Fibijean
Fibijean
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- Fibijean
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I don't think so. After the Rift closes, you won't be able to earn any rewards. So if you want to buy those last few tiers, you should do it know, because the Rift isn't even supposed to be open anymore (meaning they could close it any minute now).
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As others pointed out, this isn't a thing. It wasn't in the official patch notes. The leaks just got it wrong.
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@PyroGL said:
https://forum.deadbydaylight.com/en/discussion/comment/975563#Comment_975563
Pink Elephant Clown cosmetic got added.
OP af, pls nerf.
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/975466#Comment_975466
Yep. My conclusion to my self. I'll never be a trusted or anything that was there. I already have a warning sooooooo the probability is pretty low
I've been warned once before I was Trusted, it certainly doesn't ruin your chances by any means. Even if you aren't interested in being Trusted, being kind and helpful on the forum is always a good thing to aim for 😊
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/975487#Comment_975487
Honestly it's probably nothing but a cosmetic in the new rift literally makes clown really op. I don't wanna spoil it you'll see.
Camoclown?
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Just came here to mention that it wasn't in the official patch notes, but Mr_K beat me to it. As it turns out, we had nothing to worry about... which is why we shouldn't assume leaks are accurate to official information, even if the source has proved reliable previously.
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@ggallinftw said:
https://forum.deadbydaylight.com/en/discussion/118249/why-isnt-the-rift-closed
You mean I didn't need to stay up til 5:30 am last night to finish it? 🤬
It would appear not. Although I'd be pretty surprised if they don't close it as soon as they realise, so this might be a pretty temporary state of affairs.
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Quick! Grind like the wind! I'm rooting for you 👊
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/118249/why-isnt-the-rift-closed
I thought that u was a dev
Nope, I'm just a Trusted member. That means I'm a normal forum member, I've just been given a fancy tag and profile picture by the devs for being active and civil on the forums.
There are currently 8 Trusted members on the forum, and you can find out more about the program here if you're interested: https://forum.deadbydaylight.com/en/discussion/89809/pilot-the-trusted-members#latest
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/975440#Comment_975440
Might have something to do with the PTB going live right now. Maybe something got mixed up or sent out wrong at BHVR?
Must have done. I guess we'll find out as soon as they realise the mix-up themselves - I was hoping posting about it might help.
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@Spooky13 said:
Considering it still says 24 hours left, it might actually be closing on the 8th. Maybe try restarting? Or maybe an update hasn't shipped out yet?
I restarted just to make sure. It's definitely the game, not me. Guess it was a mistake? Checking again now.
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@Science_Guy said:
Okay, I have to laugh at that, because apparently even internet trolls won't tell someone to play Sims 4.
Even toxic trolls wouldn't stoop to such a level. Everyone knows 3 is superior.
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@HexMoriMeMommy said:
https://forum.deadbydaylight.com/en/discussion/comment/975329#Comment_975329
They already made one giant post about the hex changes and trying to explain themselves, I fail to see why they can't do the same about something like this which again, is causing a large part of the games playerbase to question their moral integrity.
Once the patch notes are released, I would love nothing more than to see a post like that released. Open communication is always a net good, in my opinion.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/975255#Comment_975255
Thanks for your help.
I thought of that. However, it can only help calculate the time you spent in matches and not the total time spent in the game including lobbies etc. I've been trying to work out how many hours I've spent in the game (including lobbies), which is why the way steam calculates them would give me a more accurate answer.
Unfortunately it it looks like people are not really willing to share this info, which I understand.
I would help if I could, unfortunately I've been playing the game for too long 🙁
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@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/comment/975298#Comment_975298
Yeah, but I think they won't. They want to keep earning money from new players who buy skins and DLCs, so they wouldn't publicly assume they want to "shut the community up".
They mainly balance out the game so that Survivors have fun on every level because new players commonly play survivor, and survivor mains are a majority in this game. They also need to decrease the skill cap needed to play survivor properly to make the game easier to new players.
We have too much evidence this is their intention, and this really upsets me.
Time will tell, I suppose. All we can do at this point is wait and see how everything unfolds 🤷
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@HexMoriMeMommy said:
https://forum.deadbydaylight.com/en/discussion/comment/975286#Comment_975286
See, normally I'd agree, but this is something pretty damn big to the point the general consensus I've seen is that this is nothing but a scummy lazy move from them, something that is actively besmirching their name, it would be without a doubt better to confirm or deny this at it's head because if it's true then they can try and explain themselves now.
If it's not then they can simply say.
"We aren't lazy and trying to sweep a massive issue under the rug."
It will be either confirmed or denied as soon as they release the patch notes anyway, which will be very soon now, so they might as well work on that instead of going around addressing threads individually that are about to be addressed en masse. Afterwards, perhaps we'll get some more information regarding the motivation behind the changes.
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@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/comment/975266#Comment_975266
Yup, but I doubt they will in case it is true. They wouldn't want the community to think they are trying to censor our opinions or "shut us up".
Yeah, I meant after they release the patch notes. If they release the official patch notes and the rank thing is actually in there, I hope they'll follow it up with some explanation as to why.
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@HexMoriMeMommy said:
https://forum.deadbydaylight.com/en/discussion/comment/975183#Comment_975183
Why would they be radio silent if it wasn't true? It's been circulating in the forums for a few hours now and the devs have not been silent on forums pertaining to Doc or ruin.
And yet, they are mysteriously silent on forums that are asking about that.
Because they are always silent on "leaked" information, whether it's true or not. (See the frenzy over the potential for an "IT" chapter a couple of months ago as an example of the latter.)
The most they'll say is "this isn't official information, we never said this, so don't draw any conclusions from it".
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/975249#Comment_975249
We can finally agree 100% with each other :).
Now kiss 😘 .
Excellent! Mwah 😘
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@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/comment/975218#Comment_975218
Yup, that's what we can go after all. I would also like to have these background informations so that we could know the reasons behind all this.
If all these changes implied by the leaked patch notes actually go live, then it'll be sad to see that the Devs really gave up on fixing the matchmaking and want us to stop complaining. I suppose it's their intention with the tally screen change.
Yeah, I'm hoping that part was inaccurate, because otherwise I have no idea what they're thinking there. If it does turn out to be true, I hope that they'll at least give some explanation for why they decided to make such a change.
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@Nobsyde said:
I could argue that you were doing just as much "interpreting" as I was, since I think what was said was ambiguous and therefore any reading is an interpretation, but that's not going to get us anywhere constructive, so it's best not to derail the thread with it 😊
you could argue that, of course, but I would argue that I'm not interpreting, I'm quoting:
https://us.v-cdn.net/6030815/uploads/840/XH1FV9X5WBUR.png
But since you didn't argue that, I won't as well 😊 .
P.S. this discussion is merely in topic: we are talking about Ruin, what is the rationale for the change according to Devs, and why it is or it is not a good rationale.
Fair enough. I would say, in that case, that regardless of what Almo said, the rationale for changing the perk isn't good, because they seem to have assumed that the reason people use Ruin has to do with emblem progress and largely failed to take into account the fact that there are important strategic reasons for exerting pressure in the early game as killer.
Also, I believe that the changes made will only encourage "genrushing", and discourage healthy, altruistic gameplay on the survivor side. But I'm waiting to make my final judgement as to whether the changes themselves are a net good until I can test them out for myself.
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@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/comment/975148#Comment_975148
Totally true, but I'm really affected because me and Doc (wiki admins) talked to them personally about that and they discarded our opinions. We compiled a letter by us, and 48 more Dead by Daylight veterans, and they seemingly disregarded what we said.
That sounds really sucky, I'm sorry you had that experience 🙁 I don't know what they're thinking half the time, either. I wish we got more information about why they make certain decisions, honestly, and I hope they'll give us more when it comes to the issues you brought up.
Most of the time, I assume that they know something we don't, because after all, we don't have the same "big picture" view that they have - we don't have access to the same data, and we don't know what their plans for the game are in the long term.
But in the meantime, all we can do is wait for the most advantageous time to tell them honestly what we think, and hope that they will see fit to take that feedback on board.
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It's definitely concerning, if it's true. We don't actually know yet that they are doing that, because it hasn't been officially confirmed yet. While it may be likely, it's best to wait until the patch notes are released so that we can give feedback on something the devs have actually done, instead of something someone else said they might be doing.
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@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/comment/975108#Comment_975108
You're right, but last time a significant amount of players played the PTB, including myself and some friends, and various killer mains, but their opinion was seemingly ignored. I don't know what criteria the Devs use, or if they think they know it better or something like that. I understand it is not easy to make everyone happy.
Yeah, I agree it can be disheartening to feel ignored even when you go to the trouble of giving well thought-out, constructive feedback. Like I said, I don't know what they will change, but I think you definitely have the best chance of being heard if your feedback is backed up by first-hand experience.
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@SpacemanOnTheCouch said:
https://forum.deadbydaylight.com/en/discussion/comment/975073#Comment_975073
This is one of the most frustrating parts of the announcement. Devs think everyone who is complaining has no right too because they haven't seen it in action.
This is complete BS and is insulting to the customers. We're upset because they've completely nerfed the most popular perk in Red Ranks and they have completely ignored the frustrations Killers face.
We all know the perk is going to suck because it is a HEX TOTEM with very little advantage.
No one has said that people have no right to complain, and I specifically said in my comment that the complaints the OP has are not invalid simply because he hasn't tested the changes yet.
I agree that a lot of what has been announced so far is worrisome, but it's still a fact that a well-informed opinion holds more weight, so the more information players have before giving their opinion, the more likely it is to be taken seriously by the developers.
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@SpacemanOnTheCouch said:
https://forum.deadbydaylight.com/en/discussion/comment/975050#Comment_975050
Lol.
One of the most popular games on the platform?
*Cough* 20K Players and decreasing *Cough*Cough*
Gold-tier bestseller on Steam alongside Witcher 3, Rocket League and Resident Evil 2, also 20k players and increasing, currently at its highest monthly average players ever.
Cough cough.
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@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/comment/975073#Comment_975073
That's true, but I'm afraid the Devs won't change much for the final release, that's the example they set.
I would really appreciate if they heard us out this time, and will certainly form my final opinion after the PTB is released.
I would encourage you to post about it again then! I don't know what they'll change and what they won't, but I do know they'll put a lot more store by feedback that is given by people who have read the patch notes and tested the changes for themselves.
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This is one of the most kindly worded posts on the topic, and you clearly care a lot about the game's success. I think that's great and I commend you for it.
For your own sake, though, and the sake of the game, since you obviously think this is something the devs need to take very seriously, I would implore you to wait until the official patch notes are released, and ideally until the changes have released on the PTB and had a chance to be tested in practice, before giving any feedback. Not because what you have to say now is invalid, but simply because if you do that, your feedback is far more likely to be taken seriously and not dismissed as just jumping the gun.
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It has a lot of serious issues, but it's still one of the most popular games on the platform and people always seem to come back to it no matter how frustrated they get, so it must be doing something right.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/974837#Comment_974837
Semantics are important in a place where only words matter, otherwise everyone is free to “misinterpret” the other ;).
In fact, you are “interpreting” devs words, I’m simply reading them as they are: they know ruin is not as good as before early game, and they know it shines in late game.
It’s a late game perk in the sense that it works best during that part of the trial, certainly not because it works “only” late game, as NOED would. But this is borderline nonsensical because Ruin usefulness was to slow down the early game, no one cared about the late game anyway, of those 80% players. Plus ruin would break anyway :P
Yeah, I didn't say it was good logic, lol. But I think that is the logic they're going with. I agree that the devs appear to have made the changes based on false assumptions about what players value and why they use Ruin in the first place.
And I agree, semantics are important, but neither of us has any more information than the other and we still disagree on what was said, so I don't think debating it is of much use. That's the point I was trying to make. I could argue that you were doing just as much "interpreting" as I was, since I think what was said was ambiguous and therefore any reading is an interpretation, but that's not going to get us anywhere constructive, so it's best not to derail the thread with it 😊
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Once the PTB comes out, the devs will usually release instructions telling you exactly how to join it.
But generally, the way it works is that you right-click on Dead By Daylight in your Steam library, go to 'Properties', then under the 'Betas' tab there is a drop-down menu from which you can select to join the PTB. Steam should then start downloading the PTB (although you may need to restart it first).
Currently, the option isn't available, but once the PTB goes live it will be.
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We've got the campfire all ready to go, and plenty of wood for our huts!
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@Todgeweiht said:
When is the PTB out, btw?
The PTB is supposed to start today, most likely at 11AM ET, which is in about an hour and a half.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/974773#Comment_974773
Fib, point is that you said that we “misinterpreted” dev words, but dev words say otherwise.
PTB can even let us see that new Ruin is so much OP that all survivors will stop playing, still: what devs said is not really up to debate; if they worded it incorrectly it’s another beast, but we can’t be in their mind.
As I said, while I respect your interpretation of what was said and definitely understand where you're coming from, I read the same comments and interpreted them slightly differently.
To me, it seemed like Almo was saying that the perk was designed to be strong in the late game not because they expected it to last that long necessarily, but to incentivise getting rid of it early. Part of this is from the way he compared it to Devour Hope, and how DH doesn't usually last until the late game, but when it does it's devastating.
But as long as we have different interpretations, and no Almo here to clarify what he meant, I don't see much use in debating over semantics. One way or another, we'll find out the truth for ourselves pretty soon.
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@HexMoriMeMommy said:
https://forum.deadbydaylight.com/en/discussion/comment/974757#Comment_974757
It feels more like they just don't give a ######### about the side that it negatively effects.
The post itself was clearly survivor sided.
Looking at a few of the devs chatting in the forums it's clear that they either don't know jack ######### about the game or are just giving lip service.
"The new hex ruin will be really strong at late game."
You mean that stage that no hex ever gets to short of the killer throwing to protect it or getting godly RNG and protecting it.
Hex haunted ground doesn't make it to late game.
I understand what you mean. Even as a survivor main, I was pretty disappointed by how exclusively survivor-sided the designer notes seemed to be.
I do think that it's logical to assume, however, that the devs know more about the changes at this point than we do, given that they have actually had the chance to test them in practice. I'm confused by some of the things that have been said as well, but it is true that these things can sometimes work out very differently in practice from theory, because there are so many tiny variables involved.
And I think that any feedback we have to give is likely to be taken much more seriously if we wait until after we've had a chance to test the changes before we give it, because otherwise it will just come across as jumping to uninformed conclusions and will likely be dismissed as such.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/974607#Comment_974607
Yes, I agree we will test it and decide eventually, but I don't think PTB will gave that opportunity. Practically no one plays it more than few rounds and I don't think it will be enough to see the results.
For example I remember when I've read EGC introduce, I was furious. Didn't like it on paper tried a bit on PTB didn't understand much of it. However since the release of EGC, I think it's one of the greatest thing ever happened in DBD. I do hope I am wrong about ruin as well.
Imperfect though it may be, I still think first-hand experience on the PTB is a better way of finding out what the perk will actually be like in practice than just reading about it.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/974607#Comment_974607
I mean, they said that Ruin won’t be as impactful as before in the early game, they stated that it’s meant to build up the more the game goes on, they said that it is devastating in the late game (note the verb tense: is, instead of would be), they compared it to Devour Hope..
I understand you always want to see things with empathy, but what I wrote is not some stretched deduction, it’s not even paraphrasing, it’s exactly what they wrote.
They want it to be a late game perk - which doesn’t always work, exactly as DH.
I'm not convinced that that's the case, because I interpreted the comments differently, but it's a very subtle distinction that I'm not confident I could properly explain. At any rate, at this point we're just debating semantics. Whether it is a late game perk or not, we will find out when we get the chance to test it for ourselves.
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Player feedback isn't the be-all-and-end-all of balancing decisions. They've made changes in the past that players were opposed to because they believed it was the best thing for the game. Sometimes they have turned out well, sometimes less so.
I expect, if you're looking for a genuine answer, that what they'll do if everyone is still unhappy about it is take the feedback back to the designers and have a discussion about it, revisit the changes and see if anything could use some adjustment. That doesn't mean the changes won't go live, but there might be some tweaks to them before they do. They could also decide not to push the changes through - it's happened in the past with the PTB.
Point is, there is no guarantee of whether the changes will go live regardless of how the players feel about them because complaints are not all that is taken into account when it comes to balance. The only guarantee we have is that they will read the feedback and take it into serious consideration before they release the live patch.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/973433#Comment_973433
No, they really think new Ruin is a late game perk.
read @Almo‘s thread, he specifically says that it is meant to build up in power, and he even compares it to Devour Hope in funcionality.
Seems to me like he's just saying that the intention is for it to get more dangerous over time if the totem doesn't get cleansed, meaning that it's meant to encourage survivors to find and cleanse the totem once they realise it's there. Not that it's meant to be a late game perk, but that if survivors ignore it, it becomes more powerful over time. Presumably it still does its job before that.
But again, and this goes for @Lucama too, I could be overestimating it but we're not going to know for sure until we actually get a chance to try it. The devs have already said that they have found in their testing sessions that it's actually a lot more powerful than it sounds on paper, so the next step is to test it for ourselves and see if they're right.
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If they were working with the killer to grief their teammates, that is reportable. You have to report them in the post-game scoring screen (this is compulsory) and then send your evidence to the team via a support ticket. Go to this link https://support.deadbydaylight.com and submit a ticket under "Additional player report information".
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@chase131119 said:
https://forum.deadbydaylight.com/en/discussion/comment/974494#Comment_974494
Where are these patchnotes? Please just link them.
They're not official patch notes, just leaked ones. From a source that is generally fairly reliable, but all the same, we shouldn't be drawing any conclusions from them until the official patch notes get released. Which should be within the next few hours.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/973797#Comment_973797
Yes, I understand that, and I tried to say I don't believe that it would be too strong. Why would it be too strong, I can't see it. I am sorry. It already has a counter imo, the moment you start on gen again, there you go, no more regression.
Fair enough. I suspect you're underestimating just how devastating the regression could be, but I guess we'll have a better idea of its strength when the PTB comes out and we actually get to test it.
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@FriendlyGuerl said:
They should really fix the meeting. Could somebody please explain what exactly "the meeting" is?
I think it's an incorrect translation for "matchmaking".
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@JawsIsTheNextKiller said:
I think it sound like an interesting perk now. Not so OP that survivors are going to run around looking for it though. I hope it doesn't still tell the survivors that it is active.
I think I read somewhere (a dev comment, but I couldn't say exactly which one) that there will be sparks that show that the generator is regressing as soon as the survivor steps off it. So anyone who's paying attention will be able to see that the killer has Ruin even if it doesn't give them a UI notification.
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It closes at 11am ET, which is in exactly 5 hours and 20 minutes at the time of writing this comment.
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@Aven_Fallen said:
Neither of them is toxic. And I love flashlights as a Killer. So much fun to see people not learning that blinding a Killer at the Pallet while injured is not the smartest idea.
Or watching them try and fail to blind the Hag while she's breaking a pallet.
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@FriendlyGuerl said:
I think the main point is, that it doesn't apply early game or late game pressure. It's bad for early game, because it only works when people are not on gens, and it's bad for late game, because it's still a hex. The only early game pressure perk that's left is intervention or am i wrong?
Also, does the gatekeeper changes do anything? It reads like the emblem basically is the exact same.
Basically, Gatekeeper used to increase the reward exponentially if more generators stayed up for longer. Now, it just rewards a flat amount of points per generator every minute, meaning that a killer who defends five generators for one minute will get the same amount of points as someone who defends one generator for five minutes.
If you want a more detailed explanation, the old Gatekeeper operated on a formula of p = 5 x g x t, where p is the number of emblem points granted every minute, g is the number of generators remaining and t is the number of minutes elapsed. So if a game lasted for five minutes and no generators were completed, the killer would receive 25 points in the first minute (5 x 5 x 1), 50 points in the second minute (5 x 5 x 2), 75 points in the third minute (5 x 5 x 3), 100 points in the fourth minute (5 x 5 x 4) and 125 points in the fifth minute (5 x 5 x 4), plus a bonus for having 5 generators remaining at the end of the trial.
The new Gatekeeper operates on a simpler formula of p = g, where p is the number of emblem points granted every minute, and g is the number of generators remaining. So in the same example of a 5-minute game with no generators completed, the killer would gain 5 points every minute for a total of 25 points, plus a bonus at the end of the game for no gates being opened. If two generators had been done in the first minute but the game had lasted for 9 minutes, the killer would receive 3 points every minute for a total of 27 points, plus the same bonus for no gates being opened. In this way, the new Gatekeeper emblem punishes killers much less harshly for not slowing down repairs in the early game. It's still problematic in other ways, but that's another discussion. Also, the thresholds for earning the different emblem levels (Iridescent, Gold, etc.) will presumably be adjusted to fit with the new points system.
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@th3 said:
Hi guys,
So I have mained survivor for a majority of my time spent on dbd. Recently I have been playing killer which despite the longer queue times at rank 18 is still enjoyable for the most part. The games I have not enjoyed have happened when I was ranked against swf around ranks 3-9. As a rank 4 survivor I believe I have a solid understanding of what to do but by no means is that perfect. This also doesn’t translate over to my performance as killer. I really feel like being able to see the ranks at the end of game helps me understand how the survivors played and allows me to reflect on what I could do in the future.
This is just my experience yesterday and today and my thought on it.
I agree with you, if anything, being able to see ranks makes players more likely to be reasonable and forgiving towards one another. For example, as a survivor, if one of your teammates turns out to be a rank 20, you might be a bit more forgiving of the fact that they sucked. Or as killer, you might feel less bad about a disgraceful defeat at green ranks if it turns out that the survivors were all in red ranks.
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@EJmurdermain said:
https://forum.deadbydaylight.com/en/discussion/comment/973582#Comment_973582
So is that confirming yes its supposed to be that way
Yes, I hadn't seen those patch notes, but they do appear to confirm that Myers is not supposed to be able to gain Bloodlust in tier 1 at all.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/973570#Comment_973570
All three paragraphs have"if its's not cleansed" at the end of them. I am open to other counter solutions, but making this is a totem perk is straight up killing it.
And still not quite sure being OP without a counter. When 2 survivors left in the game it's pretty much doomed anyway without relying on new Ruin. Surveillance alone can make left survivors' life hard by itself. And to use surveillance you need survivors to tap the gen which means gen is not regressing, and new Ruin is not used there.
Right now, this new version of it seems way too situational with a too easy permanent counter.
Sorry, I should have been more specific - my comment was attempting to explain why Ruin might be too strong if it weren't a hex perk, and therefore couldn't be cleansed.