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Fibijean

Fibijean

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Fibijean
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  • I suppose 50, since the devs stated in their last livestream that Static Blast, when activated, will bump every affected survivor up one madness tier.

    EDIT: More specifically, according to the wiki, Madness 1 is reached after accumulating 5 insanity points, Madness 2 after accumulating 55, and Madness 3 after accumulating 105.

    So each tier, aside from Madness 1, requires 50 insanity points to reach, meaning that Static Blast will push affected survivors up at least one tier, if not more. So for example, a survivor who has no insanity points and gets hit by Static Blast will not just go to tier 1, but will receive 50 insanity points, and then be almost at tier 2 already.

  • The first Rift will close in about an hour and 20 minutes. The second Rift will not open immediately - it will be released alongside the mid-chapter patch, which is currently in its PTB stage and will likely go live around January 23 (about two weeks from now).

  • As Peanits said, the main reason that Otz and many other Trapper mains do this is because it allows them to pick up (and replace, if they choose) the trap immediately, instead of having to come back for it later. Basically, it's a big time-saver on a killer for whom managing time wisely is extremely important.

  • @AAAAA said:

    https://forum.deadbydaylight.com/en/discussion/comment/979788#Comment_979788

    What are your reasons for disliking the new Ruin?

    In short, because on the killer side I think it's pretty much useless, no matter how long it lasts for, and really only makes a different for high-mobility killers on small maps, which is arguably where the repair-slowdown effect is the least needed in the first place. On the survivor side, I think it encourages rushing the objective to the exclusion of all else, and discourages things like going for hook rescues, because survivors are punished the second they stop repairing. In other words, it's useless for killers and unhealthy for survivors, and therefore I believe that it's not good for the game overall.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/978802#Comment_978802

    Did any of the feedback change what happened to nurse? There was a full subforum of it, instead you got one liners about how good mindgame potential is when she turns into a 115ms killer.

    Was any of it regarded? Oh yes, they removed the permanent peeeb each time you would gain a blink back, much wow.

    Did you read the dev blog? Go figure why people are pissed. They do not even understand why ruin was used by 45% of the playerbase. Lets talk about the situation when ruin makes it to late game lol. Name 3 benefits about the new ruin and it is completely about how the new ruin benefits survivors.

    When they post stuff like that, it just shows.

    I read the blog. I understand why people are pissed. I was personally disappointed in both it and the Ruin changes, which in my opinion don't benefit either killers or survivors (but that's another discussion).

    I'll say it one last time, because honestly I'm getting tired of repeating myself on this topic: I get why people are pissed. I do. If you don't want to leave feedback, if you think it won't matter, that is entirely up to you. I disagree, so I'm going to give feedback, even if it doesn't get taken on board, because if no one says anything then it definitely won't. No one is forcing you to leave feedback if you think it's pointless, but if you have a problem with the way the devs are communicating, there's no point taking it up with me.

  • @AAAAA said:

    The new Treatment Theater looks absolutely awesome! It looked like a hospital before, now it looks like an insane asylum! Here's hoping Crotus Prenn gets looked at the same way, imagine the cramped, twisting hallways of the main building looking like the new Treatment Theater!

    However, I sadly feel that the new Treatment Theater is overshadowed by the Ruin nerf and the Doctor... changes.

    I hesitate to call the Doctor changes a nerf because I really don't think they were intended that way, and I hope that we see him improved from the PTB. I actually really like the Static Blast, and I feel like it effectively replaced the Static Field without changing The Doctor's playstyle. But the changes to the Static Shock don't make sense to me. First of all, I feel like they added a delay between when the shock wave appears and when it affects survivors. Idk if this is my computer being janky or an unintended bug or something made so the survivors wouldn't be frustrated, but it feels weird as killer and let's be real, who can dodge a lightning bolt? Additionally, the delay between Static Shock and an M1 attack is way too much. Doc used to have some anti looping ability, since a good Doc could time his shoc in order to a vault bloc. But for real, the delay means that the Static Shock might as well not keep survivors from vaulting or dropping pallets as all. Now if a Doctor wants to counter looping, they have to do it through perks.

    And most contentious of all, Ruin. I know the Ruin nerf (and yes, this is a nerf) has basically caused the DbD Community Civil War, chapter 38, but for those not already entrenched in their side, I will try to explain why I, and many others, don't like it.

    -Many killers feel that gens go by too quickly, especially early game. The killer is one person looking for one of four moving targets that are actively trying to avoid them. The survivors are four people each trying to find one of seven stationary targets with blinking lights above them. From the start of the match, survivors have way more momentum than killers.

    -Also, while survivors understandably weren't crazy about old Ruin, I'm pretty sure most survivors would prefer Ruin to being camped, tunneled, or slugged. But all those strategies have Ruin's effect in a different way. Camping keeps someone on the hook- and not doing gens- for longer. Tunneling gets someone dead- and not doing gens- faster. And slugging keeps someone downed- and not doing gens- while forcing someone else to get off gens to help them. Ruin keeps at least some survivors looking for a totem- and not doing gens. If all survivors are doing gens at their current speed in the early game, the killer is screwed.

    -Lastly, the presentation of this nerf really got under a lot of people's skin. It was framed as being changed because it frustrated survivors and was widely used. To many killers, this feels like BHVR is just looking at the stats, and not considering the reasons behind them, or worse, catering to survivors and using the stats to justify it.

    One more thing that wasn't in the poll: I really freaking love the new music!!!

    Yeah, I've been really struggling with the new Shock Therapy. Finding it very... frustrating, ironically 😋 Much more so than I ever did playing Doc before. They have confirmed that they are going to do something about the cooldown, though, so at least there's that.

    I feel like they added a delay between when the shock wave appears and when it affects survivors

    I'm so glad it's not just me! I'm not a killer main, but I am a Doctor main, so I know when my Shock Therapy should have hit. And at least half of the attacks on the PTB that definitely should have hit just... didn't. The survivor just walked out of the cone and was fine. No scream, no bloodpoints, nothing.

    Also, I agree that the Ruin changes were problematic in a lot of ways, although I have slightly different reasons for disliking them. I definitely think that the wording of the Designer Notes got this whole thing off to a bad start, though.

    I'd say music comes under Doctor changes, but thanks for sharing that as well! 😊

  • Firefighter David? Crocodile Hunter Jake?

  • @ASpazNamedSteve said:

    I... sort of like all the changes?

    New Doctor seems to have a more active playstyle w/ Static Blast which I way prefer, I think building up Madness with old Doctor was a chore and totally boring. So even though his cooldown on shock attacks needs tweaking I like him a lot more. Still just as annoying to face though, so I don't know why they were ever talking about making him 'less annoying to face', he seems exactly the same.

    New Treatment Theatre visually is crazy good. 0 clue on what it's like gameplay/balance wise though so I can't comment on it much, just don't have enough experience on it.

    Ruin is quite funny. I didn't think the devs had the balls to drastically change a perk this meta and personally I like it. I haven't been using the perk for several months now so literally nothing changes for me, but I'll be honest it's quite funny seeing how much it shakes people up. Feels like they shook a jar of killer main ants to see what would happen. Kinda hope the same will happen to survivor meta perks at some point too, but I don't expect it.

    The people that complain maps should be balanced along with the Ruin nerf are right imo, but it's just unrealistic. They rework maps at such an impressively slow pace, and there are so many problematic ones that to me it just feels like it will never happen.

    I look forward to seeing if the Ruin nerf has big knock-on effects to game changes.

    Re. the Doctor changes, I have to agree with your assessment of Static Blast. I am a fan of that part of his new kit. I do hope the cooldown gets changed, though, and I think that the majority of the changes to Snapping Out Of It were frankly unnecessary.

    I never had a huge problem playing against Doctor, but I would argue that he's even more annoying to face now, if anything, because at least with the static field, you got a warning of what was going on and you could hop in a locker to avoid it. Static Blast is pretty much unavoidable if you happen to be in his terror radius when he uses it, which I thought was exactly the problem people had with the static field - uncounterability.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/979639#Comment_979639

    Ok I think another thing that adds to why people think that the devs are ignoring them and why they are focusing on posting their greivences here is the following:

    For the current PTB feedback there has been a grand total of 1 dev post in the 3.5.0 forum and that was on the oni regaining his flick. This makes it looks like the developers aren't even looking there(Even though they probably are looking but don't want to interrupt the discussion).

    Meanwhile this section of the forums has had at least 3-4 posts about ruin(None of which made the situation better) so I think people feel like they are more likely to be heard here due to the dev's own dev post record for this PTB showing they pay more public attention here then on the 3.5.0 forum.

    That's possible. I'm pretty sure that the devs just look at "Recent Discussions" most of the time when they browse the forums - their response patterns seem to suggest as much - and I know for a fact that they look through all the feedback in that subforum after the PTB closes, if not before.

    I would probably say that just because they're not responding to posts doesn't mean they're not reading them - they do have a lot of other things they have to do for work outside of the forums - but I can definitely see what makes people feel like the devs aren't listening at all. After all, it's easy to feel ignored when someone just doesn't respond to your attempts to reach them, in any context, not just online.

  • @Atchoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/979629#Comment_979629

    Yes, thats basically my opinion aswell. I feel like this PTB is based on the opinion of rank 15-20 survivors. I have no problem with Ruin at all, I feel like its necessary as killer in red ranks. Most of the time it gets destroyed within seconds or a minute.

    If they really want to change Ruin like this, I would like to see a change to the objectives etc. If every survivor sits on a gen alone, 3 gens will pop within 80-100 seconds. Not every killer has the ability to put pressure on multiple survivors at one time. And I dont see a reason why survivors shoud stop working on a gen and go for a safe etc. They will rush through gens and then save their mates instead.

    Yeah, that's one of the main issues I have with the new Ruin, that it counterintuitively encourages survivors to rush generators to completion, because they get punished if they stop repairing. Old Ruin was mildly annoying, but I didn't have a huge issue with it, and at least it did what it said on the tin.

  • @HexMoriMeMommy said:

    https://forum.deadbydaylight.com/en/discussion/comment/979573#Comment_979573

    They have basically already said multiple times that they don't care about what the community thinks.

    They are happy with the changes and thats all that matters.

    So I've heard. If you believe that, and if you think it's still worth it to voice your opinion anyway, there is a place for you to do that. If you'd rather not, no one is forcing you.

    I understand that you, and many others, don't feel like the devs will listen or anything will change and so there's no point in giving feedback. All I'm saying is that for those who do want to give feedback regardless, there is a place for it that I linked above.

  • @Atchoo said:

    I think the new treatment theater map looks stunning. Whoever worked on the design, did a great job.

    The ruin changes are absolutely ridiculous, I think I dont have to elaborate why since it is self-explanatory (gen speed, hex as late game perk LUL etc)

    I think the docs cooldown between a shock and an attack shouldnt be a thing, otherwise hes okay. I think he needed a slight buff instead (I have seen 1 Doctor in 140 games in red ranks, I think this says enough. He is not this rare because he is "unfun" to play against)

    I agree with you in general. I think the map looks amazing, but I'm not too impressed with Ruin, to put it mildly, and I have mixed feelings about the Doctor. Some things about his new power, like the Static Blast, I really like, but other things like the cooldown and the Snap Out Of It changes I'm not really a fan of.

  • @Bigbootiejudy666 said:

    Honestly I don't see the point of the PTB when the devs won't listen to our feedback.

    I appreciate you taking the time to answer the poll, but as I said in the OP, this thread is for finding out what proportion of the community liked or disliked the changes from a gameplay/balance standpoint, not for talking about whether or not the devs listen to feedback, or what the point of the PTB is. That's not the topic being addressed here.

    It is the topic being addressed in the following thread, however, if you're interested in discussing it there: https://forum.deadbydaylight.com/en/discussion/118637/why-even-bother-with-the-ptb-just-make-it-live/p1

  • @HexMoriMeMommy said:

    https://forum.deadbydaylight.com/en/discussion/comment/979506#Comment_979506

    I too like pissing into the wind trying to get people to pay attention.

    Then go ahead and post in the feedback subforum. Or don't, up to you.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/979477#Comment_979477

    Then they should actually change hitboxes for each killer

    That would severely limit their creative freedom when designing killers, which would in turn hurt the atmosphere of the game, and also make it far more difficult to balance killers properly. A bit of visual desync is definitely the lesser of two evils in this case.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/979483#Comment_979483

    Not putting it on seems like they arent willing to listen on feedback on it. And the fact they devs actively avoid talking about it like peanits went onto a ruin post to respond to a commentor instead of the post itself....

    I agree, as Sairek said as well, it gives the impression that they aren't open to feedback on the topic, which isn't a great message to send. Nevertheless, if we want to give feedback regardless, given that there's no place for it in the survey, the subforum is the place to do that.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/978277#Comment_978277

    Thats not a list of things changed based on feedback, I am sorry. As an example, the blink recharge add-ons were not nerfed because of player feedback. Litterally no one asked for it.

    Hence why I said "largely based on player feedback". Some changes are ones the devs decide to make on their own. In that same patch, though, the Styptic, Syringe, audio and Torn Bookmark changes were all based on player feedback from the PTB. The only changes that probably weren't are the recharge add-on changes, and what was essentially a bug fix. All the major changes were feedback-based, though, and mostly killer feedback at that.

  • Don't ask me why they didn't put it in the survey, but if you want to give feedback on the Ruin changes you can do so here: https://forum.deadbydaylight.com/en/categories/3-5-0-ptb-gameplay-feedback

  • Nothing to fix. If that had been an Oni, the hit probably would have visually connected. Freddy's range just looks ridiculously long because he's a smol boi, but it's actually the same as every other killer.

  • @antgnstea said:

    @Fibijean So after playing on PTB, has your mind changed about anything about Ruin?

    For me, I haven't seen much of an impact of Ruin since it gets destroyed very early in the game.

    Although, I agree it could be too powerful as a non-counter perk, I still think it is too weak as a hex totem perk. It comes as the last hex perk, on the scale of hex perks that are devastating when active. If they are not cleansed right away the most powerful is Devour>3rd seal>Lullaby>Ruin. For a strong perks, very poor placement imo.

    I'm still glad I waited to test it for myself, but having done so... I honestly think it doesn't matter if it's a hex or not. From my experience - which could be inaccurate, since although I am a long-time DBD player with a pretty good grasp of how game design works, I wouldn't call myself an expert by any means - Ruin is a terrible perk either way. The only time it could possibly be good is on a high-mobility killer on a small map - arguably the situation where a slowdown perk is least needed.

    Half the games I played on the PTB, Ruin did last all game, but not because the survivors were negligent or because it was in a really well-hidden spot, just because they/we didn't bother to look for it. It made so little difference that there was no point wasting time trying to find the totem. Also, it made about as much difference in the late game as it did in the early game - that is, barely any. So, at least from my experience, the late-game power thing makes sense in theory but isn't actually the reality.

    I also feel that the new Ruin is not only a bad perk, but discourages healthy gameplay. It strongly encourages survivors to hug generators really closely until they're finished, which conversely causes generators to pop even faster, and also punishes survivors for being altruistic or making what would otherwise be smart plays, such as prioritising the rescue of a teammate over finishing a half-completed generator.

    Overall, my opinion from what I've personally seen of it is that right now it's a practically useless perk on its own, whose only saving grace is the level of synergy it has with a few other, much better perks, and which actively promotes unfun and unhealthy gameplay tactics on the part of survivors. Not too impressed overall.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/978802#Comment_978802

    Ruin wasn’t asked about in the survey, I don’t know why that is.

    Are you really that naive? Like others have said to reinforce the topic title, the Ruin decision is set in stone. Killers could literally get zero kills in every single PTB game for the next week and it would still go live.

    I stand by what I said. I don't know why that is, and neither does anyone else except for the developers themselves. We can speculate, of course, and many people have, but I don't think speculation is going to get us anywhere constructive, so I prefer to avoid it.

    The fact is, for whatever reason, it unfortunately wasn't mentioned in the survey, so we can either complain about that, assume it means the devs don't care and just give up, or we can give constructive feedback through the channels that remain to us, such as the feedback subforum.

    It's not ideal, I agree, but I actually want changes to be made, so I know which option I'm going to pick.

  • Both. It's a meme, but Civilization is a legitimately good game. At least, 3 and 5 are. I haven't played 6.

  • @TheCrookedmanvalak said:

    Thats a pretty big bug will that get fixed. also it seem that they purposly did it because there were only three surviors and I'm thinking the surivor purposely dropped out of the game to do it

    It's possible that they did it on purpose - when it's happened to me, I've been the "real" killer, so I don't know what it's like from a survivor perspective or the details of what causes it. From what I can tell, the survivor who became a killer was probably abusing the bug, but I doubt the actual killer was in on it. So report the survivor if you like, and let the Support team decide whether to punish them (although you can only do that if you already reported them in-game), but I would also report it as a bug as FireHazard suggested, with as much information as you can remember and video evidence if you have it.

    As for whether the bug will get fixed, I'm fairly certain the devs are aware of its existence so I'm sure the answer is yes, it will, but I don't know and therefore couldn't say when that's likely to happen.

  • @[Deleted User] said:

    I played against a team with 4 tool boxes, got Temple of Purgation, and by the time I even waddled my ass to the other side of the map (was playing Myers by the way), two generators popped in under 30 seconds.

    New Ruin totally doing work there.

    Honestly, even when I had matches where my Ruin did survive and trying to hardcore do a 3-gen defense strat with many different builds (defensive hag, scratched mirror Myers, it just sucked. It did so little work. Losing 0.5 charges a second on a generator means nothing when survivors can just equip a toolbox and do 1.4 charges a second. Each.

    As a survivor playing against it, instead of feeling obligated to leave me generator that's 60% done to go rescue someone immediately, I just push the last 40% before attempting to make the save. Everyone else does that too, making generators get pushed faster. Hell, I think Ruin has the opposite effect, since survivors feel more pressured to complete the generators before doing anything else, so they do not regress.

    I completely agree. In my experience - which admittedly was fairly limited and with mixed ranks - not only does the new Ruin do next to nothing for the killer, unless they're a high-mobility killer on a smallish map and maybe not even then, it actually encourages survivors to hug generators like their life depends on it, even if they should be doing something else like rescuing a teammate from the hook. So it makes generators go faster 80% of the time, and also encourages unhealthy survivor gameplay by punishing altruism.

  • @Nijaansh said:

    https://forum.deadbydaylight.com/en/discussion/comment/968180#Comment_968180

    I believe playing thru Xbox Beta App is same as getting DBD thru windows store as they both link, and i only say that because i just got placed against a Freddy Krueger and i believe you cannot buy Freddy on Xbox (as i cant find it in DLC/character list)

    I'll admit I'm not sure what the Xbox Beta App is, but I know there is a Windows app which you can link to your Xbox to play Xbox games on your computer. If that's what you're talking about, then you're playing the Xbox version of the game, which does not have cross-play with PC, either through Steam or the Windows Store. So while both games are hosted on the Microsoft Store, the Windows Store PC edition of the game and the Xbox One edition are not interchangeable.

    And even if they were, you cannot transfer progress between the Windows Store and Steam versions of the game.

    As far as Freddy goes, I'm not an Xbox player so I can't confirm this, but from what I can tell Freddy's DLC is available on Xbox One - at least that does seem to be the case according to this page on the official Microsoft Store https://www.microsoft.com/en-au/p/dead-by-daylight-a-nightmare-on-elm-street-chapter/c016hjpptw16?activetab=pivot:regionofsystemrequirementstab

  • Do bear in mind that this isn't necessarily a hack or exploit. I've had this bug happen to me in the past seemingly randomly, when I wasn't expecting it and did nothing to initiate it.

  • They have actually confirmed that they're already aware that the cooldown is not working, and are planning to change it. It's not everything, but it's something.

  • @betelgeuseyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/978744#Comment_978744

    That's true. I wasn't sure if I got them before bills release in the bloodweb or after in the shrine. I just had a feeling. Seems pointless discussing it anyhow. Seems to be triggering some folks

    Yeah, sorry for all the confusion. I think Bill's release on console could probably have been handled with more clarity, perks-wise. But we seem to have found the answer anyhow, so I hope the discussion was somewhat helpful in the end 🙂

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/978717#Comment_978717

    I'd normally would if they weren't already on the forums effectively saying: Its going though anyways so stop complaining.

    I would have given them the credit of the doubt if they hadn't confirmed they don't care about the feed back in the PTB on ruin to the point(As far as I know) they didn't even bother putting feed back on the changes on the PTB survey despite it being a rework to one of the most used perks in the game.

    If you want to interpret that from what was said I can't really stop you, but all they've actually said is they were happy with how the perk ran during their internal testing. It's true that the Ruin changes weren't asked about in the survey, and honestly I don't know why that is, but there is still the feedback subforum.

    Yes, it is entirely possible that they're going to push the changes through regardless of what the players say. But too many people are treating that like it's already confirmed and not just a possibility. The fact is, we don't know what they're going to do until they've done it. In the meantime, if we want change to happen, all we can do is use the avenues available to us, like the feedback subforum, to make our opinions heard.

  • @betelgeuseyes said:

    Pretty sure I spent Iridescent shards on some of those perks in the shrine any way

    Is it possible that you thought you bought them from the Shrine because you were finding them in the bloodweb? Because as a console player, you would have already owned those perks by default, meaning it shouldn't have been possible to get them in the Shrine.

  • @FireHazard said:

    @LegionGhostface

    The only time this happened was an unintentional bug with the first Tome of The Archives, otherwise no, this isn't a thing that happens.

    PTB progress does not carry over to the LIVE version, it states that in the news section on every PTB you play when you load it up. It never has, nor will it ever.

    And that bug didn't even have anything to do with the PTB.

  • @sanki said:

    https://forum.deadbydaylight.com/en/discussion/comment/978701#Comment_978701

    Well, that is true when you face with gen rush squad.

    Even without a "gen rush squad". All of the games I played were just four solos, no fancy toolboxes or anything, doing generators normally. Ruin did basically nothing in any of those games.

  • @Warcrafter4 said:

    Fibjean I think that almost(If not out right) proves why people are pissed right now about the PTB:

    The devs have PROVED they are willing to listen in the past but on ruin they are doing the metaphorical equivalent of plugging their ears while saying "Lalala I can't hear you" to any and all criticism of the ruin changes.

    Which is both jarring and demeaning to players who are genuinely trying to give constructive feedback.

    The changes were announced yesterday. The PTB has been going on for barely 12 hours. I get that it's disheartening not to see the devs saying things like "yes we agree there are issues and we're going to change them" right away, but if they're following their usual pattern, that's because they're giving it some breathing room and waiting to see if people still have the same complaints once they've had a bit more time to test and get used to the changes.

    They've proved in the past that they're willing to listen, as you say, even though at the time, the people giving the feedback felt exactly the same way as you do now. We can say from past experience that they probably are listening even if they're not responding very encouragingly. So let's give them a bit more than 24 hours of leeway and see if they'll be willing to do something this time.

  • @sanki said:

    https://forum.deadbydaylight.com/en/discussion/comment/978637#Comment_978637

    that means, the Ruin is not as strong as it used to be.

    To say the least. Basically, from what I can tell, new Ruin is practically useless outside of its synergy with Surveillance.

  • @Resurrect said:

    https://forum.deadbydaylight.com/en/discussion/comment/978277#Comment_978277

    I understand why you must copy and paste things like this, but this is Trusted figurehead bias talking, plain and simple.

    You have kindly copied a ton of information to confirm the developers mostly make small tweaks to the madness they create and we have to accept the turn out regardless.

    Please correct me if I am wrong, but I cannot recall one time the developers created something . . . A nerf, a buff, something from the ground up and immediately said they were wrong and scratched the entire idea.

    Yes, there are examples such as the hatch closing. Alas that would not prove they immediately admit they made a mistake and scratched the idea. Only postponed their decision to dump it in the game on a later date OR take it out of the game on a later date.

    Feedback doesn't change anything in the sense of completely changing the direction the developers want to go with a game they clearly don't understand. Unless changes are to serve a hidden agenda, though the overwhelming bias within the notes of the PTB show a clear agenda.

    Point is that no amount of negative Feedback stops something from happening.

    All this complaining about Ruin and Doctor . . . no chance they openly admit they made a mistake and COMPLETELY stop moving in this direction.

    Only a small chance they PAUSE the changes to Ruin with all the negative and CONSTRUCTIVE criticism found on YouTube and other sites.

    Though changes to Ruin are coming regardless of player feedback. Maybe they actually wait for these changes, but they will drop them in like nothing ever happened eventually. Exactly as they have done with other changes.

    "changes to Ruin are coming regardless of player feedback." this is a fact.

    Bonus Question . . .

    • What's the point of the PTB if game breaking bugs discovered on the PTB are released live?
    • Referring to the basement bug.

    Small tweaks and the like that can go unnoticed by the majority of players are nice, but when someone can't physically leave the basement, it was documented as a well known issue.

    Let's take it live ! ! !

    I understand you give biased responses, either by choice or because of your position. It's a shame those of us who can cut right through the bias BS never get a response. Only those who are 'safe' to respond too. Those who create posts that are easy to poke holes into without much effort.

    Poke a hole in me ! ! !

    P.S. I can be wrong, and have been and could be now. I don't post in absolute, too many of those on here do. I don't see you responding, but if you do please bring something tangible to your rebuttal as their are far too many who post on their feelings or biased standing within the community.

    I would love to make a proper rebuttal, because there's a lot wrong with your argument, but you've already claimed that your own speculation is "fact" ("'changes to Ruin are coming regardless of player feedback.' this is a fact"), and indicated several times ("this is Trusted figurehead bias talking", "I understand you give biased responses") that you believe my arguments to be irrevocably biased, on top of suggesting that I'm dishonest and incapable of looking at a situation objectively.

    In other words, my opponent is someone who is apparently unable to tell the difference between theories and facts, is convinced that their own opinion is the latter, and has already expressed an unwillingness to take anything I say in good faith. There is absolutely nothing constructive to be gained from arguing with someone like that. So I'm not going to.

  • I've just played half a dozen PTB games, some using Ruin, some against a killer using Ruin, and I can assure you totem placement is not the issue. Survivors don't even bother searching for the totem, because the effect it has is that tiny, even in the late game.

  • @DeanIcity said:

    Still waiting...

    @BBQnDemogorgon said:

    @Peanits Please let us actually give ruin feedback so we can hopefully get old ruin back...

    If it's not in the survey, the best way to give feedback would be to make a topic in the 3.5.0 Feedback subforum: https://forum.deadbydaylight.com/en/categories/3-5-0-ptb-gameplay-feedback

  • @betelgeuseyes said:

    Still for the characters I have these perks for, higher tier versions should still appear in their bloodweb no?

    It would appear not - you only have whatever you unlocked previously. It seems you would need to unlock the teachable either through the Shrine or through levelling Bill to gain higher tiers of his perks on other characters.

  • @pmp2019 said:

    https://forum.deadbydaylight.com/en/discussion/comment/978219#Comment_978219

    I agree with you completely. I wouldn't want that aspect to be removed from the hex play or counter play but if the totems were able to be rebuilt it would only take time from the killer and in turn the survivors but for a possible "optional" gain on either side.

    The problem is, the time taken would be nowhere near enough to balance out having a second chance at, say, Devour Hope or NOED. Those perks are balanced around the likelihood of their being able to be disabled permanently. There is no rebuild mechanic I can imagine which is sufficiently risky enough to justify the ability to restore them after they're broken.

  • I understand why it might feel like that, but that's cognitive bias talking, plain and simple.

    Here's a list of things that the devs changed after the last PTB, largely based on player feedback:

    • Deep Wound timer will no longer go down when Sprinting or while Mending. Deep Wound is no longer connected with the Killers terror radius.
    • Added a small buffer for spawning blood orbs when crouching. A blood orb will spawn right when crouching, but can only spawn a maximum of one per second.
    • The Oni will receive blood orbs when pulling a healthy Survivor out of a locker.
    • 2 Blood Orbs spawn when hooking a Survivor.
    • Decreased the number of Blood Orbs spawned when a Survivor vaults to 2 Blood Orbs, down from 3 Blood Orbs.
    • Passive power build-up pauses when reaching a certain threshold (98%) before completely filling. From this point, The Oni needs to absorb at least one Blood Orb to completely fill the power gauge.
    • Picking up a Survivor will cancel Blood Fury, however, now it will not reduce your remaining power gauge. Downing a Survivor will not cancel Blood Fury, however, will remove a small portion of the power gauge.
    • Ending a dash now incurs a 1 second cooldown, increased from 0.5 seconds.
    • Increased the interaction timer of perk, Any Means Necessary, to 4 seconds, up from 3 seconds.
    • Decreased the cooldown timer of perk, Any Means Necessary, to 140/130/120 seconds, down from 160/140/120 seconds.
    • Decreased the aura reveal duration of add-on, Renjiro's Bloody Glove, to 3 seconds, down from 4 seconds.
    • Modified the turn rate ratio of Demon Strike to reduce last moment sharp turns causing the attack to affect a wider arc than intended.
    • Destroying a pallet with Demon Strike now plays the properly timed animation, lasting 2 seconds in total.

    Here's a list of things that were changed from the PTB before that (again, largely based on player feedback):

    • Styptic Agent: To allow more counterplay we've reduced the time that Endurance will be active from 15 seconds to 8 seconds for the Styptic Agent specifically. Borrowed Time's Endurance timing has not changed.
    • Anti-Hemorrhagic Syringe: The Heal Over time effect now takes 16 seconds to heal a health state. We've increased the heal over time effect to 16 seconds (up from 8) for the release. As this is an effect that passively heals you while you can do other actions and it can be affected by items/ add-ons and perks we felt that having a timing similar to the regular health state heal made more sense than the 8 seconds that we put on the PTB.
    • Fixed an issue that would cause the blink recharge timer to start too early if the player attacks after blinking.
    • Moved The Nurse's reappearance audio back to the end of blink. It had been mistakenly moved 0.3 seconds earlier when the changes were made to the blink reappearance visuals.
    • Torn Bookmark will now properly let The Nurse start with 3 blink charges (it was previously starting with 2 and only charging up to 3 after a blink had been performed) and removed the blink indicator effect.
    • Dark Cincture: Blink recharge time modifier changed from -0.6 seconds to -0.4 seconds.
    • Fragile Wheeze: Blink recharge time modifier changed from -0.9 seconds to -0.6 seconds.

    Here's a list of changes that were made on the PTB before that:

    • The recovery time when missing a Shred attack has been increased by 0.25 seconds, making a total of 2.25 seconds.
    • The Demogorgon cannot attack or charge Of the Abyss during the cancel of Of The Abyss.  
    • Increased the distance at which a Portal can be placed near Exit switches from 1 meter to 4 meters.
    • Killer Instinct will no longer trigger on hooked Survivors.
    • Reduced The Demogorgon's walking footsteps sound attenuation from 19 meters to 16 meters.
    • Reduced Portal sound range (spawning, cleansing, opening, closing) from 16 meters to 8 meters.
    • Reworked the audio on Nancy and Steve.
    • Added a vignette on screen for Survivors while in contact with a portal.
    • The perk Surge has been changed from 24 meters to 32 meters, and its effect from 12% to 8%.
    • Added some additional collision on the top of the railings in the spare labs to prevent Survivors from holding the game hostage [in the Underground Complex map]. 
    • Prevented Survivors from taking the game hostage on the broken cat walk in the Rift Lab [in the Underground Complex map].
    • Black Heart's effect that decreases charge time for Pounce Attack & Upside Down interaction was changed to "Slightly decrease the Shredded Attack miss cooldown (-0.25sec)" instead.
    • Mew's Guts' effect that decreases charge time for Pounce Attack & Upside Down interaction was changed to "Slightly decrease the Shredded Attack miss cooldown (-0.25sec)" instead.

    Obviously, there are a lot of good reasons to bother with the PTB. Feedback does change things. Just because they don't make every single change that is suggested by the players, that doesn't mean that they don't listen to player feedback or make adjustments on that basis between PTB and live. Not to mention, the PTB had been live for only a few hours when they announced that they were going to be changing the Doctor's Shock Therapy cooldown, so that's already proof that they're listening to player feedback this time around as well.

  • I don't think so. Hex totems are supposed to be high risk, high reward, and are balanced around that. Whether all the hex perks actually fulfill that criterium is another discussion entirely, but I think we can all agree that at least some of them do, and for those hexes in particular, making them rebuildable in any way would almost completely mitigate the risk and thus make the perk itself way too strong.

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/977527#Comment_977527

    I agree that it might not, but if the numbers end up being pretty consistent then it might do.

    I appreciate your offer to help, I'm at devotion 6 lvl 90, so anything close to that range would be helpful to me personally, but it's not a big deal - I was just playing around with the idea and I don't really want to waste your time with it as well.

    I'll re-post this in the general discussions sub-forum in a few days, as there seems to be a lot more traffic there, so I might get more answers.

    Thanks again though, I do appreciate the help :)

    For what it's worth, I think that your idea is a good one, and likely to give you a more accurate estimate than just a flat XP calculation which doesn't take into account queue times or time spent in menus.

    Since devotion is essentially based on time spent in-game, it doesn't really matter how long those individual games were for other people - if they have the same devotion level as you, they've spend roughly the same amount of time playing the game as you have.

    Then on top of that, they, like you, have probably spent a fair proportion of time in lobbies or menus. Even if they haven't spent the same amount of time as you have, it's still a more accurate ballpark estimate, especially if you can get multiple responses and average them, than not taking that time into account at all, or just making a random guess yourself, would be.

    Basically, actual data is always going to bring you closer to the reality than a theoretical calculation, so I actually think you're going the right way about it by surveying people like this.

  • PTB progress is never transferred to the live version of the game.

    The thing that happened in Tome I wasn't trasferred PTB progress. What happened was that the Rift release was delayed, but the game started counting player XP starting from the day when the Rift was supposed to release. So by the time the Rift actually released, most people who played in the intervening two weeks already had several tiers unlocked. It was unintentional, but the devs decided to let the progress remain. So unless the second Rift also gets delayed and the same bug happens, you won't get any bonus progress going into this Rift.

  • You won't. Nothing that happens on the PTB will carry over to the live version.

    So you won't have the premium Rift when it comes out, but you also will still have the auric cells you spent on it, so you can always just buy it again when it goes live.

  • @illusion said:

    https://forum.deadbydaylight.com/en/discussion/comment/972399#Comment_972399

    https://forum.deadbydaylight.com/en/discussion/comment/972669#Comment_972669

    Not for me. It says "there are no customization options for this character".

    I was here for the ugly sweater collection, but I have nothing for Bill. Were they all free? Because I don't think I have any sweaters for my characters.

    Bill's was the only one that was free. If you can't find it, try restarting your game, and if that doesn't work, you may need to contact support as FireHazard suggested.

  • @MrsMaliciousX said:

    https://forum.deadbydaylight.com/en/discussion/comment/975843#Comment_975843

    gahhh the new stuff in the rift!!!

    I CAN'T WAIT TO GET MY HANDS ON IT!!! EEEKKKK im excited!!

    I know! I'm super excited. I'll be grinding this one out again for sure 😁

    I'll tell you, since I'd want to know in your position. In short, there are various outfits and charms themed around Doctor, Spirit, David and Jane. Each of them has one new outfit. The charms in this Rift are better than the last one, in my opinion - there are a few Christmas ones as well. There are also outfits for a few other characters. Most are recolours, but highlights include the community-designed Feng and Clown outfits and a pretty sick Hag outfit in my opinion, recolour though it may be. There are also a few Lunar New Year themed cosmetics and charms scattered throughout.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/975813#Comment_975813

    I restarted Steam as well and nothing. I had a problem with Steam so I can't know for sure if the new rift is on the PTB.

    It is. The new Rift, new Tome and all the rewards and such are there. The PTB seems to be working fine, it's like they just forgot to close the old Rift.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/975753#Comment_975753

    https://forum.deadbydaylight.com/en/discussion/comment/975733#Comment_975733

    I am glad to hear I am not the only, I was concerned that the rift might had an issue with my savedata or something.

    No, it's definitely some mixup on BHVR's end. I even restarted Steam to make sure, and I've checked it several times since then.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/975472#Comment_975472

    yeah... i aint gonne get the last 4.3 tiers with playtime alone xD

    god i wish i hadnt had this bug a while ago that didnt let me play for over a week Dx

    That sucks, but you can try! It's still open right now. You might have to play all day, but... depends what it's worth to you, I suppose.

  • Yeah, I made a thread about the same thing about an hour ago. The weird part is, it hasn't actually been 70 days - like according to the 70 day thing, it should have closed on the 8th - but the official Twitter has been saying for the last two days that it's supposed to end on the 7th (and is now claiming that it has already closed).

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