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Fibijean

Fibijean

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  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/998430#Comment_998430

    Once the progress bar to trigger Shock Therapy completes and the Doc does the zap, there is a 1-second delay before it hits. This is on Live at the moment. The PTB had a 1.25-second delay. That will go back to 1 on release.

    I see. That makes me feel a lot better, I was pretty worried about it! Thanks for clearing that up 😊

  • @Soultiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/998516#Comment_998516

    Sounds like a perfect time to release some new stats on her, Almo has said her pick rate is already down 3 to 4% from pre nerf on all platforms.

    Potentially. I guess that's up to them!

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/998516#Comment_998516

    Mhm...kind of funny when what we see conflict with the supposed data I guess

    It is. Kind of makes me wonder if maybe we're only a tiny fraction of the global playerbase and possibly what some individual players see isn't the whole picture.

  • (Only not to the extent of breaking rules because this is still the official forum and we don't want people to get banned or the thread to get closed because that would be rather counter-productive.)

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/998474#Comment_998474

    Not anecdotal when not one person says they see nurse semi regularly..and every nurse game I've witnessed by players who play this game more than anyone has ended in a nurse getting decimated..she wastes too much time and frankly their stats show her playrate and kill rate dropped like a stone..and they never respond to nurse posts claiming otherwise..

    What players say they have or haven't seen in their or others' games is literally the definition of "anecdotal data".

    We have seen two single statistics. We don't have access to all the data showing how things like pick rate have changed over time. If I were a developer, and I had a bunch of people on the forums telling me "but no one plays Nurse" while my data server is telling me that actually, thousands of people (or however many the actual figure is) play Nurse every day, I would probably trust hard data over anecdotal claims as well.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/998140#Comment_998140

    That's frankly nonsense..nobody even plays her anymore

    Well, they do have access to the actual numbers of how many people play Nurse, so I don't blame them for trusting that over anecdotal data.

  • @Almo said:

    Yes. There were two delay issues. One was the delay from Shock Therapy activation to hit being 1.25s when it should be 1.0s. That's being fixed.

    The other issue was the 3s delay from Shock Therapy to another ST or a hit. That's also being reduced.

    I think I got confused about the one second thing. I was under the impression that there was previously no delay at all, and that the team had decided to add one but the new delay was longer than intended. But it seems like you're saying there has always been a one second delay between using the power and shocking the survivor. I assume that's starting from when the animation is initiated, then?

  • Have they pushed out the changes from the PTB already? I must have missed the patch. Weird that there are no patch notes available for it yet.

  • Just to let everyone know, the survey will be closing in about 24 hours, so if you haven't taken it yet, or if you are interested in a successful outcome and wanted to share it with any DBD-playing friends for them to share their experience as well, now would be the time to do so. We're now at 900 responses - thank you to everyone who has contributed so far!

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/998140#Comment_998140

    Do you have screenshots of what the devs said?

    Because I would like to see the wording.

    Also, they provided us no data that indicated basekit Nurse was a problem to begin with. So we have no idea what that decision was based on.

    Many of us Nurse veterans told the devs that the basekit changes were bad and needed to be reverted. Of course, that feedback got ignored.

    I have this screenshot from Peanits about the Nurse's stats improving as players adjust:

    image.png

    The information about why they made the changes was largely from the Q&A stream in which they addressed questions about the Nurse changes. The question in which they talked about the cooldown specifically and why it was added is at around the 49 minute mark. Here's a link to the stream: https://youtu.be/dmFyEKu2CWc?t=2940

    As for the devs thinking her basekit was too powerful, that's an assumption I'm making based on the fact that they decided to nerf it. The statement about them being happy with the changes and how they have turned out was a general impression of mine based on comments like Peanits' one above.

  • I'm not a developer, but until one comes along I think it's fairly safe to say the answer is no. There are a lot of people, including the devs themselves obviously, who felt that Nurse's basekit was too powerful. They have shared their reasons for adding the cooldown in the first place on several occasions, and they have also said that statistically, her performance has been increasing as players have adjusted to the changes. So basically, they stand by their decision and are generally happy with its outcome, based on what I've read of their comments on it since the changes were made.

  • Lol, "Minster of Compromise". I'll take it 😆

    Although I must say, "Supreme Leader" doesn't sound very democratic.

  • @Peanits said:

    The delay on the shock effect is longer than intended at the moment. We'll be bringing it back down to be the same as the old delay when the update goes live. We'll also be reducing the delay after using shock therapy before you can shock or attack again.

    That is a relief to hear! I may have gotten the wrong impression from Almo, then. So are you saying that the Shock Therapy attack, in terms of the delay between using the power and having the survivor(s) in the cone scream, will the the same as it was on "old Doctor"?

  • You're not the only one seeing it. And apparently, judging from comments I've seen Almo make, it is intentional. I assumed it wasn't when I played the PTB because it honestly feels not only frustrating and unsatisfying but also like something is genuinely wrong with the game. Like bad latency or something.

    I'm all for balancing changes, but I think it's also important to take into account how something feels from the perspective of the player using it. If a mechanic is balanced or realistic, but is dissatisfying and unfun to use, then it's a bad mechanic. I like some of the Doctor changes, but this one in particular is the one I'm most violently opposed to.

  • Next week is most likely, but if it's a matter of scheduling it's worth noting that no date has been officially confirmed yet. The closest we've got is Peanits saying the patch will drop "at least" two weeks after the start of the PTB, so 21st/22nd at the earliest.

  • As a heavy survivor main, I say slug whenever you like.

    You saw another survivor after you downed me? Makes sense, go for it.

    You're scared I might have Decisive Strike and so you're waiting it out? Fair enough, it would be unreasonable of me to expect you not to try to counter it.

    I'm the second-last survivor and you don't want the other guy to get the hatch? Understandable. It's natural that you would want to win the game just as much as we do.

    Perhaps my perspective on this is largely because I see being slugged as a good thing, a second chance at life. And not just because I usually run Unbreakable. Basically, I see hooks as kind of like "lives". When I lose a chase as survivor, I think "bummer, that's another hook, I can only afford to get caught so many times". But if I get slugged, I don't get that hook, and there's a chance a teammate might come along and pick me up, meaning that I basically get a second chance to make up for that chase I lost. I don't lose a life, even though I deserve to for getting outplayed.

    So between that and the fact that I don't think it's unreasonable for players to use whatever tools they have at their disposal to secure a win, I don't think you should ever let anyone make you feel bad for slugging (unless, of course, you're not doing it to win but just to ruin the other players' experience - for example, if you just slug everyone and let them bleed out without hooking them. But that's another situation entirely.)

  • I agree, the emblem system is heavily flawed and punishes players on both sides, but killers in particular, for the actions of others that they have no control over and for completing their objective too efficiently.

    While I understand the devs wanting to reward players for playing well outside of completing their ultimate objective, I think the more conditions you place around something like ranking, the more it railroads players into a specific, "system-approved" playstyle, which is something I'm personally not a fan of.

  • If we're talking about a kind of practice arena, like a Kill Your Friends but without the Friends, where people can just explore maps, experiment with different mechanics, hone their skills in looping or landing a killer's power, I'm absolutely on board with that. I'd like to think it wouldn't take a lot of effort, and would be incredibly rewarding for a lot of players.

    As far as any other kind of new game mode goes, though, I think they should stick to one for now. Anything else which requires new mechanics or structures to be built would spread the team's resources too thin. Better to do one thing well than two things badly.

  • I believe, as mentioned above, they stay available for two weeks after the closing of the Rift (not the Tome, technically, since the Tome stays open forever). So you have until the 22nd - roughly one more week - to spend them before they expire.

  • Usually the most active times will be in the evenings from around 6-11, or on the weekends during normal waking hours (say from around 10AM).

    However, bear in mind that queue times aren't only dependent on player numbers but also how many people are in the queue. If no one is playing killer, it's going to take a very long time to get a match as a survivor. If you want to check whether it's player numbers or role imbalance causing the problem, you can try playing killer and see how quickly you get a lobby. If killer wait times are a lot shorter than survivors, the problem is probably that not enough people are playing killer, which unfortunately is not a problem you can necessarily solve by playing at strategic times.

  • @Benchez said:

    https://forum.deadbydaylight.com/en/discussion/comment/997347#Comment_997347

    And the fact that each player has the same character can look different-game mechanic?

    Basically, yeah. Lore-wise, there is only one of each character in the Entity's realm, but for the sake of player experience the devs decided not to place that restriction on the matches themselves.

  • @Amaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/995389#Comment_995389

    Aren't both the Rocket league pass and the Rift the same price?

    If I recall correctly I paid €10 for both.

    Only difference is, in Rocket League I've had 5 passes so far and in DBD I need to spend extra to get another pass because of the grind.

    To be fair, Rocket League has done a lot of battle passes at this point. I don't know what the first one was like, but I think BHVR still has room for improvement before they start getting compared too closely to other games who have been doing this for a while.

  • Depends what you mean by canon. Lore-wise, I believe all the outfits are supposed to be lifted directly from the character's own memories (excepting recolours, perhaps) but I don't really see how that could realistically be the case with certain outfits. It's possible the Entity, or whoever creates the cosmetics in-universe, took more creative liberties with some outfits than others, but I think they're all meant to have some basis in the character's experiences in their previous life.

  • A decent proportion of people, you mean? Yeah, I see where you're coming from. The 5% is 36 people out of 648 who bought the pass. So it's not insignificant by any means, but it's still very much a minority. I expect they're the type of people who have a lot more money than they do time and are happy to just buy most of the Rift - I believe one such player commented in this thread earlier.

    Once I'm able to go through each response properly, I'll be able to look at other things of interest, like whether people who spent a lot of money on the Rift were happy having done so, or why they bought the pass in the first place.

  • @VSLl said:

    https://forum.deadbydaylight.com/en/discussion/comment/996767#Comment_996767

    I am very interested in how many players and how many levels the players bought for the cells. How many people were led to this manipulation and bought levels for money.

    Well, according to the results so far 2/3 people who bought the pass didn't buy any tiers. About 20% of people bought 1-10 tiers, and barely anyone (around 5%) bought more than 20.

  • I do agree that more communication from the devs would be ideal. But it isn't just about spoiling things, it's mostly about security and non-disclosure. Even if the CMs would like to be able to answer questions about future plans or the reasoning behind certain changes, they may contractually be barred from doing so. It's entirely likely that they can't even say why they can't communicate about certain things.

    Even if they are able to talk about something, they have to be very careful doing so. People already hold the devs to promises they never made (one example being the Summer event that never happened last year - there was never one announced, people just assumed there would be one and responded as though the devs had promised an event when they never did). I'm sure you can imagine what might happen if they said "we're planning this" and then changed their minds later on and didn't implement said feature after all. There would be a lot of reactions along the lines of "but you promised" and it would be very bad for PR.

  • Sometimes it's because they're just mad that they're losing. Other times they're trying to derank - although if they bothered to engage in a chase before disconnecting, it's unlikely that that's their aim - and some are unhappy with the Ruin changes and have decided to take it out on survivor players by ruining their experience. Hard to tell without talking to them, but yes, unfortunately this isn't uncommon.

    Luckily, as FireHazard mentioned, we should be getting a new DC penalty system implemented soon, so hopefully that will significantly discourage such behaviour in the future.

  • I would call that the smart move, not an exploit or holding the game hostage. Unkind? Yes. Unlawful? No.

    A bad design is not the same as an error. An error is, definitionally, a mistake, but it's not a mistake that those stairs are the only exit or entrance to the top floor of the Thompson House. I'm certain that the map designers knew that was the case when they made it. Exploiting an error in design would be something like a wall with no collision that survivors could walk inside and become unhittable. Something which was clearly not intended to be a feature of the map.

    It's also not holding the game hostage, no matter how long they stand there, as long as they're revving their chainsaw. If the killer were just standing there and refusing to injure or down survivors even when they are in range, that would be a different story. A player is only holding the game hostage when there is no way for the other players to leave the match without disconnecting. An unworkable situation is not the same as an unwinnable situation. The survivors can't win in that situation, but they can leave the game by getting downed and dying, something which is entirely within the survivors' control, so it's completely within the rules for the killer to do that.

  • I am also using Google Translate to respond. I hope it makes sense!

    また、グーグル翻訳を使用して返信しています。私はそれが理にかなっていることを願っています!


    1. Players are meant to be matched with others within 6 ranks. However, there is currently a bug in the game which means that the system sometimes receives incorrect rank information from the killer, causing them to be matched with survivors of a much higher or lower rank.

    1. プレイヤーは6ランク以内で他のプレイヤーと対戦することを意図しています。 ただし、現在ゲームにはバグがあります。これは、システムがキラーから誤ったランク情報を受け取ることがあるため、ランクの高いまたは低い生存者と一致することを意味します。

    2. RUIN is not mentioned in the questionaire. If you would like to give feedback about the changes, you can do that here:

    2. RUINはアンケートに記載されていません。 変更についてフィードバックを送りたい場合は、ここで行うことができます。

    © 2015-2020 Behaviour Interactive Inc. All rights reserved. BEHAVIOUR®, DEAD BY DAYLIGHT® and their respective logos are registered trademarks of Behaviour Interactive Inc. in Canada, the United States of America and/or other countries. All other trademarks are properties of their respective owners.
    © 2015-2020 Behaviour Interactive Inc. All rights reserved. BEHAVIOUR®, DEAD BY DAYLIGHT® and their respective logos are registered trademarks of Behaviour Interactive Inc. in Canada, the United States of America and/or other countries. All other trademarks are properties of their respective owners.

    3. The developers do have access to that information, but they haven't shared it with the players and are not likely to share it in the future.

    3.開発者はその情報にアクセスできますが、プレーヤーと情報を共有しておらず、今後共有する可能性はありません。

  • @Camxing said:

    https://forum.deadbydaylight.com/en/discussion/comment/996876#Comment_996876

    Look bruh my bad I'm sure you read every body else's comment then stated your comment but I directly read what he said and made a comment I didn't look at anybody else and what they said. So there's a difference between your comment and my comment

    You must not have read what he said in his original post very carefully, because he clearly said "how long does the tier 1 lunge last". He even said as much in the post title. Again, maybe you should pay more attention to what someone says before you decide to ridicule them for it.

  • @asergioam said:

    https://forum.deadbydaylight.com/en/discussion/120304/why-cant-we-just-accept-the-fact-the-both-sides-of-the-community-are-toxic

    Please allow me to make a small nerf suggestion to your thread title:

    "WHY CANT WE JUST ACCEPT THE FACT THat there are toxic People On BOTH SIDES OF THE COMMUNITY Are toxic"

    ...or something like that!

    Exactly. Came here to say just that - roles aren't toxic, people are, and it's by no means limited to DBD (to be fair, I think that is pretty much what the OP was trying to say).

  • @Nikkiwhat said:

    https://forum.deadbydaylight.com/en/discussion/comment/996705#Comment_996705

    Appreciate the response and kind words! I def understand that griefers and such behaviour is something that can never be fully handled, was jus an extra push (for me personally) on top of the grind + certain challenges that all added to me not having as much fun as I wished.

    Hoping some good changes/alterations are considered for this game's future. I'm also wanting to change how I approach and view the future Tome/Rift to get more out of it and play much more/longer

    That's fair enough, and sounds like a pretty reasonable approach 😊 So far, the challenges for the next Tome are looking pretty promising, both in terms of design and numbers, so hopefully we'll see some improvements on the second run 🤞

  • @zaquintar said:

    I thought it was challenging and at times fun. I don't play survivor often so I never got the skills to complete the flashlight ones. I didn't like that several challenges relied on luck or dc not happening, and it made for a repetitive game when using survivors that most killers were trappers. I think the worst was having to select a challenge. Sometimes you would complete several in a single run but only the active one counted. They should be designed so you can complete several on the same match if you meet the conditions rather than having to do several variations of the same thing multiple times (have survivors step on 3 traps, 4 traps, 5 traps... What's up with that?). That would help with the luck based ones since you could adapt based on what was going on at the match

    At the very least, the fact that there are two killers in this Tome, not just one, might make the issue of always going up against the same one(s) a bit easier to bear. Although personally, I'd rather go against two Trappers than a Doctor and a Spirit.

    Although the idea of being able to complete multiple challenges in a single trial is a popular one, I think the reason that's not a feature is actually, counter-intuitively, to lessen the perceived grind. The Archives are designed such that players should complete the Rift through a combination of challenges and XP earned. The more challenges you can do at once, the quicker you get through them all, the less XP you earn while doing so, and so the more "ordinary" games you have to grind through to make up the difference in XP. By forcing players to work through the challenges more slowly, progress through the Rift is more steady and players therefore feel like they are making consistent progress instead of making huge bursts of progress and then having to slug through hours of minimal progression through XP alone. In other words, it's a psychological thing to keep players motivated towards completing the Rift. At least, I think that's the theory.

    I personally think, as a compromise, it would be good if players could gain progress in all available challenges (that is, ones they have unlocked on the web) at once, but have to choose a single challenge in which to invest that progress at the end of the trial. All progress made in that trial on other challenges would be lost. This would, I think, lessen the frustration for players who didn't quite meet the requirements for a master challenge they were attempting in a match, or who met the requirements for a challenge other than the one they had selected. It allows them to feel like they're still gaining progress, without drastically reducing the time it takes to work through the Tome overall.

  • @Camxing said:

    It lasts until you stalk kid have you never played Myers? You gotta stalk to get more of a lunge 😂

    He's asking about the lunge, not tier 1 in general. There's no need to put him down in any case, but especially not for something he didn't even say.

  • @Shain_oblivion said:

    It sounds very hard to get it down with the new reset system. I’ve noticed a lot of people saying they aren’t happy with it. Is this why? I’ve noticed a change in the gameplay of the survivors too. It seems like the matches I get into are with people who don’t really play so much as just run around or try and irritate the killer. How are we supposed to stay at the ranks we achieve now?

    Most people who are unhappy with the new reset system are unhappy for that reason, yes. A lot of people previously relied on rank reset as an opportunity to practice different killers or builds that they haven't tried before, because at a lower rank they can afford to not play as well as they usually would without getting completely stomped.

    The other reason is because of how easy it is to rank up, many people fear that with rank reset not setting people back far enough, eventually there will be a huge imbalance with the vast majority of the playerbase being at top ranks, leading to wider variations in skill at high ranks and very long queue times at lower ranks.

  • @Killthelinkrabbit made a fantastic Pustula Flower cake for the Halloween Crafting Contest, you could get some inspiration from there.

    image.png

    And @CrazyWraith also made a Demogorgon sweet jar, you could do something similar to spice up the snack table. (I can't attach the picture for some reason but here's the link: https://forum.deadbydaylight.com/en/discussion/96841/demogorgon-sweet-jar-for-halloween#latest)

    The cake could be like the one above, or it could be an escape cake as you mentioned, or a "Gruesome Gateau".

    Some other ideas I had:

    Decorate the party with Bloody Party Streamers (just spatter some streamers with fake blood).

    Have "Vigo's Jar of Salty Lips" as a snack, or a party favour (you could fill a small jar with "sugar lips" or something similar, like the ones below).

    image.png image.png

    The invitations could be mori-shaped, or come in sealed/bound envelopes (like the survivor offerings).

    You could do a lot of things in general with offerings and add-ons, just look through the list and see what ideas come to mind 😊

    I'll come back and edit this if I think of more possibilities.

  • @VSLl said:

    https://forum.deadbydaylight.com/en/discussion/comment/996759#Comment_996759

    We are all not stupid, and we perfectly understand why a tome with 4 characters was introduced, and not with 2. But yeah, the challenges in this tome seem to me much better than in the first.

    We do? I was under the impression that there were four characters in this Tome so that they could fit in more lore, appeal to a wider range of players and have the challenges be less monotonous. As for three of them being DLC characters, though, and from different DLCs at that, there may have been monetary motivations there (which seems to be what you're implying).

  • @DwightOP said:

    When will you close the survey and present the results?

    The survey is due to close in abut a day and a half. After that, I'll need to go through all the data and organise it, then extract actual meaning from it in the form of figures and percentages and such, and then I'll need to figure out how to present that in as clear and informative a way as possible. All that will probably take me another few days to a week, but I can post some rough preliminary data and/or progress updates here in the meantime if that's something people would be interested in.

  • Interesting! I actually really like the look of all those challenges, and there also seem to be a lot more of them. Seems like they've taken a lot of feedback on board from the first Tome. The only misgiving I have about it is that there are a lot of DLC character or perk-based challenges, which leaves players who don't own and/or can't get the DLC at a pretty huge disadvantage, progress-wise.

  • Particularly if the killer is tunnelling them, many people will intentionally get hit before the Endurance status effect runs out in order to receive all the benefits of a free hit, sprint burst included, rather than let the killer wait out Borrowed Time and then down them in one hit.

    As others said, they sometimes also do it to bodyblock for their rescuer, particularly if the rescuer is injured.

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/comment/996707#Comment_996707

    Yeah something just felt off. Having played for about a year now, I can usually spot a newbie and these players were not at all new. All same exact rank too. Weird.

    Yeah, if they were grey ranks they probably got there from a rank reset. I was originally thinking that they might have been new players who just levelled up characters before playing them, until you mentioned that they were playing like they knew what they were doing.

  • @VSLl said:

    https://forum.deadbydaylight.com/en/discussion/comment/995059#Comment_995059

    By the way, tasks 2 tome of all levels have long been known. And they are much simpler than in tome 1.

    I saw level 1 on the PTB, but I haven't gone looking for the others. It's always possible that they will change prior to release, of course, but if everyone is happy with them as they are that's admittedly unlikely.

  • The above is true, although it's not possible to intentionally derank below rank 16 or 17. So they may have intentionally deranked, or they may just be veteran players who haven't played in a while and just got their ranks reset over time, or possibly a combination of the two.

  • @Nikkiwhat said:

    I got a chunk of it completed...but with how grindy it ended up being and some of the challenges were badly designed, along with the sabotaging nature that matches & players ended up taking, it burned me out of the game and I just ended up not playing DBD at all :/.

    Love the concept and design of it...but the execution just ruined my experience amd felt way too much like a job to grind levels and attempt challenges that were easily ruined by other players (on both sides) once they realized what you were going after. Also had the displeasure of players getting their Challenge done and then AFK or suicide on Hook and leave....

    I'm sorry your experience with the Rift wasn't great 🙁 Unfortunately some people are just selfish or mean-spirited and will go out of their way to ruin the experience for others, and there's not a whole lot to be done about it because you get bad eggs in every community.

    Having said that, I do agree that there were certain challenges which weren't well-designed, and in some cases encouraged that kind of behaviour (like the Spine Chill one, for example). Hopefully the devs will take the feedback from the community on the first Tome and use it to make adjustments to the next one.

  • @VF23 said:

    Okay, thank you very much for you answer, I appreciate it!

    No worries 😊

  • It is, as you say, a bug with the game over which the affected player has no control, so no, you're not going to get in trouble for it. Although to be fair to the other player, it can look like a hack to someone who has never seen it before.

    To begin with, reporting someone in the endgame chat is very unlikely to get someone banned for something like hacking. The team usually requires video evidence in order to enact any kind of punishment. The devs are also very careful with their bans, and they won't ban someone if there is any doubt at all that they might be innocent. Not to mention they are almost certainly aware of this bug. So even if he did have video footage and sent it to them to report you, it still wouldn't do anything because the Support team would instantly recognise it for what it is.

    So don't worry - you didn't do anything wrong, and nothing bad is going to happen to you or your account 😊

    Also, if he's harrassing you in other games, depending on how he goes about it that is actually against the rules, so you could report him for that if you chose.

  • @Amaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/987563#Comment_987563

    I didn't mean it at the begin either. It was easy to get multiple levels a day just by completing challenges, something I really didn't struggle with at all. The only one that took me some real time was the end game collapse unhook.

    But once I had all my challenges done, it quickly became clear that to grind the levels you need to be more than a casual player. But this is pretty much my experience with every battle pass I've ever bought except Rocket League's. That's the only one I know that you can just play a couple hours a week and still unlock the entire pass.

    Yeah, that was generally my experience as well. I did play a fair bit in between Tome levels, after finishing all the available challenges, but I never felt any pressure to progress at that stage because I knew I would get a huge progress boost with each Tome level that was released. After finishing the entire Tome, though, the grind started to feel tedious towards the end. Luckily, the issue of the challenges not quite carrying most players through to the end of the Tome should be a fairly easy fix, and something I'm hoping they will therefore adjust for the next Rift.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/995002#Comment_995002

    Hmm, it's likely because the survivor wasn't positioned well enough to have the generator cover themself! 😁🤗

    Possibly, but I feel like I would have noticed by now if that were the case. I watch him play a fair bit, and my experience has always been that generators do not obscure the auras completely, they just make them much harder to see because they're the same colour. Nothing I've personally seen has indicated otherwise, but if you want to link me to a video or something that demonstrates that that's not the case, feel free 🙂

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/993965#Comment_993965

    @Fibijean

    You're confusing me! D:

    In the quote above, you said:

    "(I don't have BBQ on any of my killers)"

    That's why I was asking, maybe this is only a BBQ specific thing, and other aura reading perks are not affected. 😁

    It would make sense you don't use BBQ and are likely using other aura reading perks.

    I don't use BBQ - like I said, I was watching my brother, who does have and use the perk, playing at the time I observed it.

  • Experienced players can do that, because they know the loops well enough that they know where everything is and don't need to look where they're going. Yes, even down to the last rock or barrel.

    When you're still new, I would recommend concentrating on learning the tiles, which means most of the time you'll need to see where you're going. Try to glance behind you occasionally to see which direction the killer is heading in, but generally the time lost by not paying attention to the killer's position, as a new player, will be less than the time lost by running into a rock for two seconds and allowing the killer to catch up to you completely. Or worse, bodyblock you against that rock and down you in one hit (depending on the killer).

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