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Fibijean

Fibijean

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  • @[Deleted User] said:

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

    No I said I am. I can't read your mind, you feel however you want to feel.

    That is kinda a far far reach outside of the scope of discussion but sure. I consider unnecessarily frustrating mechanics a design flaw, you are certainly welcome to your separate opinion though.

    Rolling with bad luck is a great trait to have sure, but just like pig box RNG just because I get buggered by it and it's frustrating, doesn't mean it can't be done in a much better way. I see it as a bad design choice.

    I think that's the pivotal issue - I don't consider RNG an inherently bad thing as a game feature. So I suppose this is where we'll need to agree to disagree.

  • Yes and no. The devs have definitely acknowledged game speed as a potential issue, they just don't think that the base generator repair time is the sole, or even necessarily the main, contributer.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077185#Comment_1077185

    I disagree strongly. Knowing it exists was never the problem in question. I disgree, if you are unlucky enough to be the obsession in that instance you are screwed from any end game saving or anything it's just over and feels awful. You are confusing it being unfair or broken or something with just being an unpleasant thing to play around. It's not even remotely as bad a lot of stuff in game so I wouldn't even change it, but I am not about to be ignorant of the fact it's just really an obnoxious thing to have happen, like what a lot of things in this game are kinda designed around either.

    Just because face camping is far worse doesn't mean it's not something I can't be sympathetic about. A lot of the game is designed around obnoxious, frustrating mechanics and abilities, it's just something folks have to live with but that doesn't mean they are any less frustrating.

    Did I say you shouldn't be sympathetic? Did I say I wasn't?

    No, you can't save people in the endgame if you're affected by Rancor. Sometimes you can't do the thing you want to do because unfortunate things happen that you can't personally control. That is the case in pretty much every game ever, not to mention life in general.

    I know being on the receiving end of Rancor sucks. I just don't automatically consider it to be a design flaw if something in a game isn't fun for me.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077169#Comment_1077169

    Aura reading, whispers, etc.... if they want you they tend to find you. Even if they don't a lot of the time, it sucks to have everything you worked hard to do, everything you put effort into all game yanked from you at the last second because you were the one person randomly select to get screwed over later.

    I totally understand OPs point. I don't think it's too strong, or OP, or that there is no counter.... it's just something that is really obnoxious as a concept because it's just your bad luck you were the one.

    Yeah, it sucks to be the obsession when Rancor is in play, but usually you know from the time the first generator pops, if you're paying attention, that it's in play. It's not like random chance screwed you over at the very end. Just like half of the perks in the game, once you realise it's in play, you adapt your strategy accordingly. And sometimes you still get outplayed, and that's okay. It doesn't make the perk itself unfair or unhealthy.

    Also, getting killed at the last minute is far from having everything you worked for ripped away from you. Rancor is far less punishing than, say, facecamping. The survivor still gets most of their bloodpoints, and they will almost certainly still pip if they did well the rest of the game.

  • Rancor does give you warning that it's active. It doesn't just come out of nowhere at the end of the game. And the killer can't see survivor auras, only their general locations when the perk activates. The strategy to counter Rancor is to make yourself scarce when the last generator is about to pop, and play as stealthily as possible after that point. Let someone else open the gate and then run through it when the killer is not nearby. And if they catch you, then you got outplayed. It happens. Lament your loss and move onto the next game.

  • @deollie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076899#Comment_1076899

    There is a thing called perks that killers can use. If that isn't enough to get some kills by actual skill, then Id say.. Go ahead and keep your huge lunge. But, it's annoying to get downed by a killer that may not be as good as others because of that lunge. Making it shorter will not ruin killer, it will just require more concentration. Which I feel should be required to get some kills.

    Good survivors know the limits of the killer's power and how to work around that. Good loopers know when to drop the pallet so that they don't get hit, and they know when the killer is too close for them to successfully vault a window. Yes, killers could use perks to make up the difference if their lunge were nerfed. Equally, survivors like yourself can use perks that improve vault speed or give a second chance in chases to compensate for any difficulties they might be having dealing with the lunge as it is now.

    I know it sounds harsh to put it this way, but what you're saying does essentially boil down to "killers should be nerfed because I can't loop them well enough". Just because you don't have the skill to outplay something doesn't mean it's a broken mechanic. The answer is to work on improving your skills, not insist that the mechanic be nerfed.

  • @emptyCups said:

    Will both team sides have the same number of perks finally ?

    I'd like to have 12 perks as the killer like survivors do. People seem to be against that for some reason

    Would you consider the game balanced if there were four killers instead of one?

    That's why people are against that idea. It's ludicrously unbalanced. Just because the numbers are different doesn't mean it's unfair.

  • Well, the devs have said quite a few times that the answer to both of those questions is "no". Everything they do is something they believe to be in the best interests of the game and its entire playerbase. Whether they succeed in that is another question entirely - what I'm describing here is purely to do with their personal attitudes and intentions.

    Of course, if someone doesn't believe that when the devs say it, they're certainly not going to believe it coming from me, but that is the answer according to the team themselves. Whether you take them at their word is up to you.

  • @YourFather said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077021#Comment_1077021

    Yea if it is an actual bug, then yes players should not have to use half of their perks.

    And visual desynchronisation between the survivor's and killer's screens would fall into that category, assuming we're defining "bug" as a feature of the game that was not intended by the developers.

  • The game wasn't designed with four perk slots just because there weren't a lot of perks. It was designed that way for balance reasons. Most things in the game, from the perks themselves to the killer powers, are balanced around the four-perk system. If a fifth perk slot were added, everything would have to be rebalanced to compensate. Not that it couldn't be done, but it's much more than just a quick change, and DBD would probably be quite a different game afterwards.

  • @YourFather said:

    I disagree, i have almost never connection issues, maybe had it once or twice in my 191 hrs of gameplay.

    https://forum.deadbydaylight.com/en/discussion/comment/1076936#Comment_1076936

    Yes, you will get hit when the killer isn't even near you, but only when you lag(or play against a good huntress).

    Deticated server's make the lag u have affect only your character not the ones of others.

    https://forum.deadbydaylight.com/en/discussion/128216/dedicated-servers-needs-more-improvements-asap

    Speed up your vaulting speed with Resiliance,Spine Chill and good internet.Its something all survivors can have.

    While I agree that being hit through windows and such is generally not as much of a problem as it's often made out to be, players should not have to use half their perk slots to make up for the game not functioning as it's meant to.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076524#Comment_1076524

    Why wouldn't it?

    That doesn't make sense if it stopped at 10 and ceased to exist soon after. The 10 slots is most likely a place-holder at the moment until another page is made for 11 through 20, and so on and so forth.

    If it did stop after 10 than it wouldn't make much sense, they might stop at 10 and than continue in the future when they get more characters... but right now I can see why only 10 slots exist.

    You misread me. I didn't say the Tomes wouldn't continue past ten. I was saying that we don't know how many Tomes there will be, whether they will even make as many as ten. You're assuming that there will be at least ten Tomes because there are ten slots in the Compendium, but as someone who has studied design (UI/UX included), I can tell you that's not necessarily the case. So until we get an official announcement along those lines, it's probably best not to state something like "the Rift will continue until Tome ten" as though it's a fact and not just speculation.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076521#Comment_1076521

    I mean they might give him some information possible, even if it's unlikely to be the case.

    He can still try to contact support on the issue but they're quite overwhelmed at the moment, so it would be best to leave it be right now unfortunately. I can understand his want for the skins he earned back than, it's sadly a bit of a sticky situation that some of the old players will have to keep waiting on.

    Yeah, that's what I was saying. One could contact Support, but since they're very busy at the moment and we almost certainly already know what they're going to say, perhaps it's best not to in this case.

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076517#Comment_1076517

    Sure it may not be a reliable source, but it gives us at least a rough estimate

    A very, very tough estimate, and nowhere near a reliable enough basis on which to suggest that the developers are operating to a double standard when it comes to perk adjustments.

  • This is a question for the mobile devs, which you can ask by going to the Help Centre on their website here: https://dbdmobile.helpshift.com/a/dead-by-daylight-mobile/?p=all

    But personally, I doubt it. I've never heard of a mobile game that does that, and since DBD mobile is being built and balanced exclusively around mobile controls, I'd think it highly unlikely that they would allow players to play with console controllers instead. I'd be surprised if they even bothered to program in that functionality.

  • @kazakun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076531#Comment_1076531

    Thank you. I appreciate the thorough explanation. Makes a lot of sense. Still frustrating. Just wanted to make sure I wasn't the only one or something lol.

    Yeah, I understand how you feel. But don't worry, it's definitely not just you!

  • This has been the case for a long time, I've experienced it a lot myself (it's not platform-specific). I believe it's both a latency and a UI thing.

    Latency, because as you said there's only a split second between "filling the bar" and being hooked, and even 100 or so ping will be more than enough delay for that to be possible.

    And UI, because the bar isn't extremely accurate, it doesn't have numbers on it or anything like that, so it's possible that you only filled it to 99% or so before getting hooked. Visually, it can look like the bar was full, even when technically, it wasn't.

    It's also worth bearing in mind that killers don't have to be in position for a hook in order to get the prompt, so they may well have received the prompt before you saw them hook you, even disregarding latency.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1075019#Comment_1075019

    I mean The Rift will continue until Tome 10 and above, so we'll always see questionable challenges that some people perceive as toxic.

    To be honest, I think it's better to get that specific challenge completed as fast as possible, since it's better to have it done in one match than having it done in three, than you can move on to other challenges and progress through the level at a good pace.

    There will always be things that people see as toxic or unfair in video games, but it's good to just not associate yourself with it and instead push forward with your objectives. You can't please everyone and it's best not to bother, since you'll just burn yourself out.

    I'm all for a fair and fun game for both sides, but not every player on either side will be happy about the results of a match or how someone played... that's something we'll all have to accept. Also yes, I agree that the challenges on each level is infinitely better than the events that spawn a lot of negative gameplay between players, since unfortunately that happens a lot when a Bloodhunt or an event rolls around.

    How do we know that the Rift will continue for at least ten Tomes? I must have missed that announcement.

  • I'm sorry you lost your skins, but as evidenced by the quote FireHazard provided above, they cannot reimburse legacy skins currently. The issue is largely with the fact that all player-specific data was stored locally in 2016, not on their servers, so they have no records of who had what back then.

    Support are apparently very busy at the moment, and probably answer this same question all the time, and they will almost certainly just tell you that they still can't refund legacy skins and close the ticket. I would advise you not to waste time contacting them until we receive an update which contradicts what we were told last November.

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074816#Comment_1074816

    It was from that guy who tested 100 matches, but it only included DS, and BT, which went doing the calculations, BT was used 67 to 68% and DS was used over 70%.

    I'll try to find that forum, but it does give somewhat of a rough estimate

    That is only one person's experience, though. 100 matches by one person is actually a super unreliable statistic, and therefore dangerous to draw any conclusions off. The stats that the devs go off are for all regions and platforms, which is the kind of scope they need to make balancing decisions, because all their players will be affected by anything they do. That one guy might have found BT in 67% of his matches, but overall it might only be used, say, 30% of the time. We just don't know. The only fair way to compare other perks to Ruin's usage statistics is to get statistics on those perks from the same source, which we simply don't have access to.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074498#Comment_1074498

    I think if he just downloads that video and isolates the sound file that has the scream than he can go from there.

    That or he converts it to an MP3 file through a secondary site, which I don't remember how to do since it's been so long since I've had Video Editing classes in high-school, or whatever it was called I don't remember.

    After that he just takes the file like any other file and puts it into his Sounboard, which he said he's done before.

    That's what I was imagining he could do, yeah.

  • They definitely care, if they receive sufficient evidence that someone is actually doing something wrong. They won't ban anyone just based on the word of another player. So in a situation like the one you described, what they are doing is definitely reportable, but you will need to not only report them in the scoring screen, but also submit a support ticket with evidence proving that they were teaming up against you, including a recording of the match to show what happened.

  • @BelganPancake said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072868#Comment_1072868

    Oh thank you i asked but nobody could answer I’ve contacted them and im now waiting for a response thank you 🙇‍♂️

    Don't be surprised if DBD Support tell you to contact mobile support via their own website, since it is a separate team. That's what I suspect they might say. Still, I have my fingers crossed that things will work out for you 🤞

  • Seems just like really bad latency. You can report it as a bug, just so that the devs are aware it's happening, but it's not something that you or they can fix easily or quickly unfortunately.

  • @Hetameme said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074515#Comment_1074515

    I do honestly enjoy playing nurse, and I've actually made a few moves ta trick survivors (basically moonwalking to make them think I'm still going a certain way.) I've also managed to get better at timing my blinks so that's pretty cool.

    Also thanks for the video recommendations, I'll be sure to watch them in my free time.

    If you really enjoy playing Nurse, keep doing that 😊 My brother is like you - he's quite new, not only to killer but the game, and he has an absolute blast playing Nurse even though he doesn't do well most of the time. He doesn't mind, because he's still having a good time, and he's definitely improving. She is pretty great in a lot of ways if you're willing to put the hard work into learning to play her effectively, so I'm glad to hear that you're figuring out ways to play better and having fun doing it!

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074864#Comment_1074864

    And they have still done literally nothing since they first announced this plan.

    You mean in the last two months?

  • @Runcore said:

    I admit that after recent killers nerfs I often tunnel because games are too fast to properly chase and hook every survivor 3x. Because of that Im reading similar swearing almost every post game chat (some are trying to add me on Steam to continue swearing there). Im not turning off chat because I want properly report every players that is verbaly abusing me and its not lazyness that I dont want waste 5 mins of creating ticket where you must find your Steam ID, your ingame ID,ID of toxic player, make screenshots, describe problem...etc. Im expecting that ingame system will at least alert BHVR employee that there was some toxic language and open case, read chat and ban/skip case. I think these chat logs are short to solve it in minute. Im not lazy to create ticket but if you have 4 survivors that swear, you must create 4 different tickets to report each toxic player (I tried to report them in single ticket and got answer that I have to create single ticket for every toxic player. And this is very time consuming, Im determined in reporting such a toxic players but its not really fun to create 4 tickets after every game.

    As I've explained, though, there is actually no viable way to automate the system. I don't know for certain whether the developers can check things like chat logs without a support ticket being submitted, but we do know that submitting a ticket with evidence makes it much more likely that someone will be punished for a bannable offence.

    What it boils down to is that, assuming you are certain that what they're saying is bannable (racial slurs, threats of bodily harm, etc.), if you care enough that you want to make sure someone gets banned, then you need to submit a ticket, regardless of how tedious it is. If you don't bother, then you are accepting the possibility that they might not get punished.

    I must say, though, it seems very unlikely that you are receiving banworthy levels of abuse after every single game you play from most if not all of the survivors. I would advise that you review the rules on what constitutes bannable abuse, or ask someone like Mandy to clarify them for you if you're not sure, just to make sure that you're not wasting your own and the team's time by reporting people for things that aren't actually reportable.

  • @Runcore said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074967#Comment_1074967

    Words in my screenshots are very common, it should be detected easily. These animals was so boiling that they use these words without any misspelling. Many ppl dont bother with misspelling and at least these ppl should be automaticaly banned and if these words are misspeled then I can create ticket to alert BHVR about bad words.

    You can't ban people for swearing - well, you can, but they're not going to. And some of the words in your screenshots were used in insulting ways in that context, but could be used in completely acceptable ways in a different context. So in order to only ban people who were truly abusive, the filter would have to be programmed to detect not specific words, but specific phrases, and if it's only looking only for particular phrases or sentences it's not going to pick up the vast majority of verbal abuse that goes on. So most of the time, as you pointed out, people will need to create tickets to report other players. Which is exactly the system we have now.

    So why should the devs spend considerable resources to program and implement a system which will do very little when it comes to punishing abusive players that the current system doesn't already do, just for the convenience of a few players who are too lazy to submit a manual report?

  • @Runcore said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074762#Comment_1074762

    My lobbies are fast, usually waiting as killer max 1, very often 10-20s. I think its because less players play killers so its no enough time for creating support ticket.

    https://forum.deadbydaylight.com/en/discussion/comment/1074793#Comment_1074793

    I know that many players report just for fun because they didnt enjoy game but in case of verbal abusing its not so hard to implement profanity filter that detect and ban players that use this kind of language. Its already working here on forum. System can be implemented automaticaly or just can alert ppl that are responsible for reports solving that this players was using bad words and look on case. Find verbal abuse is so easy thx to filters and it can be solved easily.

    I'm not sure that detecting verbal abuse automatically is as easy as you think. Sure, they can have a system which automatically detects the use of certain words and phrases, but they can't possibly think of every nasty insult in advance to program into the system. Also, how would they police people bypassing the filter by deliberately misspelling the words?

    It's not like the forum, where they can look at every comment as it goes through and pick up on things the filter missed. Tens of thousands of people play the game every day, which means hundreds of thousands of games, and potentially hundreds of thousands of post-game chats to go through. They would have to have hire hundreds of people to moderate each game individually. It's simply not practical.

  • @ProfoundEnding said:

    Yes, it's on their website

    The roadmap on their website is the Year 4 roadmap, which has been there since it was released last May. It includes the first half of 2020, but it's not for 2020 specifically.

    I know you probably know that, just clarifying for the OP 😊

  • It might be a future possibility, but I can't see them pursuing it until the current iteration has run its course. As long as the first game is still active and thriving, there's no compelling reason for the devs to start funneling all their money and resources into developing a sequel.

  • Feng is my favourite survivor, and has been since I got her. Before that I mained Meg. I jump around a lot on who I'm actually playing, though, because I like to level characters to 50 and then use up all their good items and offerings before I prestige them.

    For killer, I've traditionally been a Doctor main, but I've been branching out more recently into Pig and Plague.

  • The roadmaps for DBD don't go by the calendar year, they go by the years since the game's release. We still have a good 3-4 months of the current roadmap left.

    The Year 5 roadmap will most likely be released around the time of the game's anniversary in June.

  • There's definitely not more to it, mechanically. The killer has no way of knowing what perks you're bringing in advance, so they can't deliberately choose a killer to counter them. They might expect Borrowed Time, because it's a meta perk, but they have no way of knowing when you have it equipped and when you don't.

    There might also be an element of cognitive bias to it, in that the occasions where you get frustrated over not being able to use BT against a certain killer stick out more sharply in your memory than the times when you are able to use it, so it seems in retrospect like it's happening more often than it is.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074014#Comment_1074014

    BHVR know that SWF have an advantage over solo, they argued in the past to close the gap between solo and swf with adding perks like kindred to the basekit of survivors. They did scrap that idea, i am not sure as to why.

    When it comes to how much of an advantage SWF actually gives, it really varies. So for example if you have 4 potatoes they will not become good due to them playing in a 4man. Yet SWF gives unfair advantages with perks such as OoO, giving info about totem locations and so forth also one can argue that if you really wanna sweat, people adjust their 16 perks to synergize with each other.

    And you can "react" way smoother in a full swf then solos ever could but hey...

    Yet all of that will ignored by community/devs either with "oh well most people just wanna goof around" or "they are super altruistic" those thought-terminating clichés are nothing but bad excuses to not have to deal with the fact how broken the game can be become. It doesn't matter whether or not the majority is not doing that, it shouldn't be possible in the first place.

    SWF-Solo.PNG

    This was last December. Doesn't seem like they're refusing to deal with it to me.

  • @PeenutsButt3r said:

    Coordination, synchonization when Im chasing them, about 60% of the time I play solo survivors so I know who are solo and who are with their groups when I play on the killer side.

    https://forum.deadbydaylight.com/en/discussion/comment/1074844#Comment_1074844

    You mean you know the people, or you know the signs? Because coordination and syncronisation are things you can get fairly easily between four good solo players - no one ought to know that better than someone who plays solo 60% of the time.

  • Most would agree he's at least B tier. Personally, I consider him a solid A. The only weakness of a good Doctor is map traversal.

  • I'm sympathetic, genuinely, but what makes this a SWF problem? How do you know that the survivors you're facing are in a party together?

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074807#Comment_1074807

    Can't lose an argument if people never go against your initial point.

    GG EZ indeed.

    Given how much flack you're getting for it, I just wanted to say that I understand what you're trying to say about the skill floor:ceiling ratio, and in general I agree with you, not only in that it is an important issue to consider when discussing balance, but that most players don't acknowledge it as such.

  • @andyollolloll said:

    You're asking me to prove SWF or SWF on comms is an advantage over solo?

    If you can't see why then I'm sorry you can't answer my question

    I don't think anyone is saying SWF isn't an advantage over solo. They're saying that the screenshots you provided as proof of that don't actually prove anything except that matchmaking is broken, because (at least as far as we know) you had no possible way of knowing whether those people were playing and communicating in a party. A green rank killer losing to four red ranked survivors is to be expected, whether the survivors were in communication or not.

    And yes, the devs have definitely acknowledged on numerous occasions that SWF players with coms definitely have an advantage over solo players, and they are trying to balance the game with that in mind. They just don't necessarily think it's as much of a problem as some players seem to believe.

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1073717#Comment_1073717

    So pretty much DS, BT, DH, and Adrenaline should all be nerfed, considered they are used more than 50% at red ranks.

    Could you link me to the stats you're getting that number from?

  • Dead By Daylight, obviously.

  • Nurse is definitely not the easiest killer to play. She's the strongest, but she's also by far the most difficult to master. If you really enjoy playing her, I would definitely encourage you stick with her, but do so knowing that you will probably spend a long time getting no kills at all before you eventually get the hang of her. The only concrete advice I can give for Nurse is use your knowledge of the maps and your experience as a survivor to predict what the survivors are going to do and use that to your advantage.

    If the steep learning curve on Nurse is something which you find too discouraging, you can try learning an easier killer and coming back to her later. Depending on which DLC you have, Hillbilly, Hag, Myers, Doctor, Cannibal, Pig, Oni and Plague are all killers which either have a reputation for being easy, or who I personally have found easy to pick up. Not necessarily to master, but to get enough of a basic grasp on to do well at lower ranks. Who you pick should depend on whose gameplay style appeals the most to you and what you find enjoyable.

    If video tutorials are your thing, I can also recommend a couple of videos that I personally think are useful and informative.

    Otzdarva makes a lot of videos focusing on builds for different killers. Below are his guides for the best basic perks to use on each killer, which is useful if you're just starting out and don't have many options, and what he believes to be the best/most rewarding builds for each killer since the Ruin nerf.

    https://www.youtube.com/watch?v=7_yixIT0p58 https://www.youtube.com/watch?v=nqmhg_XXjwM

    Scott Jund is a streamer I personally find very helpful, and an experienced killer main, who has created several tutorials about how to play killer well, and how to run loops as killer (linked below).

    https://www.youtube.com/watch?v=0UoymuGcBzY https://www.youtube.com/watch?v=t8u0jRxN2kQ

    You can also find a lot of in-depth guides on particular killers, like the ones FireHazard linked about for Hillbilly, once you decide who you want to play.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074236#Comment_1074236

    I think it's personally just general toxicity that players tend to associate with certain Survivors like Laurie and Claudette, yes it might be cause of their perks they come with but I mostly only see Lauries use perks outside of their teachables for the most part, unless it's to be intentionally "toxic" to the Killer, in which case they use DS... but if they're planning to act that way than they would use DS for any Killer they frequently use.

    That's why I said "in addition to the above". There are multiple reasons why different killers might dislike Laurie, but the prevalence of her teachable perks is definitely one of them. Doesn't mean all killers who target Lauries do it for that reason, but there are some who do.

  • In addition to the above, it's also because killers hate Decisive Strike and Object of Obsession, both of which tend to be used the most by Laurie players because they're her perks. So they may choose to target a Laurie to get her out of the game as soon as possible just based on the assumption that she has one or both of those equipped.

  • The best way to rank up quickly is to understand how the emblem system works and what you need to do to do well in it.

    The Lightbringer emblem is for completing objectives. You need 270 points for Iridescent Lightbringer. Each percentage of progress made on generators is 1 point, though bear in mind that when doing cooperative repairs, your contribution will only be half of the total, meaning that a fully repaired generator with one other survivor will give you only 50 points. So try to repair generators solo if you can. Dull totems are worth 20 points, and hex totems are worth 50. All survivors are also granted 15 bonus points when the gates are opened. So to do well in Lightbringer, I would recommend trying to complete two generators solo, and cleansing 4 dull totems. Or you can complete two and a bit more generators, and cleanse only 1-3 totems, to achieve the same effect.

    The Unbroken emblem is simply for surviving. In order to get Iridescent Unbroken, you need to escape the trial without being downed. Escaping, but having been downed at least once, will grant you a Gold Unbroken emblem.

    The Benevolent Emblem is for helping other survivors, and is the easiest one to do well in. You need 80 points for Iridescent Benevolent. You start with 35 points. Each safe hook rescue is worth 20 points, and each full heal of another survivor is worth 10. So all you need to do is safely unhook two survivors, and heal one of them, for Iridescent Benevolent. Just make sure that no one dies on hook, since you will lose points if that happens.

    The Evader emblem is for evading the killer. This is the hardest to do well in, and also the most complicated to quantify or keep track of your progress in. Basically, you get points for being close to or being chased by the killer, and for stunning them with pallets. It's one of those things that you can't really track reliably or try to farm, you just do well in it if you happen to be in the situations it calls for a lot throughout the match. Most of the time, you will get at least Bronze Evader if you do well during the match, and maybe Silver if you did decently in chases.

    Each Iridescent emblem is worth 4 points, each Gold 3, each Silver 2 and each Bronze 1. You need 12 points to pip at purple ranks, which means three Iridescent, or two Iridescent and two Silver, or the equivalent thereof. If you aim to get Iridescent Lightbringer and Benevolent, you will probably pip most games, since it's not difficult to get a Silver in the other two categories, or a Gold in Unbroken and Bronze in Evader. Once you reach red ranks, you will need 13 points to pip instead, so you'll need to do slightly better, but not by much.

    As for builds, I would simply advise you to play to your strengths. Use perks that help you do what you enjoy and are good at. Personally, I enjoy a mix of stealthy and altruistic play, so my typical build is Adrenaline, Borrowed Time, Unbreakable and Iron Will or Spine Chill. If you're good at boldness and chases, you can substitute more aggressive perks that will help you in those circumstances, like Decisive Strike and Dead Hard. We'll Make It is also useful for doing well in Benevolent. I'm personally a fan of Prove Thyself, but it only works during coop repairs, which as I mentioned are bad for trying to rank up, so I would advise against it for that reason.

  • There are some players who just play the game and complete their challenge when they can, and there are others who will throw the game, or at least not play as they normally would, to complete their challenge as quickly as possible, no matter what the challenge is. The same could be said about daily rituals, albeit to a lesser extent. If we don't want people to throw games for challenges, the only solution is to not have any challenges.

    So no, I don't think challenges are toxic, and I don't think the majority of them encourage toxic gameplay, because I don't think something can be considered toxic as long as it's done for tactical reasons and not just with the intention of ruining other people's fun. However, I would say "yes" to your first question of whether challenges encourage "harsh" play, because I think having something at stake causes people to play more selfishly and mercilessly than they normally might. But again, the same could be said of dailies, or even of chests, so I'm not sure it's necessarily something that needs to be changed either.

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