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Fibijean

Fibijean

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Fibijean
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  • Who is your favourite killer at the moment? That might give us some idea of which of those three you would best enjoy.

    If you like stealth play or spooking survivors, go with Ghostface.

    If you like going super fast, go with Legion.

    If you like messing with survivors and/or being able to traverse the map easily, go with Freddy.

  • @Matheuscrow said:

    Ty bro , this was I was looking for , have a way to hide after he hooks other survivor ? So far I noticed all killers use this and endurance

    The best way to avoid being seen by BBQ, as mentioned by FireHazard above, is to hide in a locker, which will hide your aura completely. You should get into the locker when they pick the survivor up, and stay there for five seconds after they get hooked before getting out to avoid BBQ completely.

    If there are no lockers nearby, the next-best thing to do is hide behind an incomplete generator - by "behind" I mean so the generator is directly between you and the killer. Because generators also have a red aura, this will make it much more difficult for the killer to spot you. Although it's less likely to fool a good killer, it's still better than being out in the open.

    If there are no lockers or generators to hide behind, your third option is to try to trick the killer. After the survivor is hooked, walk or sprint in one direction for five seconds, then turn around and walk in the opposite direction. The killer will have seen you heading the first direction with BBQ, and will try to intercept you based on where they expect you to be, not knowing that you have gone the opposite way. You can also try this instead of hiding behind a generator, since it's more likely to fool good killers.

    It's worth noting that the killer cannot see your aura with BBQ if you're less than 40 metres away from the hooked survivor, so if you're within the terror radius or just outside of it, you should be safe and don't need to do any of the above. Bear in mind, though, that if the killer can't see your aura, they will assume you're nearby, and may start to search the area for you.

    EDIT: As FireHazard noted, the perk Distortion is also an option for countering BBQ, but it is limited to three uses per game so it's not very reliable, and what it actually does is counter aura-reading abilities, meaning there are many other killer perks or add-ons that could use up the Distortion tokens as well. It's best used to figure out for sure whether the killer has BBQ - if you lose a Distortion token after a teammate gets hooked, you know the killer is running BBQ - so that you know whether or not you need to bother trying to counter it for the rest of the game.

  • @Nemmy_Wemmy said:

    Ok this is what im wearing so far, should I change anything? @FireHazard its worked so far for me.

    https://us.v-cdn.net/6030815/uploads/117/L60G4FB6QQ7F.jpg

    Or should i change something.

    If it's working for you, stick with that 😊 The goal is just to get something that works well, so if that outfit is doing the job, no need to spend extra currency on different clothes as well.

  • @Polychrome_Baku said:

    https://forum.deadbydaylight.com/en/discussion/comment/1068946#Comment_1068946

    The current system allows survivors to make headway on their objective without any killer interaction, i.e., before the killer has gained any ground on theirs. Seems like player agency and choice is only allowed for survivors.

    Got it.

    Not only is that not what I said, I've answered this argument earlier in the thread. I didn't say it was a problem that killers could make headway on their objective before survivors can on theirs, I said it was a problem that survivors should have to go out of their way to give the killer objective progress before being able to make meaningful progress on their own, and I would say the same thing if the roles were reversed. Please read what I say more carefully before you start putting words in my mouth.

  • @CrassardStreams said:

    https://forum.deadbydaylight.com/en/discussion/comment/1068836#Comment_1068836

    So enjoy your stealth play, odds are he's chasing one survivor at a time and if it's not you all the better. If anything this is a good idea because it promote some sort of strategizing. Survivors can chat before a round, killers can't. So you can set up something like a point man (someone who enjoys chases) to purposefully end the early game faster and loop the killer while you guys get gens. This actually opens up so much potential to keep this game fresh and fun going forward.

    Did you not read the first line of my comment where I also said I thought it was a good idea? I was just suggesting ways I thought it could be improved. Good ideas don't always have to be accepted at face value.

  • It's largely to do with the nature of the game design. Because of the way survivors and killers are set up with their objectives in direct opposition to one another - both sides' goals in the match can be boiled down to "complete your objective before your opponent completes theirs" - the two are always in direct conflict, and that includes when it comes to balance. Any buff to killers will indirectly (or sometimes even directly) constitute a nerf to survivors, and vice versa. Most people don't want the game to be made harder for them, so they become resistant to change and suspicious of the other side's motives when they make balance suggestions.

    It's a silly reason, but that is the reason for the conflict, although I personally agree that the hostility is completely overblown and unjustified.

  • FireHazard covered your bases regarding BBQ. If you're asking about the effect that the perk Whispers has on the survivors, I can explain that. Basically, it does nothing to survivors directly, but the perk lights up and the killer can hear whispering noises whenever they're within 32 metres of a survivor. By watching when the perk lights up and when it goes dark, the killer can figure out which area of the map a survivor is hiding in. Basically, it's used by the killer to track survivors by pinpointing the general area they're in.

  • @Matheuscrow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072742#Comment_1072742

    Actually can be luck as soon I got lvl 1 next round came lvl 2 , And 3 after lvl 2 came 3 that was awesome 👏. I gonna do stealth build for sure , I’m started to find pro killers in my way .

    Oh yeah, absolutely you can get lucky with it, I was just speaking mathematically. But I'm glad you got the perk so quickly 😊

  • Perks aren't toxic. Game mechanics aren't toxic. Players are toxic, or not, regardless of what build they're using. Please stop throwing that word around, it's in danger of losing all meaning if people keep using it as a catch-all to mean "I don't like this thing".

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071883#Comment_1071883

    I personally disagree that a Red cap would benefit him in a stealth scenario for many reasons, different maps can clash with the red colors and I don't think it really adds anything in terms of stealth, in fact I think it makes it worse tbh.

    Having no hate and just slick back hair or a dark beard can honestly go miles in terms of stealth. In the end, whatever he chooses is up to him style-wise, since if you just hide behind a rock or a tree than the Killer won't really see you at all.

    If he was going for a "In plain-sight" stealth build than darker tones is his best option like the deep purple High Roller jacket with the Dark jeans and Bouncer Beard, I personally think a Red Hat would just clash with the other colors and make him stand out. In the end, a Red Hat or no Hat isn't going to make a giant difference.

    I agree that red is a bad colour, but I never said the cap had to be red. In fact, I recommended the dark green, grey or brown, not the red.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072812#Comment_1072812

    Perhaps I confused myself in how it was written, obviously common perks are more likely to appear by default, I was arguing though that perks reappearing again afterwards is complete random and coincidental that they do or not.

    Perhaps when reading "It's not completely random" I thought back to how some people believe that seeing WGLF at Tier l and than Tier ll in the next Blood-Web was not a coincidence and actually a built in feature that gives better odds to re-use a previous perk in the next Blood-Web, so when I read "It's not completely random" my mind went to that, but that's my fault for not reading the entire comment which was just talking about common perks being more common, hence their name being common perks.

    Which yes, that's something I overlooked in the original comment that sparked this discussion, but besides that those common perks are still randomized as well, since every perk in Tier lll is either Purple or Green... and Purple never shows up in Level 1 (since it can't, there is no Tier l purple perk) and Green shows up a long side Yellow perks because it's one of the only two variants that the starting Blood-Webs can choose from.

    basically what i'm saying is...

    It's more common to get Yellow and Green perks than Purple perks yes, but the comment itself that I went with to start this conversation made me believe you also referred to that system above that makes the same perk sometimes show up multiple times in a row, which I personally believe is still all RNG.

    And tbh, common perks are also RNG based... so obviously it isn't "completely random" because Purple perks don't exist as Tier l perks until you get them to Tier ll or Tier lll, but besides that small detail it's all entirely randomized every single time.

    Right, so basically, we're in complete agreement! 😆

  • Users can't delete their own threads or comments, no. You can tag a moderator on the thread in question and ask them to delete it, or flag the thread with a description like "please delete this".

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072763#Comment_1072763

    Yes, I know you said that before, i'm just saying that I doubt the gradual coincidence of a perk showing up 3 times in a row has anything to do with the Blood-Webs randomization itself, hence why I disagree that it's something that affects the system itself because it's so inconsistent.

    Yes a perk like WGLF can show up 3 times in a row back to back in a Blood-Web, but it can also never show up again until Level 50+, which has happened before as well in the past. So I disagree that it has a higher chance to show up and instead just regard it as being a coincidence or "luck."

    Again I could be wrong, but I personally don't see it being the case since it CAN show up more often or it will take a long time to re-appear again. Perhaps if it's for the Prestiged versions than yeah, otherwise I personally don't see it being the case for P0 or even P1 somewhat. But that's just me, whether this is the case or not is too inconsistent from my view.

    But I never said anything about the likelihood of a particular perk showing up. The only thing I said is that more common perks show up more at lower levels. I explicitly stated that there is zero difference in the chance of showing up between any two perks of the same rarity... so I'm not sure why you're agreeing with me but phrasing it as though you're disagreeing 😕

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072742#Comment_1072742

    Still, it's entirely RNG based no matter how you look at it, it might gain a higher chance of being seen because of it's rarity and what not, but it's all RNG based at the core.

    There's nothing that's a for sure thing in the Blood-Web, that's what it's designed to be, a randomized prize pool in a sense.

    Oh yeah, of course, I acknowledged as much in my first comment. But there's a difference between something being chance-based, which I assume is what you mean by RNG, and being completely random, which it isn't because there is one factor that affects it. That's the distinction I was making.

  • @KrazyKatFTW said:

    I'm not really sure, the previous multiplayer i played (World of warships) would record replays of your game and store the last 20 or so played and and delete them if they were not saved by the player.

    I have went to the trouble of trying to report this because i have read in multiple forum posts about suspected hacks etc that if you see something suspicious you should report it in game and then make a support ticket which i have tried to do and it has not been straightforward at all, and now it feels like its just been fobbed of and a waste of time and effort.

    Perhaps there could be a clearer way to report this to the mysterious ACM's whatever they are

    Perhaps that's something BHVR could implement in the future - I suspect they don't have the resources (server space, for example) to support such a system at the moment.

    I'm sorry you were disappointed with your experience with Support, based on expectations you got from other threads on the forums. When people in those threads mentioned submitting a support ticket in addition to a report, they meant in order to provide additional evidence, although they may not have made that completely clear in their comments.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071630#Comment_1071630

    I think that's more-so with how the Blood-Web reacts to previous perks being bought with BPs, it recognizes that you grabbed a perk like WGLF and than has a higher chance to appear again in the next Blood-Web after, but again, it's entirely random on if it does appear again or not, it just seems to have a higher chance to because you grabbed a perk in a previous Blood-Web.

    But whether that's actually true or if it's luck is entirely unknown as far as I've seen about the Blood-Web, I say it's unknown because you could very much get WGLF in three Blood-Webs in a row or never see it again until level 50, hence why I doubt that a higher chance is there and more-so it being RNG based.

    Getting the first or second tier of the perk doesn't increase the chances of getting a higher tier of that same perk in a later bloodweb. The only thing that affects the chances of a particular perk spawning is its rarity. I'm getting this from the wiki, which I have never before found to have inaccurate or outdated information.

  • @BelganPancake said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072615#Comment_1072615

    Sadly i didnt find my answer but thank you for trying to help me

    Sorry to hear that. I've only played mobile once myself, so I don't have the experience to help, but it's still possible that someone else might come along who is familiar with the game's mechanics and can give you an explanation!

  • Unfortunately, DBD Mobile doesn't have its own forum, but these forums are mostly for the main game. It's not impossible that someone might know the answer to your question, but none of the mobile devs are on here. You would probably have better luck posing this question to DBD Mobile Support. Here is the link: https://dbdmobile.helpshift.com/a/dead-by-daylight-mobile/?p=all

  • @KrazyKatFTW said:

    Sincerely thank you for the advice, i appreciate that you are trying to be helpful however are players really expected to record every single game just on the off chance there might be a hacker? I'm a little shocked that this is the only way to report such a thing, i've got nearly 1000 hours in the game and its the first time i have seen something that i think is hacking and it really disappointing to see that this is the way it is handled or rather NOT handled

    You're not necessarily expected to record every game you play - as I said, on some platforms this is an automatic feature that you can use when you need it and ignore when you don't. I understand that it's not ideal, but they can't monitor what happens in-game themselves, so what else would you propose they do? 😕

  • @KrazyKatFTW said:

    I am just an ordinary player, i got no reason to record video, i am not a streamer or a youtuber, i would not even know how to to do it. I reported this because i read the forums and recalled reading posts about hacks etc and they always say to make sure you report it in game and follow it up with a support ticket, i never said i was looking for anybody to get banned "just based on my word" I just happened to see something very suspicious in the game and thought i was being helpful in flagging it attention.

    I feel like you need need to have a Masters degree in convoluted processes to even begin to report something like this, its just not worth the effort (

    There are instructions for recording your matches in the Game Rules section of the forum. If you're on PS4, I believe there is a feature which allows you to save an automatic recording of the last 15 minutes or so of gameplay. PC has a similar feature, if you happen to use a NVIDIA graphics card.

    You can find instructions on record your gameplay for all platforms in this post: https://forum.deadbydaylight.com/en/discussion/66835/recording-evidence-for-your-player-report

  • Apologies to Monsieur Cote if this actually is his father, but I'm pretty sure it's not. The eulogy names each of the deceased's children, and Matthieu is not mentioned.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072459#Comment_1072459

    Do you have any idea when the next chapter could come out?

    No more than you do, unfortunately. Just based off past patterns, it will almost certainly be some time in March. Historically, chapter updates tend to happen around the middle of the month, but the Cursed Legacy chapter came out very early in December, so it's not a sure thing. Personally, I'm anticipating a mid-March release, but that's just my speculation, it's not backed up by anything official.

  • All of her teachables are actually very good on her. Particularly Infectious Fright. Plague also has the most synergy of any killer with Thanatophobia. Blood Echo, while not considered a great perk in general, does have some interesting synergy with Plague as well.

    And of course, any perks that work well on most killers (BBQ, Surveillance, Whispers, PGTW, etc.) will work equally well on Plague, with the exception of anything healing-related (such as Nurse's Calling) since healing is quite rare against Plague if you're playing her right, and anything that's based on hitting survivors (like STBFL) because Plague typically only gets one hit per chase.

    Also, here are some tips for encouraging survivors to cleanse, from a thread by @DudeDelicious, who is an experienced Plague main (sorry for tagging you again mate, just wanted to give credit where it's due):

    • Plague MUST get EVERYONE infected as early in the match as possible. Let survivors PASSIVELY become broken if necessary. If in a difficult chase and other survivors are not yet infected, infect vaults and pallets during the chase and FORCE who you’re chasing to use them before abandoning chase and find other survivors to infect.
    • When everyone is broken well before or by mid game, not cleansing becomes a much riskier survivor strategy.
    • Even if NOT using DD and/or IF, when survivors are broken and ARE NOT cleansing then SLUG and quickly seek out someone else to punish in their one hit state. Make them regret not using those pools.
  • They're reworking matchmaking as we speak, so your suffering will be ended soon, at least in theory.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072427#Comment_1072427

    It was by theme till Huntress or Nurse came out. Each theme had an equal chance to be picked them you got a map from that theme.

    But as Nurse/Huntress only had a single map to their theme, it got picked a LOT and was the most played map by far. Got stale playing the same map so many times. So it was changed to give each map an equal chance.

    When it comes to Badham. 5 maps for it, so 5 chances to play there. Giving Badham the highest odds to be played out of any DbD map.

    Macmillan Estate, Coldwind Farm and Autohaven Wreckers all have five maps as well. But the Badham maps are probably more similar to one another than any of the original maps.

  • Both can be effective in the right hands and with the right build, but Doctor is probably a bit easier to do well with in general than Wraith, because he has better tracking, better slowdown and is better at countering loops with his basekit.

    However, if you would like to play Wraith at high ranks, he, like most stealth killers, benefits significantly with a hit-and-run build that plays to his strengths. Most stealth killers are weak in chase, but excel at catching survivors off-guard and landing that first hit, so perks like Thanatophobia, Sloppy Butcher and Nurse's Calling, particularly in combination with one another, tend to be very effective. Land the first hit, and abandon chase if they run to a strong loop. They will either waste a lot of time healing, or you will catch them injured later and be able to down them.

  • @KrazyKatFTW said:

    Well that was a pointless waste of time, good news if your a hacker i suppose, this is the reply i got, i got no idea what an ACM is, am i seriously expected to video and screenshot every game i play before they will even look at a report?

    Hello,

    Thank you very much for reaching out. We're sorry to hear that you experienced this in the game. Unfortunately, we're unable to process your report at this time. The ACM's are the ones who need to check this incident. To do this, kindly select the proper form (additional player report information) when submitting a ticket to us. Additionally, we would appreciate it if you would supply us with all the needed information about the reported player. Also, please include all the evidence that you have from the incident such as videos or screenshots. If in case you're unable to attach the video, kindly upload it in a video sharing site then sharing the link to us. We'll then take proper measures in investigating the player.

    Thank you for your understanding.

    Stay safe out there,

    The Dead by Daylight Team

    It sounds like you submitted your ticket in the wrong category. You need to submit it under "Additional player report information", as they explained, in order for them to be able to process it. And yes, you are expected to submit video proof when accusing someone of something as serious as hacking, because the devs can't see what goes on in-game themselves, and they're not going to ban someone just based on your word.

    As for what an ACM is, I'm not entirely sure. Perhaps @MandyTalk knows the answer.

  • @Runcore said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072330#Comment_1072330

    And what about these players in my screens? Is that still certain amount of "smack talk" or they got punishment? Problem is that it should work without need of support ticket. If I have to create support ticket after someone is verbaly abusing in post game chat, I will spend half of playing time creating tickets 😀

    They were saying things which I won't repeat here but which do count as death threats, so yes, that's definitely punishable. The reason why the support ticket is necessary is because the team can't necessarily see everything that goes on in your games. I don't know for a fact whether they can see the post-game chat or not. But they need evidence to ban people, they're not going to ban anyone just based on someone's word alone, so since they can't see the matches for themselves, the players need to be the ones to provide that evidence.

  • As @Nameless mentioned, the only killer whose base kit they have nerfed alongside an add-on rework was the Nurse, who was the uncontested strongest killer in the game. They're not going to do that to a killer like Leatherface, who almost everyone (including the devs, most likely) considers to be mid-tier at best.

  • @Runcore said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071711#Comment_1071711

    How big chance is that players are banned and how long bans are? I made a post with this postgame chat and Im very curious if I can count that these players are banned and how long punishments there are.

    https://us.v-cdn.net/6030815/uploads/148/YDHG6V44MRCZ.png

    https://us.v-cdn.net/6030815/uploads/632/YXVV0TKL08H9.png

    https://us.v-cdn.net/6030815/uploads/427/LHP22Z295HL3.png

    I'm sure Mandy will come along and answer this officially later, but just to give you something in the meantime I'll respond in her absence.

    The stuff said in those screenshots is definitely ban-worthy, and so the chance that they were punished is quite high if you reported them properly, more so if you submitted a support ticket with evidence. You will need to have reported them in the post-game scoring screen when they said those things, and optionally submitted a support ticket in the correct category with those screenshots (uncensored) and the ID of the player(s) in question. Basically, if you followed the correct protocol for reports, those players probably got punished.

    As for ban lengths, they escalate depending on how many times the person has been banned before. For a first offence, it's 24 hours, second is 48 hours, third is one week and fourth is permanent. So if you really want to figure out how long they were banned for, you can get a rough idea by checking their profile for how many VAC bans they've received. But BHVR doesn't directly inform players whether someone they reported got punished, nor how harshly.

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065711#Comment_1065711

    Yes, which is why my suggestion was to rework that game balance feature rather than retiring offerings. The times in the game at which it is beneficial for survivors to stick together are:

    1. For getting flashlight and pallet stuns
    2. Healing and unhooking
    3. Pumping out the last generator
    4. Taking hits for a survivor once the exit gates are opened

    However, for some strange reason, the main objective, generators, do not follow this convention of survivor gameplay (and to some extent chases depending on the chase location). This is in part due to inefficieny debuffs and in part due to the killer's ability to guard a stationary object to prevent progress.

    Killers benefit extremely from having survivors clumped up around one objective (unless it's a killer like scratched mirror myers on an open map). I think it's much healthier to promote gameplay that encourages survivors to be together and encourages killers to push them apart (on the whole, not in every scenario) due to the importance of interaction between players. I think it's poorly designed that the most efficient way of winning the game as a survivor is to avoid teammates until injured and split up to work on generators to abuse the fact that a killer can't realistically be in both places at the same time.

    In the current state of the game, I've never once waved at a survivor to come over here an work on my gen unless I was dedicating myself to getting a certain generator done to avoid a three gen scenario. I find that strange.

    My point is that the fact that survivors repair less efficiently as a group is only one of many reasons why it's beneficial to killers to keep survivors together. So increasing coop repair efficiency is not enough to change that dynamic. All it does is give the killer a conflict of interest - do they split the survivors up so that they can't repair efficiently, or do they try to keep them together for the multitude of other benefits?

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071144#Comment_1071144

    Thats why I kinda like the Scotts idea, it looks like a perfect bandaid if some things are tweaked. Surviviors can choose how long will it go on, in a way its more iteractive than Corrupt Intervention. And yes, Stealth will get soft nerfed yet again. But there is just no better idea. If we could add more objectives, I would let Stealth players go look for some golden wrentch or whatever that will shorten the Warmup without them being revealed to the killer.

    I won't engage in too deep a discussion about Scott's ideas, at risk of derailing this thread, but basically I agree that his idea has merit, I just don't necessarily agree that it's the only solution. Heaps of people thought secondary objectives were the only solution before he came up with his proposal. I just think that there is still space for people to come up with new ideas that might also work if they put a bit more thought into it the way Scott did. Maybe it's just my designer brain, but I think there are always new solutions and ideas to be found if we just scratch the surface a bit and open our minds to other possibilities.

  • @Todgeweiht said:

    Nope, my frames have also been pretty bad with doctor as well, played 2 games with him today and it just feels awful

    https://forum.deadbydaylight.com/en/discussion/comment/1071852#Comment_1071852

    I am using the hallowed blight cosmetic.

    That one is listed as one of the two that can cause frame issues. Try using his default outfit, and see if things improve.

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071640#Comment_1071640

    So you're thinking I should go with Black/maroon, charcoal jeans, and rust/green hat or no hat then? Currently for the head peice im using Sharp Ace

    Sharp Ace is probably fine if you're unsure, but I think a cap would probably be better. The black/maroon Charmed Jacket is probably about the same as the Money Maker Jacket as far as blending in goes, I just recommend the former because it's cheaper, and also doesn't have any bright spots from the front.

    What I would recommend is getting the cosmetics you know will be useful, like the dark jeans and jacket, and trying them out in a game with the hair you currently have. If it works, keep the hair, but if you find that you're not blending in as well as you would like, then you can fork out on the cap.

  • Which cosmetics are you using on Doctor? There is a bug at the moment where certain Doctor outfits can cause random frame drops.

  • Not necessarily. The events weren't ended because the devs wanted to introduce the Rift and Tome, they ended because they wanted to focus more of their resources into game balance and bug fixes. Once those things are more under control - basically, once BHVR has the resources to devote to events again - then we might see events with secondary objectives return.

    Also, as far as I'm aware the devs haven't announced how many Tomes they're planning to release. Just because there are ten slots in the Compendium doesn't mean that there will necessarily be only ten Tomes released.

  • @Nemmy_Wemmy said:

    @FireHazard I was actually thinking of Furtuitous Jeans (Dark Brown) as its closer to that reddish color. What are your thoughts on it?

    Ok so Bouncer beard is better then Ready to Roll? Just wanna be absolutely sure so i dont waste my iri shards lol

    I would recommend Ready To Roll above Bouncer Beard, personally. Most of the Bouncer Beard head is shaved, and light skin is easy to see. Having different colours doesn't mean that an outfit won't be able to camouflage - remember that the environment you're trying to blend into has different colours as well. Think about camouflage print in real life, like the army wears. The way to blend in is to cover your body as much as possible in the colours of the environment you're trying to blend into, which is why I recommended dark brown, grey or green outfits, because there's a lot more of those colours in the DBD environments than there are dark reds or purples.

  • It's not completely random - common perks, like WGLF tier I, will appear more often than rare perks (like say, DS tier I) at lower bloodweb levels. However, WGLF is no more likely to appear than another common perk, like Resilience. And a higher chance doesn't guarantee success, so it's still possible not to find even common perks in your bloodwebs just due to bad luck.

  • In addition to the above, it's also worth noting that you can start discussions, create polls and ask questions in most subforums, it's just that there are particular ones, like "Ask The Community", where you can only do one of those things.

    Also, try to pick the correct subforum to put your topic. You can put it in "General Discussions" if you're not sure, and the mods will move it if it's not in the right place, but if it's a suggestion for the game, for example, put it in "Feedback". Just because it cuts down on the mods' workload if people post in the correct categories to begin with.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071044#Comment_1071044

    The thing is that none of these things make survivior more interensting.

    • Toolbox nerf = makes gen times longer
    • Shrinking maps = impossible with current map rework speed (we dont have 5 years)
    • Increasing totem importance = people alredy dont like totems, just look at all NOED threads (NOED is ######### and unfair, doing totems counters it, but still, no one bothers to cleanse it)

    So it basically has to be either some low effort idea like the Scott's, (it makes gen times slower, but 1 survivior rushing into a killer ends the bonus) or a whole new thing that for obvious reasons wont happen.

    I don't know, there are few things less interesting than repairing generators. I find searching for and cleansing totems more interesting than doing gens, and anyone who refuses to cleanse them and then complains about NOED needs to get a grip. Also, the toolbox nerf isn't really about solving the issue so much as preventing it from getting worse. I agree they're not perfect solutions, I was just using them as examples of other things that could be done to increase game lengths aside from increasing repair time or adding new objectives.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1070985#Comment_1070985

    In a sense yeah, it seems to be a more common occurrence than it should be, I think it has something to do with how it's written and how long the lore is in-general.

    Yeah, and the fact that it's scattered all over the place, there's bits and pieces in add-on descriptions and things like that.

    Also sorry about the above comment posting twice, please ignore that second one!

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1067944#Comment_1067944

    I think it's not in the lore itself but with how people read the lore and came to that assumption.

    Which is why I argued against it, because people believe that, due to how the lore is written, that The First Yamaoka implies that Kazan has that title, when in fact he doesn't. So in a sense, I got confused while writing up my argument because a lot of people think the lore implied Kazan was The First Yamaoka when, if you read closer, it doesn't.

    Ah okay, yep I understand now. I often find that the lore can get confusing just because it's difficult at a glance to tell the difference between what was actually revealed in the game and what's just some random player's headcanon.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065744#Comment_1065744

    But its also true that adressing gen speeds without making survivior gameplay even more boring is impossible.

    They either have to slap band aids on everything while they balance the game, or add new objectives and focus on balancing them.

    Buy I dont think its possible to fix the game with just bandaids

    That's true, but I don't think that introducing a second objective is necessarily the only alternative to increasing repair times. Some of the other things they're already thinking about doing will, I think, be helpful, such as nerfing toolboxes, shrinking maps and expanding on existing side objectives, like totems. They just need to come up with ways to encourage survivors off generators, and/or help the killer to apply more pressure. A second objective is only one way of doing that.

  • @BelganPancake said:

    https://forum.deadbydaylight.com/en/discussion/comment/1068836#Comment_1068836

    Maybe for the warm up event make survivors have a endurance when the phase ends? But instead of getting injured and have deep wound effect maybe just deep wound?

    Sounds like an interesting idea, but I don't quite understand how it would help stealthy survivors or the killer. Would you be able to expand on it a bit more?

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1067944#Comment_1067944

    I think it's not in the lore itself but with how people read the lore and came to that assumption.

    Which is why I argued against it, because people believe that, due to how the lore is written, that The First Yamaoka implies that Kazan has that title, when in fact he doesn't. So in a sense, I got confused while writing up my argument because a lot of people think the lore implied Kazan was The First Yamaoka when, if you read closer, it doesn't.

    Ah okay, yep I understand now. I often find that the lore can get confusing just because it's difficult at a glance to tell the difference between what was actually revealed in the game and what's just some random player's headcanon.

  • @oTechnic said:

    Unbreakable is probably the best, Iron will is really good too. but remember to have fun too. Right now my survivor build is: Decisive strike, Dead hard, Poised, Dark sense.

    Poised is a great perk. Extremely underrated, in my opinion.

    @Ar7ur if you're looking for meta perks, most people would put Unbreakable or Adrenaline in that slot. Unbreakable in particular synergises extremely well with Decisive Strike, since it gives you an out if killers decide to slug you to avoid DS. Iron Will is also a good pick if you are planning to spend a lot of time injured, and/or enjoy playing stealthily.

  • I haven't thought much about what they symbolise, but it is interesting to speculate. For the record, the word you're looking for is "hourglass" 😉

  • @WolfPad06 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1069090#Comment_1069090

    I did read, but what you're proposing simply isn't possible with the design of this game.

    Killers NEED to interact with survivors to do their main objective, survivors do not need to interact with the killers to do theirs.

    So the very nature of stealthy gameplay penalizes the killer by denying them interaction opportunities. Therefore it makes perfect sense the stealthy playstyle is penalized (or really, just less heavily rewarded) than the playstyle than encourages interactions.

    You can't have your cake and eat it too. Riskier play should have greater reward, not the other way around.

    (That wouldn't be the case even with this change, due to the strength of some loops/maps, but it's the right direction.)

    If it's not possible, then it's not possible. But I don't think any of us have given this idea enough thought to be certain of that. Maybe there is a way to make it work better for everyone involved. That's all I'm saying.

  • @flsl216 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1069031#Comment_1069031

    They are not listening because they don't think the need to. But there is the need to. And the reason for that is clearly because they don't have enough experience in high tier games and cannot understand the importance of the feedback coming from it. Therefore I said the "only way" for them (THE DBD DEVS not OTHER GAME DEVS) to realize is to play their games themselves as in hyperbole to exaggerate that they really need to. Because that will improve the game quality heaps better like those top 10 games today. You really know what I intend and so does everyone else, you don't need to go around online and try and be a lawyer which you never can with that level of understanding :)

    I was trying to encourage you to say what you mean instead of making the opposite point and then calling it hyperbole, because that's not a compelling argument. But since you've now resorted to personal attacks, I'd say that's a good spot to end the conversation.

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