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Fibijean

Fibijean

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Fibijean
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  • @FilledPizza said:

    From the lore, they probably don't even know the other exists.

    I think Rin probably knows Kazan exists, or at least existed - based on her Tome lore so far, it seems like his legacy was passed down through the family somewhat. I don't think she's aware of his existence as a killer, though, and I doubt very much that he knows of her existence in any capacity.

  • @mike4156 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031474#Comment_1031474

    The ranking system is based on how well you please the entity, if you kill all the survivors quickly you do not deserve a pip you did not last long enough to essentially "put on a good show" for the entity. As far as killing everyone I mean that's not the idea of the game it's to make the survivors suffer as long as possible. People think killing everyone as fast as possible is what you want to do as killer and they're wrong.

    That's a nice in-universe explanation, but there is no reason to believe, from a game design perspective, that the killer's objective is to make the survivors suffer as long as possible. Nowhere does it say that in the game rules, nowhere have the devs ever said anything to that effect, and the design of the game itself doesn't support that idea.

    Dead by Daylight is very clearly a race between the two conflicting objectives. Dragging the game out as long as possible and killing everyone at the very last minute is not the killer's objective, it's merely one method of completing it which happens to be rewarded by the incredibly flawed ranking system. Killing all the survivors is the object of the game. That's it. No matter how you spin it, it's ludicrous for a game to punish its players for completing their objective too efficiently.

  • @Blitzy32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1032148#Comment_1032148

    Thank you for all that information it makes more sense now!

    No problem, glad I could help 😊

  • @Liruliniel said:

    @Fibijean thanks i couldn't remember, but I knew you could help.

    @AsePlayer I see you saw the post before I got back.

    No worries 👍️ Glad to be able to clear things up.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033732#Comment_1033732

    Set up a patreon because I would pay for those posts.

    Haha thank you, that's very sweet. The devs have actually made their own summary post this time (they obviously stole my idea 😋) so it's possible that I might not be useful for much longer. However, mine was more detailed and quicker off the press, so I probably will still continue to make mine as long as people continue to find them helpful.

  • You will likely get a better and easier-to-understand answer here: https://forum.deadbydaylight.com/es/

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1027292#Comment_1027292

    @Fibijean I know you posted something along the line of hey wanted less gen slowdown perks, but I can't recall where so I was hoping you would clarify the issue for people.

    Oh yeah, sure thing. What they said was that they want to make slowdown perks less obnoxious when run together, but still useful individually. That was one of the things they were trying to do with changing Ruin so that it didn't synergise with perks like PGTW. So you could arguably interpret that removed synergy as an overall nerf, but it doesn't necessarily mean that all those perks will be made less powerful individually, and they may end up having heightened synergy with different perks, so it might not be a nerf at all. The devs on stream said nothing about making perks like PGTW, Thanatophobia, Dying Light, etc. less powerful, or "nerfing" them, they just don't want them to be as useful in combination with one another as they are now.

    Here are some quotes from my summary post on the stream (bear in mind that these are my words, not theirs, but I believe them to be an accurate representation of what was said):

    Having a lot of slowdown perks stacked together can be a problem, because it keeps survivors holding M1 on generators for so long that the gameplay starts to feel stale. Old Ruin, Pop Goes The Weasel, Dying Light and Thanatophobia is an example of one such build which makes generator progress feel “painfully slow”. So the goal over time is to make generator slowdown perks less “obnoxious” when run together, but still useful individually. The fact that the new Ruin doesn’t synergise with Pop Goes The Weasel is one example of this, and was a conscious design choice made for that reason. Running the two together is now more of an insurance policy than an effective combination.

    Here is where this was discussed in the stream if you want to see it for yourself: https://youtu.be/3Aoe1H282oY?t=1650

    It’s not impossible [that they will introduce more generator slowdown perks in the future], but if it does happen, the design team will have to be very careful about how any new perks they introduce interact with existing ones. They don’t want slowdown builds, with sets of four perks that all slow generator progression, to be meta anymore. One example of this initiative in action is the intentional removal of synergy between Pop Goes The Weasel and the new version of Ruin. Ideally, they would like to encourage more different and varied loadouts, and not have killer loadouts always be focused solely on slowing generator repairs.

    Here is where this was discussed in the stream: https://youtu.be/3Aoe1H282oY?t=2556

    And here's a link to my full summary post if anyone wants to read it instead of watching the entire stream: https://forum.deadbydaylight.com/en/discussion/123532/i-watched-the-dev-stream-so-you-dont-have-to-once-again/p1

  • @perpill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033648#Comment_1033648

    HillBilly and Ghostface is probably my best bet then.

    Ah I see, fair enough. Go with Hillbilly or Ghostface, then, if you want strong killers. Pig is only mid-tier, but personally I find her very fun, so if you're happy to try out a slightly weaker killer I would recommend giving her a shot.

  • @Nick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1024618#Comment_1024618

    Term "kobe" comes from the basketball player koby o'brian. But people call it Kobe for some reason, when its koby.

    No, Kobe is his actual name.

    image.png

    You might have heard it wrong in the past - searching returns nothing for a famous basketball player named Koby O'Brian.

  • @perpill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031356#Comment_1031356

    Killers that are still great without buying more? Maybe Hillbilly?

    I like Ghostface because I can legit scare someone, no red light or terror radius.

    Of the killers you have available, Ghostface, Hillbilly, Huntress and Nurse are probably the strongest at base. They all have very different playstyles, obviously, so it depends on what sort of thing you're looking for.

    Nurse is the strongest on potential alone, but she also takes a long time and a lot of patience and resilience to learn, because you probably won't get results with her right away. Huntress is fairly strong and takes a fair amount of work to master, though not as much as Nurse. If you are interested in learning Huntress, Scott Jund is (or was, until recently) a Huntress main and has some really great video tutorials about her.

  • If a survivor is within the terror radius of her husk, they won't hear the phasing sound at all. From what I can tell, if they are outside the husk's terror radius, they will hear the phasing sound if they are within 24 metres of the Spirit herself. This is the same range as her base terror radius, but I don't believe it is affected by terror radius-related perks like Distressing or Monitor and Abuse.

  • I like people like you 😊

  • It's not a bug with that challenge specifically, it's an error that occasionally happens with the Tomes in general. If you contact Support, they should be able to help you resolve it: https://support.deadbydaylight.com

  • What they said is that killers should expect about two generators to be done within the first few minutes of the match. I've transcribed the exact quote for you:

    "We expect, in the first couple minutes, let's say the first two or three minutes, two gens to be done, maybe. That's sort of normal, especially on a larger map, like Temple of Purgation. The intention was never for a killer to be able to keep all five generators up for the first four minutes. It's just not what it was intended in the gameplay."

    And here is the link to that exact part of the stream: https://youtu.be/3Aoe1H282oY?t=2621

  • @FrenziedRoach said:

    You are looking at reducing overall map sizes in the future?!

    Oh, my..... you have just made this old killer very happy.

    I'm not a developer, so I won't be doing anything about map sizes personally, but I agree that it is exciting news!

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031998#Comment_1031998

    No one forced a survivor to knowingly go upstairs and get caught. No one forced them to bypass the only point gaining option their teammates had.

    I dont agree, sympathize, or side with the killer, but, especially with just a story for what happened and no video of the whole game, it's hard to acurately say the killer did everything wrong and caused a hostage situation.

    Its scummy it got there, but the killer is in no way 100% at fault.

    The killer did their objective, and had 2 survivors trapped by their own misplays. knowing the EGC would kill them, they opted for a scummy 2k. The other 2 survivors changed that.

    It's almost as close to a 3 gen being considered "hostage taking". Misplays lead to bad situations. And when you're in a full, coordinated team, taking the only solution you have, and choosing one that places the killer in the "hostage taking" position, KNOWING you would have to DC and lose points, is stupid. Borderline planned, and seeming like, as you stated, they were forcing the spirit into punishment by their own actions.

    For all we know, they got 5 gens with 0 hooks, and when spirit finally caught one, due to a misplay, they said, hey, let's get us out with hatch, so its THEIR FAULT and THEY get reported.

    I'm done with this, as its apparent you will not hear what I'm saying, as in every potential situation or cause, it must be the killers fault for taking the game hostage, knowingly, and maliciously.

    Inb4: ___ main. I play both sides. And this thread is ridiculous. Spirit didnt hold anyone hostage, as the game had a potential end, until swf decided they wanted otherwise.

    You're correct. The killer didn't hold anyone hostage until the other two survivors escaped. Before that point, I completely agree that the killer was doing nothing wrong, because as long as they remained in that position it was still possible for the two survivors in the house to be killed by the EGC. In that way, the killer was making progress towards their objective.

    However, if, as OP claims, the killer continued to remain in that position after the other two survivors escaped and the possibility of death to the EGC no longer existed under the same circumstances, then at that point they were intentionally holding the game hostage, as there was no longer any way for the survivors in the house to exit the game without disconnecting. She had the option of killing them, and she chose to force the game to go on indefinitely. That is her fault, not the fault of the survivors who escaped, and she should be held responsible accordingly.

    I'll reinterate once again - the killer was not at fault as long as she was pursuing her objective of killing survivors, albeit indirectly. If the circumstances of the game changed such that it was no longer possible for the survivors to die (or escape) as long as she kept doing what she was doing, then from that point onwards she was holding the game hostage and breaking the rules in doing so.

  • @FleshTorpedo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031986#Comment_1031986

    Technically yes, but it OP should post the whole length of video, not cherry pick to fit narrative. Also SWF with communications could force the hostage situation in an attempt to get the killer banned. If that was their intent then it really just arguing over who is breaking the rules more, neither should have happened.

    As I said above, escaping isn't forcing anything. That's only true if the killer was somehow unable to move. Assuming that the killer wasn't bugged in place, it was 100% their decision to hold the game hostage from that point onwards.

    And while I agree that the evidence OP posted is inconclusive, and the game was not being held hostage in that video, I think it's a bit unfair to accuse them of "cherry picking to fit their narrative" just because they don't have a recording of the relevant section of the match.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031986#Comment_1031986

    I'm not sympathizing with them. I'm stating what happened and what likely or potentially went through their minds. They didnt have the game hostage until the swf team decided to leave via hatch. That was a decision made by the survivors to not trigger EGC, stranding the other 2.

    The survivors chose to complete their objective and escape. Yes, they could have escaped a different way, which might not have led to the same hostage situation, but they did not control the outcome. It was still completely the killer's choice to hold the game hostage from that point onwards. The killer, not the other survivors, is the one that should be held responsible, because they were the one breaking the game's rules. No one forced them to hold the game hostage.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031907#Comment_1031907

    Due to the other 2 taking hatch and not opening the doors. If it's a full swf they have communication.

    And besides, why doesnt EGC start on key hatch close? Seems any hatch closing should, as SOMEONE has gone through it.

    All that aside. The killer isnt completely responsible. They're being scummy, but know in their mind," two are out there. Theyll finish gens and start EGC, and these two will die."

    They didn't think to themselves, "hey, I bet the other two will use a key for hatch and let me hold these two forever.'

    It's still scummy. And the house should still have a drop off (inside, not to corn), but I dont blame the killer for taking hostages here. The SWF team had a potential to end it, and opted to leave two stranded.

    It doesn't matter what the killer was thinking. They didn't know that the survivors were in a group, and even if they did, it wouldn't matter. If they continued to block the stairs after the others escaped, they were breaking the rules and taking the game hostage. You can sympathise with them, but they were still in the wrong.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031897#Comment_1031897

    EGC should start right as hatch is opened iirc. Been awhile though since I've seen someone use it while still in trial.

    The opening of the hatch doesn't trigger the EGC. That only happens when the killer closes the hatch manually, or when a gate is opened.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031897#Comment_1031897

    If a key opens a hatch, it auto closes. Does it not?

    Also, the hatch wouldnt open without a key unless all but 1 were dead. So a key had to be used.

    You're correct, the hatch does automatically close after 30 seconds if it is opened with a key. I was mistaken in saying that it will remain open permanently. However, this does not trigger the EGC, so the scenario OP is describing is still a hostage situation.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031845#Comment_1031845

    So in a full swf team. The TEAM stranded the others. That's not the killer. Also, once the hatch closes, wouldnt the EGC trigger anyway?

    No, it wouldn't, because the hatch is never going to close as long as the killer continues to bodyblock the last two survivors inside the house.

  • If you have video evidence of what happened, first you will need to have reported the killer in the post-game scoring screen. If you didn't do that, unfortunately there's nothing the devs can do about it this time.

    If you did, the next step is to send a ticket to Support with the evidence. You will also need the killer's player ID so that the team can find them and punish them appropriately. Here is the link to submit your ticket: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191426

  • @Animator said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031715#Comment_1031715

    I personally would like a simple cinematic about the same Bubba or Ghostface.

    Might be nice, but I can't really see them doing it. It seems somewhat redundant to put the artistic resources into creating a cinematic about them when you can just watch an entire movie about them instead.

    Of course, just because they won't have a Tome themed around them doesn't necessarily mean they'll never get cosmetics in the Rift, and it certainly doesn't mean we'll never get cosmetics for them in the Store.

  • Were there other people still alive who weren't being held hostage and were able to do generators?

  • The devs said in their most recent livestream that characters in future Tomes will always be available for shards, for accessibility reasons. So even though they haven't explicitly confirmed that they will never include licensed characters in the Tomes, it seems like that's the case. It makes sense, really, from a logistical point of view, because there's not much they can do to expand on the lore of the licensed characters, since we can find out all there is to know about their backstories just from watching their films.

  • @OnryosTapeRentals said:

    All maps have the same chance to spawn (provided no offerings are used which alter the chance).

    As far as I'm aware Léry's Memorial Institute has a 1/33 base chance of being selected, like all other maps.

    Whenever they release a new map, they do apparently increase the chances of getting that map in the rotation. This is for a couple of reasons, mainly because it allows everyone to properly experience and get used to playing on the new map, and also because it allows the developers to more easily collect statistics about how the new map is performing in terms of things like kill/escape rate. It's possible that they might have done the same thing with Lery's.

    I believe the way it works is that the percentage chance of getting the map drops off slowly over time, so you are most likely to get it on the day of release and then less and less likely with every subsequent day. Give it a couple of weeks, and Lery's will be back down to having the same chance of appearing as every other map.

  • Yeah, you won. The problem is that the ranking system isn't based around whether you won, it's based around how well you conformed to a particular playstyle.

  • The reason this happens is because there is currently a bug where sometimes the system receives incorrect rank information from the killer, causing them to be matched with survivors far outside their rank bracket. Basically, something got scrambled in the algorithm and the server mistook you for a red rank, so it matched you with red ranks.

    I can't really go into more detail than that, or why it's happening to you so much, because that's all the information the devs have made public about it. However, they have said that there is a fix coming. Unfortunately, I don't think there's really anything you can do about it in the meantime as far as lessening your chances of having it happen to you goes.

  • @inferjus said:

    There was system like that and everybody hated it.

    I didn't hate it. It made a lot more sense than what we've got now.

  • No one here is able to answer this question. The development teams for Dead By Daylight and Dead By Daylight Mobile are entirely separate, and this forum is for the former. Unfortunately, there are no forums for DBD Mobile, but you can contact them through their website: https://dbdmobile.helpshift.com/a/dead-by-daylight-mobile/?p=all

  • You'll get a bunch of different recommendations for YouTubers to watch, but I personally like Scott Jund and Otzadarva. Both are killer mains who have not only good knowledge of DBD but are also generally smart, reasonable and model good sportsmanship. Otzdarva (YT: "not Otzdarva") has video strategy and build guides for a variety of killers, and Scott has tutorials like this one covering killer basics like looping. Watching either of them play will also help you to become better when it comes to things like moonwalking. PainReliever is also a good YouTuber whose content focuses largely on tutorials for both sides.

    Regarding safe and unsafe pallets, I can give you a quick rundown. Generally, the safety of a pallet is measured by how easy it is for the killer to bait the survivor into taking a hit once the pallet has been thrown down. Generally, the shorter the loop, the more unsafe the pallet. Some pallets, like the shack pallet, are referred to as "god pallets" because they are so safe it's pretty much impossible to bait the survivor into taking a hit around them, and you're better off just breaking them as soon as they get dropped.

    When you say "without having the best perks", do you mean which killers would we recommend buying if you don't care about who has the best perks, or do you mean which killers would we recommend playing if you don't have any good perks for them, or do you mean which killers should you buy to obtain the best perks?

    If you want killers with good perks, I would recommend Leatherface, Plague, Spirit or Myers. As for which killers are the most enjoyable to play, that really depends on what you personally find fun. Do you enjoy stealth? Tracking? Mobility? Brute force? Controlling survivors? If you let us know what kind of things you value or find fun in killer gameplay, it's easier to recommend someone you'll enjoy.

  • Sometimes. I tend to do that if they're clearly new, because I want to encourage them, give them a fun match, and make them want to keep playing the game. Being run around all match and then watching everyone escape can be incredibly demoralising for new killers especially that don't understand what they did wrong. I generally let them hook me once or twice, and I may even let them kill me if I don't mind dying (read: if I don't have an item or a daily that requires me to survive). I don't make it obvious that I'm letting them win, though - I try to make it feel like they outplayed me, just to give them enough confidence in their own skills to keep trying.

  • I don't need it, but it's helpful for new players who can't recognise perks just by their effects, and it narrows the gap between SWF and solo just a bit, which I think we can all agree is a good thing.

  • Because if there are no slowdown perks in play, it might be a better idea, time-wise, for those other survivors to be working on generators instead. Especially if the Self-Care user is also running Botany Knowledge.

  • I assure you the devs are very much aware that some people don't like camping and tunneling. Reporting it doesn't bring more awareness to the issue. If you're constantly reporting something, knowing that it's not reportable, just because it makes you feel better, all you're doing is pointlessly and selfishly taking up the Support team's time, and diverting resources away from actual issues like hacking and griefing that need their attention.

  • @Eleghost said:

    You're not supposed to but like skins people find it in the files so yea you could potentially find the challenges for 2,3, and 4.

    I know there were leaks, but OP seemed to be implying that the devs gave us a sneak peak at the final level somehow.

  • We got a sneak peak at level IV?

  • @kurogane said:

    yeah checked that multiple times, even deactivated and reactivated it,.. relogged,.. and so on.

    i know some challnges dont update the numbers or update them way late... but liek i said, it doesnt get updated. and its the only challenge so far that doesnt seem to work for me at all,.. the others were fine as is, like i said sometimes not updating the numbers shown, but still counting in the background so it completed itself after a while (the collect x bloodpoint) but this one is just a whole of nothingness

    You could report it as a bug (https://forum.deadbydaylight.com/en/categories/bug-reports), although I don't think the challenge itself is completely broken, since it's working fine for most other people. I think the best course of action would be to contact Support and see if they can resolve the issue for you. Here is the link to submit a ticket: https://support.deadbydaylight.com/hc/en-us/requests/new

  • Sounds like the challenge could be bugged. It's definitely supposed to work if you sacrifice survivors on hooks. Are you sure that you have the challenge active?

  • @ACEvHEARTS said:

    I saw someone mention this in the "Bug Report - Other" section here. Not sure if it was you. But they were saying the same, that after completing Tome 2.1, they have not been able to earn any additional Rift points. I'm guessing it's bugged because if it's not, there's no possible way to complete the Rift.

    Definitely a bug. Hopefully it will get resolved in the upcoming hotfix.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030573#Comment_1030573

    Oh really? Then I guess people just leave mid-conversation and I assume it just closed while people were still talking? ok then.

    We know for sure that it closes when four players leave, but I suspect there are actually two conditions for the chat closing. I think the chat might also be on a timer, to prevent undue load on the servers if, for example, two people go afk after a match and never disconnect from the server. I reckon that's what happening in the situation you're describing. Personally, I would like it if the server had a feature where it would only disconnect if no one had sent any messages within the last 20 seconds or so.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030365#Comment_1030365

    I agree leaving it on until only one person is left would be the best way to go.

    Also put an icon next to survivor names in the points tally or something to show who's still in chat and who's still in chat.

    That's already how the chat works. The reason it might appear to go offline as soon as anyone says something is usually because the other four players have left. I do agree, though, that a UI icon to show who is still in the chat would be a good addition to make that a bit clearer.

  • My interpretation of it wasn't that they were refusing to acknowledge game length being an issue - on the contrary, they brought it up a couple of times - they just feel that there are more interesting and fun ways to slow down the game speed than just forcing players to hold M1 for twice as long.

  • The devs are aware of the issues with audio, and are working on fixing them as we speak.

  • @[Deleted User] said:

    I just watched Space Coconuts breakdown of the stream, and that dude has the biggest Killer bias of any content creator; like wow is it obvious.

    This is coming from a killer main, who thinks killers have it really rough right now, and agrees that there may be some degree of dev bias- but I still think that guy is way too far on the one side of the fence.

    I hope he is wrong about the toolbox changes though, I hope they nerf them hard, like the repair speed boost needs to go entirely and be replaced by like...skill check bonuses or something. Some effort to it besides holding M2 at least. Also I think the speed of multiple survivors on one gen will need to be toned down some, I think if they did that the game would be in a much better spot...but that is just me, sure someone is going to quote and scream at me again telling me how wrong I am haha.

    I try to be as accurate and unbiased as possible in my notes, for exactly that reason - because even though I'm far from the only one who watches the stream or tells others what was in it, I've found that there tends to be a lot of bias in what's repeated. People repeat what they "basically" said on the stream, not what they actually said, and end up misrepresenting the facts, and it turns into a great big game of Chinese Whispers.

    For what it's worth, having watched the stream myself, I believe that he is wrong about the toolbox changes, largely because his opinion is based on the assumption that the devs on stream were being deliberately misleading even though he has no real basis for believing that.

  • @zzee19 said:

    "Will hex totems ever get some sort of respawn mechanic? (from @Sonzaishinai)

    This is unlikely to happen. Hex perks are supposed to be extremely powerful, and this is balanced by their ability to be disabled completely."

    And

    "The new Ruin was intended to sit somewhere in the middle – not too weak, but not too strong – and they are fairly confident that it is in the right place for the moment."

    Compare.

    The second question is referring to Ruin's overall strength as a perk, which takes into account the balance of power and risk mentioned in the first question. Whether Ruin really is as powerful as some other hex perks is debatable, but there's no contradiction there as you seem to be implying.

  • @PoisonN said:

    Thank you so much, fubijean 💞 This means so much for me because I'm not American and I have difficulty to understand some words

    You're welcome! I'm glad I could help you out 😊

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