because you can't be bothered to do it yourself is not the way to go about that.

  • Unfortunately, I believe the devs confirmed on their Reddit AMA that they're not going to be doing this.

  • The reason nothing was done about those reports is probably because a post-game report is usually not enough to get a player punished. The devs need conclusive proof that someone broke the rules before they will ban them, so for anything that happens in the match (taking the game hostage, for example) you will need to send a support ticket with video evidence to supplement your in-game report.

    As for the ability to avoid other players - it's a popular one, but it's been tried before in games like Overwatch and found to be a terrible idea. RockPaperShotgun did an article about it (below) if you're interested, but the long and short of it is, people would get avoided by other players not for being toxic but just for using unpopular builds or playstyles, not to mention it would destroy matchmaking and queue times.

    Catching up on the Overwatch forums, there's a post by the game's director, Jeff Kaplan explaining a little more about matchmaking. The part which stood out to
  • Every one of us would benefit from playing our less preferred role a bit more (except the 50/50 players, of course).

    Experience breeds empathy, empathy breeds understanding - something which is sorely needed by many in this community.

    Not to mention that being a good killer will make you a better survivor, and vice versa.

  • Probably not. Skins very rarely go on sale, especially licensed skins - it usually only happens around special occasions, and even then it's only a possibility. They also don't tend to discount newer skins, and Classic Ghostface is, I believe, his most recently released outfit.

    This is not to say that it won't happen, but no, there is nothing officially planned as far as we know, and due to the rarity of skin sales and the newness of the cosmetic in question, I wouldn't hold my breath.

  • Okay, that's a lot. I'll try to address all of it.

    Firstly, in answer to the title, it's impossible to do anything in life without offending people. So while it's nice that you want to avoid it, you shouldn't feel too bad if someone gets offended by something you do in the game, especially since you probably weren't even doing anything wrong.

    It's great that you're watching videos and reading guides to try to improve your skills. As for "hidden rules", there are certain codes of sportsmanship that some will hold you to more than others, but I will go into them in more detail later on when I address your other concerns.

    Also, congratulations on your second 4K 😊

    On playing as Wraith:

    If you're getting stunned out of cloak a lot as Wraith, I would advise you to do what we usually call "respecting" pallets. This means that you don't run straight at the pallet and try to hit them, you stop just short of the pallet so you don't get stunned, and then you break it after they drop it. Most survivors will drop the pallet when the killer gets within about a metre of it, but if you don't try to go straight through the pallet then you won't get stunned. You can't land hits while cloaked anyway, so there's really no point in rushing headlong into a stun. That being said, Wraith is not typically considered an extremely strong killer, especially not with just his base kit (that is, without taking perk builds into account), so you may have a more difficult time playing him than, say, Hillbilly, but if you enjoy playing with him there's no reason why you shouldn't keep trying. Wraith is certainly not impossible to play well, he's just not as easy as some of the other killers.

    On "camping":

    Obviously, it's not your fault if the survivors decide to make risky plays and get themselves caught. No sane killer is going to leave the hook if they can see survivors nearby. You did absolutely the right thing there, and no reasonable player, killer or survivor, would expect you to do otherwise.The same thing goes for if you see survivors while you're patrolling generators - it's a no-brainer that you would, generally speaking, go after the survivor and try to catch them instead of pretending you didn't see them and moving on. If the other players got upset at you for doing either of those things, that is their problem, not yours, and you should ignore any abuse they try to throw at you for it.

    On targeting injured survivors (aka "tunneling"):

    If you find two survivors in a group, and one of them is injured, you're right that it makes tactical sense to target the injured survivor. If the survivor in question is injured because you just hooked them, this is what the community generally refers to as "tunneling".

    The ethics of tunneling are complicated. On the one hand, yes, it makes absolute strategic sense to target injured players for an easier hook. On the other hand, it's very frustrating and demoralising for the survivor to be downed and hooked again immediately after being rescued, especially if this happens multiple times so they end up dying having spent most of the game hanging on the hook.

    This is where the rules of sportsmanship come in. The attitude I and most people who care about sportsmanship take to tunneling is that you should avoid doing it, if you can do so without putting yourself at a disadvantage. That is, if you know you can afford to not tunnel injured survivors and still kill all four of them by the end, then avoiding tunneling is the kind thing to do, even if it's not the most strategically efficient thing to do, because it ensures everyone gets a chance to play the match and enjoy themselves. Of course, if you need to tunnel in order to have any chance of winning, that's okay. No one should expect you to throw the game just for the sake of being nice.

    There are people who will tell you tunneling is toxic - don't listen to them. It's not toxic, it's a legitimate strategy, it's just not particularly kind. It's basically one of those "do unto others as you would have them do unto you" situations.

    On hate messages:

    Firstly, no, it's against forum rules to "name and shame" other players, so you did the right thing by not sharing their username, or any part of it, in your post.

    Secondly, you will get a lot of hate messages playing as killer, especially on console, and my advice to you would be to ignore them. It's obvious from an opening like "trash" that that person wasn't interested in having a discussion about the game or helping you improve, they were only interested in insulting you, and it's not worth engaging with people like that.

    If the insults or harassment get really out of hand, you can report the player to Microsoft/Xbox (not to BHVR, since they are not able to monitor or control anything that happens outside of their game, including console DMs).

    On disconnecting:

    Disconnecting is a bannable offence. The reason BHVR asks that players not report others for disconnecting is because the game already has its own in-build system for detecting and punishing players who disconnect. They will automatically get banned if they do it too often. The system is about to be overhauled, such that players will be punished every time they disconnect from a match by not being able to join another match for a certain amount of time. More details about the new system can be found in this post: https://forum.deadbydaylight.com/en/discussion/73858/developer-update-june-july-2019/p1?new=1

    I would strongly advise against reporting people for disconnecting, or for anything that you find upsetting but which isn't actually against the rules. Firstly, because it does nothing except waste your time and the Support Team's time, preventing them from being able to efficiently punish people who actually do break the rules. And secondly, because repeatedly reporting people for things that aren't reportable is itself a bannable offence, so you could get yourself in trouble by doing so.

    On survivors taunting at the exit:

    When survivors run around near the gates or hatch, it can be hard to tell what their intentions are. Sometimes they will do it just to taunt you and rub their escape in your face, or sometimes they're trying to lessen the blow by letting you get a few extra bloodpoints for hitting them before they escape. If they're running around, they're probably taunting. If they're just standing there waiting for you to hit them, they're probably trying to give you some consolation points.

    Either way, you should definitely go for the hit, if only to get the bonus points. It doesn't make you a jerk - if anything, they're the jerk for trying to run their victory in your face (if that is what they're doing). You may even get a last-minute hook or kill if a survivor gets too cocky and accidentally lets you down them too far away from the gate or hatch.

    On definitions:

    Slugging is when the killer downs a survivor, but doesn't pick them up and hook them immediately - so named because the survivors are unable to do anything except crawl around slowly on their bellies, like a slug. Killers may do this for all sorts of reasons, most of them strategically-based and therefore perfectly acceptable. Most survivors just don't like being slugged because they find it boring to lie on the ground without being able to do anything.

    I already explained Tunneling in-depth above.

    Streamsniping is not something that's exclusive to Dead By Daylight - it happens in pretty much all online multiplayer games to some extent. Basically, it's when you're playing the game, and another player (usually an opponent) is streaming it live, and you or your friends find their stream and use it to see what's going on in the game from the other player's perspective in order to gain a strategic advantage on your end.

    Streamsniping is actually not as common as some people believe - it's the sort of thing, like hacking, that people (streamers, in this case) will accuse others of without proof, just because the other person played really well. It is not considered by BHVR to be a bannable offence.

    Bodyblocking is when a player bodily obstructs another player's movement by putting their character in front of the other person's. It is sometimes bannable, and sometimes not, depending on circumstances. What you did when you pinned the survivor against the wall as Wraith, for example, was totally fine, because you did it in order to secure a hit - you didn't just stand there without doing anything and prevent him from moving indefinitely. Killers can do it to survivors, and survivors can do it both to killers and to other survivors, although killers are able to remove survivors from their path by hitting them, thus countering bodyblocking to some extent, in a way that survivors are not.

    Looping is a strategy employed by survivors to waste the killer's time during a chase. Good survivors assume they will go down eventually against a good killer - their aim is to waste as much time as possible before that happens, so that their teammates can repair generators. Because the survivor's hitbox is smaller than the killer's, they are able to round corners more tightly, and thus minimise the distance gained by the killer during a chase, and maximise time wasted. Usually, a survivor will loop as many times as they can around a structure with a pallet without getting hit, and then drop the pallet at the last minute, ideally stunning the killer. Other looping strategies include vaulting windows at opportune moments, or pretending they are going to drop a pallet or vault a window in order to trick the killer into missing an attack.

    Tapping generators is when survivors spam the "repair" button on a generator so that their character is constantly entering and exiting the repair animation. This ensures that they will never be working on the generator consistently for long enough to trigger a skill check. However, it also slows repair progress hugely, and for that reason is generally considered a bad strategy. Players used to employ this strategy most commonly when Ruin was in play, because the previous version of Ruin, which was reworked about 2 weeks ago, caused Good Skill Checks to regress generator progress by a fairly significant amount, though not significant enough to make this strategy worthwhile.


    I hope that answers all your questions - please feel free to let me know if you have any more!

  • @Uberosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1079501#Comment_1079501

    :|

    Just wanna fly through pages. :P

    Point is actually good :c

    We are talking not about Rift points?

    That's why I said "rewards". The same argument applies whether we're talking about Bloodpoints or Rift Fragments.

  • Yes, this has always been a thing. If you scream while performing any progress bar-based action, it will immediately cancel the action. This isn't just the case for Doctor, but for anything that causes survivors to scream, including Clown's bottles and the perk Infectious Fright.

  • Just so you know, people are more likely to take you and your ideas seriously if you can engage in constructive discussion with those that disagree with you, instead of just dismissing them as stupid survivor mains who don't know what they're talking about.

  • I believe that the rewards for each challenge are based on the estimated difficulty of the challenge, not the estimated completion time.

    Challenges like this one are designed very intentionally. Not every challenge is meant to be completable within a game or two - some, like this one, are meant to be the kind of thing that you just equip and then play normally to passively gain progress. As you said yourself, it's not difficult, you don't have to perform impressive feats of skill to complete it. You don't need to put any more effort into this challenge than you would into any normal match, so why should you be rewarded so much more highly for it?

  • You're right, a lot of people aren't going to like this. I actually think you're right, although it's by no means limited to this community.

    If something happens in a game that you didn't like or felt was unfair, your first response should be to ask yourself, "What could I have done better there? Is there something I'm missing or not understanding?" Not to assume that the game is at fault. That's where the "git gud" meme started - it wasn't about being toxic or unhelpful, it was about calling people out for complaining about the game being hard or unfair instead of trying to improve their own skills.

    This is not to say that there isn't a place for constructive feedback, which I expect is what some people will infer from your post. It just means that complaining shouldn't be a knee-jerk response. Thoughtful, well-considered feedback should only be given after seriously evaluating your own behaviour according to the above questions - otherwise, it probably won't be thoughtful or well-considered, which means it probably won't be very useful.

  • @28_stabs said:

    If you need DS, BT, DH and Adrenaline, you are boosted rank 1 survivor.

    Go perkless and dont create bait topics.

    Weird, I must have missed the part where OP made any reference whatsoever to their survivor build.

    Don't make baseless assumptions about other people or their intentions just because you don't agree with them.

  • True. At least for that specific wording.

    If you think killers literally need old Ruin to win, in the sense that it's impossible to win without it, then either you're a bad killer or the killers whose gameplay you're basing that conclusion off are bad killers.

    However, if you think that old Ruin was a powerful perk and made it much easier to win, or to apply early game pressure, that's a perfectly reasonable position to take. It doesn't make you a bad player. At worst, it just makes you someone who relied overmuch on a single (powerful) strategy.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077578#Comment_1077578

    Yeah, but the original purpose of No Mither is ability to pick yourself up, but with a big downside. Except the downside makes the pick up part completly useless, because killer will never slug you if they know that you have it lol.

    Using it as poor mans OoO or as a Hard Mode to motivate yourself are also options, but this is not what this perk was supposed to do lol

    Yes and no. I would encourage you to check out @DudeDelicious' thread about No Mither - I believe it's called something like "No Mither doesn't need a change, you're just using it wrong" - for an alternate (and, in my opinion, more compelling) perspective on what its intended use was. That's all I'll say here, because I don't want to derail this thread, just trying to spread some interesting ideas.

    (Apologies for the tag Dude, I just want them to be able to access your profile easily)

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077005#Comment_1077005

    I don't see why studying design has anything to do with knowing if 10 tomes will exist for the 10 slots, but from an outside perspective that's what it looks like, otherwise it's a placeholder for now.

    I don't know for sure, that was my error above, but from my view it wouldn't make sense that it ends at 10.

    Again, not saying it will end at ten. I'm saying we don't know if it will even get that far. The reason I brought up studying design is to demonstrate that I have solid grounds on which to say that just because there are a certain number of available spaces in a menu or array of items, that doesn't necessarily mean all those spaces will be filled. It just means whoever designed the interface is anticipating that they might be.

    Therefore, knowing how quick the DBD community is to interpret anything they hear about future updates as an official promise, we should avoid making conclusive statements about what will or will not happen in the future, like "the Rift will continue until Tome 10 and above" without any concrete reason to believe that's the case.

  • @deollie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077160#Comment_1077160

    Don't have the skill to outplay something? I can loop killers easily and get away just as easy. I'm saying they can get a hit that is definitely not deserved because of the long lunge. Not saying I'm going down because of it, just saying they are getting hits that they really should not have gotten.

    So basically, even though you, and therefore probably most good survivors, can loop killers and escape them "easily" (meaning that the killers who you're facing can only catch you with enormous difficultly), killers should be nerfed even further to the point where it's practically impossible for them to catch those good survivors, and the reason for that is because visual consistency is more important than mechanical balance?

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077305#Comment_1077305

    Hard disagree. Nurse basekit change is a design flaw, DS is a design flaw, and moris are a design flaw (at least in terms of balance). Good design is fun, what else would it be?

    Let's assume for argument's sake that you're correct in saying those things are badly designed. They're not badly designed because they're unfun - they're unfun because, among other things, they're badly designed.

    Fun is entirely subjective and largely attitude-based. It's something that tends to be amplified by good design, but it is not a requirement for it. And it is probably the worst factor to balance around.

    Good game design is often unfun. There are some people who are incapable of having fun unless they win. Does that mean the game should be "balanced" so that those people never lose? Of course not. And bad game design is often fun. There are a lot of people that have fun playing on Haddonfield. Does that mean it's a well-designed map? Not necessarily.

    Good game design is a lot of things. It's just. It's rational. It's balanced. It's intuitive. But what it is definitely not is consistently and universally "fun".

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