Fibijean
Fibijean
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1035112#Comment_1035112
There’s an even worse delay on her puke now, some objects randomly can’t be infected, and the puke noises are now at an explosive, eardrum destroying volume. It’s awful.
Ah, that sucks. Make sure to report it if you get the chance, it might help the devs in fixing them sooner!
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1034741#Comment_1034741
Make sure to @ a mod like Rizzo to move this next time.
This isn't the proper version of this forums to post this in, so it's usually best to @ a mod to move it to the right version that speaks this language.
(Not trying to be mean, it's just for any future questions that're supposed to be in the proper forum that pertains to this language)
Usually I flag the post instead, since I've been informed in the past by Mandy that that's actually the more effective way of getting a mod's attention to move a post.
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@Financial_Stability said:
https://forum.deadbydaylight.com/en/discussion/comment/1035660#Comment_1035660
After rereading my post, I did have a sentence that made my point unclear. I have since edited it (last paragraph) to better represent what I am trying to put across. Sorry for the confusion. What I am trying to say is that it is not a productive way of talking to someone who is taking issue with the game. People shouldn't be telling others to stop playing if they take issue with certain aspects of it or the path it is going down.
I see. Well, yes, in that case, I can definitely agree with that. Although I think there is room for a well-placed "git gud" or words to that effect if someone is just unconstructively complaining about the game being too hard and needing to be changed without putting any effort into trying to adapt themselves, if someone is offering legitimate criticism or asking for help, I agree that it's not productive to just dismiss their concerns and tell them to stop playing.
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@Financial_Stability said:
https://forum.deadbydaylight.com/en/discussion/comment/1034502#Comment_1034502
I'm not discussing whether or not people should drop the game or not. This is about people who tell others to drop the game if there is something they don't like. They may still find the game enjoyable, so if they have some way to try and remedy that issue (say posting on the forums) then that would be the logical course. I'm not saying people won't drop the game. I wish that there wasn't so many people misunderstanding what I am saying.
What are you trying to say, exactly? Maybe the reason so many people are misunderstanding your point is because you didn't communicate it as clearly as you meant to in your original post. Because it certainly came across like you were saying people shouldn't be expected to stop playing the game even if they're not enjoying it, just because they've invested in it previously.
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The bug from the first Tome in which those who completed the first level are able to see the fourth appears to have returned. And yes, there are places online where you can (unofficially) view all of the challenges for Tome II, but it's against the forum rules for me to link you to them.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1035406#Comment_1035406
So you're Ethan? 🤓
Almo's secret identity, revealed at last.
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/1035304#Comment_1035304
Whilst correct, if 3 gens go by the time of the first hook no killer except Spirit, Billy, Freddy or Nurse(with the right addons) can put on enough pressure to actually stop the remaining survivors from completing the other two gens, even in a 4/3 gen scenario. You can certainly play gen keeper, but if you commit to even one chase that's at least a generator gone, and a killer will never regress gens faster than a 3 or 4 man squad of survivors can complete them. At that point you are reliant on survivors to make misplays that allow you back into the the game, and you aren't allowed any misplays yourself.
Now you could say "well that first chase was a misplay" but that's not entirely true. Unless you chance upon another survivor in a more disadvantageous position, that first chase is pretty much a commit, unless they run into a zone full of pallets and no generators which is a setup I've only every seen spawn once on mother's dwelling. The first survivor you find is pretty much someone you have to take down, because there's literally nothing else on the map that's generating pressure, you need the first down.
Potentially, but there are still a lot of variables at play. And we weren't talking about how many generators get done before the first hook, only about how many get done within the first few minutes of the game, and whether or not that's a problem.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1035249#Comment_1035249
Yes, this is what I said. :)
Were you on the stream? 😮
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@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/1035249#Comment_1035249
It's true they did not directly say that they want short games. But when the first 2-3 gens pop like crazy and the survivors are smart enough to not three gen themselves what do you think is going to happen.
Assuming that the speed at which the first 2-3 gens get repaired will remain constant throughout the match is a pitfall that many of those who feel that games go by too fast fall into. In reality, it's to be expected that the first couple of generators will be repaired within minutes if the survivors know what they're doing, and it doesn't mean the game is lost at that point.
The start of the game is always going to be the point at which generators get repaired most quickly, because that's when the killer is applying the least pressure. As the game goes on, people get chased, hooked, injured, the pressure builds up, survivors will be forced off generators and the repair speeds will naturally slow significantly. That's how the game was designed to function, and that's the point the devs are trying to get across in saying that we should not expect all five generators to stay up for more than a couple of minutes.
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@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/1034324#Comment_1034324
OP USING INFECTIOUS FRIGHT 😱
IT'S INFECTIOUS, ALL RIGHT!
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@PigMainClaudette said:
Bunny Feng will be released with Shirtless Myers.
RIP 🙁
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@Malkoth said:
No. I completed all challenges from rift 1, tomes 1-4. I also finished all challenges from Tome 1 of the 2nd rift. I have no challenges left and i am not getting xp.
There seems to be a bug at the moment where the Archives popup no longer records progress after each game once you've finished the first level of Tome II. I can't confirm this myself, as I haven't finished the level yet, but I've heard a few people say that the Rift is still recording progress and it's just a UI bug. Have you gone into the Archives and checked your progress in the Rift itself?
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Dedicated servers have recently been enabled on PS4, and they have been active on PC and Switch for a while now. So the reason you have ping as killer and don't get kicked out of a lobby when the killer leaves as a survivor is because the killer is no longer the host of the games. Instead, all players are connected to whichever of the servers is nearest to you.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1034906#Comment_1034906
Well, another reason I’m steering clear of Plague is the new slew of unique bugs she has this mid chapter update. Otherwise I still love her, and she’s very powerful.
Interesting, I hadn't noticed any bugs, but I've only played a few games with her since the update. So I imagine you would know better than I would.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1034870#Comment_1034870
Hehe.
Well I was far from unfamiliar with Doc.
He was just shy of being in my top 3.
But just these small changes making him less cumbersome, and Static Blast being ridiculously more useful/effective than Static Field has pushed him up there. Heck, dare I say it, I reckon I’ll stick exclusively to only Doc & Clown for quite a while now.
RIP Plague 🙁 But yeah, I agree with you about Doctor. I'm not a killer main, but I am a Doctor main, and I've really been loving him since the rework.
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Just because you don't enjoy it doesn't make it toxic.
Camping and tunneling are tactics used to further the killer's objective. There is an important distinction to be made between toxic behaviour done with the sole intent of generating negativity, and strategies that just aren't very fun to play against.
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@ClickyClicky said:
I say this without exaggeration...
The DBD reddit is hands down the worst internet community I’ve ever seen, and I’ve been roaming the internet since the early 2000s.
It’s just Legion and Ghostface edgelords downvoting anything that goes against the hive mind. They also have a creepy obsession with Legion and somehow think he’s a thousand times weaker than any other killer and that BHVR hates him and purposefully tries to gimp him.
I remember seeing a guy get downvoted into oblivion there because he said it was wrong to d/c to give your friend the hatch.
That's why I hate the Reddit upvote/downvote system, it makes it so easy to turn it into an echo chamber instead of the open, equal-opportunity forum that (in my opinion) social media platforms like Reddit should be.
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Only mods and devs can send direct messages. If you want to contact another user outside of a thread, the only way to do so is by posting on their wall.
The reason for this is because the mods want to be able to keep the forum free from spam and harassment, but they aren't able to read and police private messages, so they've disabled the function basically to keep everything above-board.
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@[Deleted User] said:
I think new Doc is fantastic.
So much so that you even changed your avatar in his honour!
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@kreeper124 said:
https://forum.deadbydaylight.com/en/discussion/comment/1034844#Comment_1034844
I'd have to guess there wouldn't be 3rd person but there'd be balance to make it more smooth gameplay
I feel like making survivors first person is such a fundamental change that it would have to be essentially a whole new game. Not that it couldn't be done, just that they would have to largely redesign the game from scratch for VR, not simply make some adjustments and port it over.
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@thehotdogman93 said:
Here's a real question that I have. If the delay with the shock therapy is a bug, then why didn't they delay the mid chapter update to fix the bug instead of releasing it as it is, and making us Doc mains suffer in the meantime?
What are you talking about? They reduced the cooldown by 1.5 seconds from the PTB, and it's now shorter than it was before the rework.
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How does third person work in VR?
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I knew this was going to be about Trapper. I obviously know you too well 😋 I will never fall for any of your bait posts again!
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@sailormars said:
https://forum.deadbydaylight.com/en/discussion/comment/1034208#Comment_1034208
I didn't now this, thanks! Also, how do you know that Badham is disabled atm? And why is it disabled?
No problem! The devs mentioned that Badham has been disabled in both their recent livestream and in this "Known Issues" post about the post recent update: https://forum.deadbydaylight.com/en/discussion/122269/reported-issues-3-5-0#latest
The reason it was disabled was because there were some issues discovered to do with totems being unable to be cleansed and survivors unable to be picked up in certain areas of the map. It's only temporary, and I believe it should be fixed and the map re-enabled in the next hotfix.
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There was nothing in the 3.4.0 or 3.5.0 Patch Notes about changing the functionality of Overwhelming Presence or Franklin's Demise, so if there was synergy between the two prior to that point, I think it's safe to assume that there still is.
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@Spannungsstoß tagging you in again.
Although @xTh3FaNcY, as I mentioned on your last question, you will probably get a better response asking on the Spanish forum https://forum.deadbydaylight.com/es/
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As survivor, We're Gonna Live Forever (David teachable) is a good bloodpoint-grinding perk. It's like BBQ for survivors, although not quite as good because it doesn't have any secondary effects and survivors tend to earn less bloodpoints than killers in general. So if you're going to play survivor, I would recommend playing David until you level him far enough to unlock WGLF on other characters.
If you're happy to play killer, though, I would recommend it since like I said, killers tend to earn more bloodpoints overall. Doctor is one of the best killers for farming bloodpoints, especially when combined with Distressing, which is not only a base perk and a bloodpoint booster but also synergises really well with Doctor's power.
There is no particular method for getting a lot of bloodpoints aside from just engaging with the game as much as possible, since pretty much every action you perform, on both sides, gives you points. If you need it, though, you can find a useful breakdown of all bloodpoint-earning actions for both roles and how many points they give here on the official wiki: https://deadbydaylight.gamepedia.com/Bloodpoints
As for which perks you'll need to be competitive at high ranks, for killer it depends a lot on who you're planning to main. For survivor, current meta or top-tier perks include Decisive Strike (Laurie), Borrowed Time (Bill), Adrenaline (Meg), Dead Hard (David), Sprint Burst (Meg), Lithe (Feng), Iron Will (Jake), Spine Chill (base), Resilience (base) and arguably Self-Care (Claudette). Almost all of which you will be able to get by leveling the free characters, Decisive Strike being really the only exception as Lithe can safely be substituted for another exhaustion perk like Sprint Burst or Dead Hard.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/1030569#Comment_1030569
The devs have obviously multiple approaches to rebalance generators.
- Generator completetion duration
- Skillcheck probability, difficulty and rewards/penalties
- New [Insert alternative to current skillcheck]
The problem is that Survivors wont like having to hold M1 longer, but they dont want it to be more challenging or "requiring actual attention", too.
There are other ways to extend the game, of course, which don't necessarily involve affecting generators directly, like making totems a more lucrative side-objective, for example. So the devs might also be looking into exploring some of those.
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I agree, John McClane is super OP.
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@TheSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1034589#Comment_1034589
hmm thats a thought, idk tho something is leading me to claudette, and she is kinda innocent looking too! 🤗
If you want to try Claudette, go for Claudette! Perks honestly aren't extremely important - you can still do well without them, they're just nice to have and make things a bit easier. In my opinion, when it comes to survivors, it's more important that you play someone you enjoy playing as a character.
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I think @Archimedes5000 put it best. It depends what kind of playstyle you want to go for, because each of the original survivors is good for different things. Meg is good for a bold, aggressive playstyle, Claudette is good for altruism, Dwight is good for completing objectives and Nea and Jake are both good for stealth. Every one of them has at least one teachable perk that's worth getting.
Incidentally, if you're looking for more people to play with, you can try posting in the Looking For Players subforum: https://forum.deadbydaylight.com/en/categories/looking-for-players
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If we're going to use economic metaphors, maybe we should talk about the sunk cost fallacy.
It's okay to want something you've invested in to succeed. That's perfectly natural. But the mere fact that you've invested in it doesn't mean you should stick with it.
You shouldn't continue to invest money in a failing endeavour just because of how much you've already invested in it, and you shouldn't continue to play a game that makes you miserable just because you've already poured a lot of time and money into it.
It is, as the name implies, a logical fallacy. That's the point people who follow that line of reasoning are trying to make.
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@Unicorn said:
Some people are complaining about Ruin. Others are complaining about matchmaking, but you my friend have chosen cosmetics.
Interesting...
Variety is the spice of life.
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@emptyCups said:
But they didnt say what you said and all of that can be taken in a completely different light given the context
and they have done nothing but try to improve survivors experience at the expense of killers..
Actions. Along with language... being looked at and "doesn't mean never change" it doesn mean a gosh darn thing, its empty platitudes.
Go back and listen more about how they wont be changing many old maps and how difficult that would be to remake them all. Its not going to happen ANYTIME soon if at all.
Looking at toolboxes is anything from charges to availability in the bloodweb or how skillchecks are presented. Could mean anything until that changes I'm not giving up they wont buff toolboxes
I listened to that stream for eight hours while I was making the post you cited in your OP. I know what they said.
And you're right, much of it was inconclusive, which is exactly the point I'm trying to make - that you shouldn't be acting as if they said they didn't care and weren't making any attempts to address these issues when they never said anything of the sort, and actually stated the exact opposite on several occasions.
If you don't believe them, say that you don't believe them. That's fine. But don't twist what was said to try to make it sound like your assumptions about their intentions are anything more than just that - assumptions.
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That's like saying, "what's the point of wearing cool clothes if you're not going to be looking in a mirror all day?"
People buy and wear killer cosmetics not only because they want to admire them themselves, but because it makes them feel cool to know that they look cool, and also that the other players can see how cool they look.
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While I can see how this could be misinterpreted badly, @SenzuDuck does have a point. It's pretty clear if you know anything about the guy that he's just joking around.
We can criticise aspects of the game and its development that we don't like without looking for excuses to get offended by everything the developers say and do.
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@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1034425#Comment_1034425
Its pretty much what they said... some of the tone is lost over text...
At the very least it's what I've understood from it
They said pretty much the opposite of most of those things.
They said that perks like DS, Adrenaline and BT are not used anywhere near as much as Ruin was, but they followed that up by saying that that did not mean those perks would never be changed, just that they wouldn't be changed due to overuse the way Ruin was.
They did acknowledge that game speed is an issue, which is why they revealed plans to make adjustments to toolboxes, shrink map sizes, and also look into making other changes to affect match length.
The reason they aren't changing survivor generator speed perks like Prove Thyself and Resilience is because they are statistically underused and are not the main cause of problems with repair speed and match length. That honour goes to toolboxes, which is why toolboxes are what they're choosing to focus on as a first step towards resolving the issue.
They did say that they have no plans to add a secondary objective, but they immediately followed that up by saying that they were instead looking into expanding on existing objectives like totems, and are exploring other methods for slowing down the game, including those mentioned above.
In short, just because they're not implementing the exact solutions you think they should be does not mean that they don't recognise and are not working to fix issues with the game. Presenting as though they just don't care and aren't planning to do anything about it is disingenuous and misleading, and there's far too much of that going around already.
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It's not officially confirmed yet, but I believe there is supposed to be a No Mither challenge on a later level. Remember that this is only the first level of the Tome, and it's likely that they will have challenges for all of the featured characters' unique perks, like they did in the last Tome.
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@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1030544#Comment_1030544
"Despite how common survivor perks are used we aren't going to change that"
"Gen speed is a real issue so we are going to nerf any synergy between anti gen perks to make sure gens continue to go faster then light "
"but pro gen survivors perks are fun and can be stacked along with everything else"
"And a secondary objective would change or solve a lot of the issues but... naahhh LOL. "
Why would you put that in quotation marks as though anything even remotely close to that was said in the stream?
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Probably. Usually when they release a new map, they significantly increase the chances of getting that map. This is for several reasons - partly so that players get the chance to experience and grow accustomed to playing on the new map, and partly to make it easier for the devs to gather feedback and statistics about how the map is performing in terms of things like kill/escape rates, hook/pallet distribution, etc.
It's not unlikely that they would have done the same thing with the new Lery's for the same reasons. I believe the way it works is that the chance of getting the new map drops with every passing day, so after a couple of weeks the map rotation should be back to normal.
It's also worth noting that the Badham Preschool maps are currently disabled, shrinking the map pool and thus making it even more likely for maps like Lery's to get selected.
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@RimJobbie said:
https://forum.deadbydaylight.com/en/discussion/comment/1032643#Comment_1032643
By all mean Mr big brain, please tell me how Hangman's Trick can possibly, in any god forsaken way can help you find survivors? Before you say i see them sabo'ing my hooks don't lie, no one actually breaks hooks (maybe it helped you find that one survivor with a hook break daily but i call bs about it being remotely useful for consistently finding people).
It's probably quite useful at the moment, since most matches have at least one person working on sabotaging hooks for the Tome challenge.
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@[Deleted User] said:
I’d like to know in the case of Doc, are Considerably, Moderately, and Slightly still 25%, 15%, and 10%.
I’ve just been presuming things like if Order Carters Notes + Class 2 is stacked, that it takes Static Blast from inflicting 50 madness points to inflicting 70 madness points based on the old percentages.
According to the wiki, which I have never found to be inaccurate or outdated before, the numbers are still the same as those you quoted.
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In some ways, that kind of matchmaking is a necessary evil. The question is, would those new players be more likely to throw in the towel and not want to play the game anymore if they played a few matches against much more skillful players, or if they sat in queue for half an hour and couldn't get a match at all? Doubtless the former would cause some players to not enjoy the game and give up on it immediately, but I don't think any players would stick around if they couldn't even get a match to begin with.
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@hocrux said:
https://forum.deadbydaylight.com/en/discussion/comment/1033920#Comment_1033920
Is that a thing? I have no clue, did not follow up with their streams much
Yes, the game is free to play at the moment (I believe on all platforms) until Monday (or Tuesday, depending on where you live).
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The Gregorian Calendar New Year, along with Christmas, is part of the "Winter" celebrations. China isn't the only country that celebrates the Lunar New Year - it's actually a tradition across most of East Asia. DBD celebrates it for a couple of reasons - it's a Canadian game, and the Lunar New Year is starting to become a big thing in the west due to globalisation (Canada, for example, has a substantial Chinese population). Also, DBD is played worldwide, and actually has a very large East Asian audience who it naturally wants to cater to.
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Slugging isn't toxic. People get "toxic behaviour" confused with "behaviour that I don't like playing against". So basically, the reason some people consider it toxic is the same reason they consider camping and tunneling toxic - because it isn't much fun for the other side.
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@Umbrae_pk said:
https://forum.deadbydaylight.com/en/discussion/comment/1033832#Comment_1033832
Thanks for being helpful as always, Fibi :) The wording REALLY messed me up lol
it should have just said “get 4 stacks of We’re Going To Live Forever in a single trial”, but I guess I should have thought that, too.
No worries, not your fault. I think they could have been clearer with the wording of that and several other challenges. Although "get four stacks of We're Gonna Live Forever" could also have been problematic, as it implies that the challenge can only be completed with tier 3 of the perk (as the first two tiers limit your stacks to 2 and 3, respectively).
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@Regionlock said:
I understand spanish and I barely understand what he is asking.
I think he is looking to find out how to complete and achievement, but I have no clue which one.
I believe he's looking to find out how to get Merciless Victories for the adept achievements. That's what I gathered from Google Translate, anyway. But to answer his question fully would take more than a sentence or two, so he's probably better off asking on the Spanish forum, unless there's someone here who is fluent in Spanish and can answer it for him.
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The wording is ambiguous, what it means is "on four separate occasions during the trial, get a safe unhook or a protection hit". So you would need four safe unhooks to complete the challenge, if you're not going for protection hits.
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Is there a killers' rulebook for survivors now? With a list of killer-approved items that survivors are allowed to bring if they want to get a game?