Fibijean
Fibijean
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@Rlabotath said:
https://forum.deadbydaylight.com/en/discussion/comment/973576#Comment_973576
They’re giving him a 3 second disarm after using his ability? Damn, I didn’t think they’d actually delete a killer from the game.
It's not officially confirmed, but it's mentioned in the leaked patch notes. Best to wait for the official patch notes to be released (probably in around 6-8 hours) before making any judgements on that basis, but admittedly it's not looking good.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/973524#Comment_973524
lol that's actually really funny to think about. Ruin as it is right now slows down gen times and even gets many survivors off gens and looking for the totem. It helps counter gen rushing.
New Ruin encourages gen rushing, because getting off the gen is immediately punished with regression.
Oh my god, that's hilarious.
Pretty good job...? 😋
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@daddyo said:
https://forum.deadbydaylight.com/en/discussion/comment/973579#Comment_973579
Didn't make it so you actually can't build BL in tier 1?
If they did, there's no mention of it on the wiki. Could you link me to the patch notes where that change was made?
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If you were stalking the survivor during that time (which I assume you were, to get to tier 2), that's probably why Bloodlust didn't activate. According to the official wiki, Bloodlust either doesn't activate or completely resets when you stalk survivors as Myers.
So it's not that Bloodlust doesn't activate in tier 1, it's that it doesn't activate if you're spending a lot of time stalking, which is usually the case in EW tier 1.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/973433#Comment_973433
I wasn't suggesting it was a late game perk for sure. But logically, and based of the example they give about you seeing the benefits at late game, when fewer gens have left you to control, makes it a late game perk. It is not like it activates at certain point late game perk, like noed, or blood warden. I see now how that might be misinterpreted in TL;DR.
But I am not sure it would be too strong not being a hex perk. It is very risky and hard to apply 3gen strategy as killer. Maybe it's just me, but when 4 survivors are working from every angle tapping gens constantly, faster than me breaking them it is hard to apply anything. So 2% extra regression speed wouldn't be too much to asked without giving survivors the power of taking it away. You give one perk slot for it,why would you have to give more for a little gain?
I think it's because you don't need to apply a 3-gen strategy for passive regression to be strong in the late game. About 50% of my games (as either role), the survivors 3-gen themselves through bad planning without the killer having to do anything.
You also have to take into account situations where only some of the survivors are still remaining. It would be far too easy, as a killer with the new Ruin equipped, to stop the survivors doing anything towards the end of the game if there are only, say, two survivors remaining, trying to finish one or two generators between them.
On top of that, there are synergies with other perks to be factored in - when combined with Surveillance, new Ruin could pretty easily stop any generators from being done even if there are still 4 survivors left in the late game.
It's a bit too strong to not have some kind of hard counter, but it's not quite strong enough to justify being able to be completely disabled a minute or two into the game.
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One my main concerns about the new Ruin, leaving aside the obvious potential issues with it from a killer perpsective, is that it's not that great for survivors either, even though one of the main reasons for the change was allegedly to make it less punishing for new survivors in particular.
One of the most important things to learn about playing survivor is how and when to prioritise different actions. Sometimes it's a good idea to look for Ruin, sometimes it's best to try to power through it. Sometimes it's a good idea to heal or do gens, and sometimes you should prioritise getting your teammate off the hook instead.
With new Ruin, you have to either ignore gens until the totem is cleansed, or rush them to completion, to the exclusion of all else, because anything else is pretty much a waste of time. You can't get off a gen to heal or rescue a teammate without running the risk of losing all your progress.
In short, new Ruin discourages altruism, and it punishes new players in particular - since they're the ones that tend to hug generators like their life depends on it by default - for doing the right thing and prioritising rescues over repairs. Which in my opinion is not healthy gameplay to be encouraging, and will only incentivise "genrushing" further.
Of course, this is still speculation, since the changes haven't come out yet and I still want to leave room for the possibility that it will be different in practice. But I am worried.
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That comment made about Ruin in the late game was, I think, widely misinterpreted. I think the point being made was not that the new Ruin is meant to be a late game perk, but that if it weren't a hex perk, it would be too strong in the late game. Which is true - the problem right now is it's in an awkward position where it's too weak to be a hex, but too strong not to be.
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This actually made me laugh out loud. Well played 👍️
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I'm worried about those numbers too, but I think we should wait for the official patch notes before drawing any conclusions, since half of the information you're going off there hasn't been officially confirmed.
Also, any feedback we give is much more likely to be taken seriously by the developers if we wait until we've tried out the changes before giving it.
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/972898#Comment_972898
Ok so they thought about it, but came to the wrong conclusion.
Who said they didnt think about it?
Its about if the devs should check out the core issue why over 80% red, 40% or something overall use ruin before adressing a change to it.
The OP has suggested as much in other comments I've seen of theirs on the same topic. I responded the way I did to this thread on the assumption that its creation was motivated by the same viewpoint that they had expressed earlier.
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/972500#Comment_972500
Well they said its for the gatekeeper. Tbh I never used it for that reason.
Sure they said its for early game gen slowing. But in my experience not because of gatekeeper.
@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/972500#Comment_972500
No, for two reasons;
First, to get the other Iri emblems, you have to engage in a certain number of hits, a certain number of hooks, and a certain number of sacrifices. Ruin didn't just help Gatekeeper, by slowing the game down and making people have to hide suddenly in exposed positions, it helped you get Chaser and Malicious as well. The extra time helps Devout because you could get 2-3 extra hooks before the game ended if you got a couple minutes out of Ruin. They are ONLY looking at Gatekeeper, which was the worst of the 8 emblems, because it is the only one that the player has no control over; I am willing to bet that lower ranked killers (10+) get higher Gatekeeper more often than higher ranked (1-9). Why? The lower the rank, the more likely they will focus gens.
Second, the gen speed is just too fast for the current map designs. Gens only take 80 seconds to complete. You can have 3 progressing at once. In most older map designs, a survivor can very easily loop a killer for 80 seconds. Just today, I looped a killer for 2 gens. It would have been three, but as soon as he heard someone else, he got off me and downed them. The simple fact is, assuming No Mither isn't in play, you have to get 24 hits in 180 seconds, or 3 minutes, giving them 20 seconds to find the gens, and not counting great skill checks or toolboxes. Does everyone play this optimal? No. But there are players who can and do. And that is what people are upset about;
On an unrelated note, there are plenty of survivor perks that show up in more than 80% of red ranked games. There are 4x the loadouts, but I almost never see a game without Adrenaline or DS. No one is asking why Survivors feel they need their exhaustion perks to survive longer. They could easily 'get gud' and just not use them. But that mentality is rarely applied to survivors.
I never said I thought they did the right thing. In fact, I think they neglected to consider the strategic importance of early-game pressure and made a mistake by assuming that Gatekeeper was the only, or even the main reason why people considered early slowdown so valuable.
But I think criticisms are more likely to be heard if they're fair, and I think it's not fair to suggest that the developers didn't even think about why people use Ruin so much in the first place, because they obviously did. They just didn't reach the right conclusion, which is why the changes made didn't adequately address the issue in the end.
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/comment/972636#Comment_972636
They aren't talking about the pre-game lobby bug that was changed. They're planning on removing ranks from the post-game perk/items/addons screen.
I must have missed the announcement. Where did they say this?
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The sweaters were added automatically to everyone's cosmetic inventory as part of the Christmas Ugly Sweaters collection. You'll find it if you select Bill and check his tops under the customisation options.
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@MissBehavingX said:
So a killer who runs the new ruin won't be able to run pop? or well, they will HAVE to use pop as an alternative for ruin once it's cleansed?
They won't have to use Pop as an alternative, but if they choose to run both at once, they won't be able to make use of Pop until after Ruin has been cleansed.
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Interesting. Thanks for finding that for me, I appreciate it 😊
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You don't need to play different killers. You should get the challenge just from hooking survivors 8 times. Are you sure that you had the challenge selected and active when you attempted it? In the post-game screen, does it show the Gruesome challenge in the Archives pop-up on the right?
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@DeathBeam said:
https://forum.deadbydaylight.com/en/discussion/comment/972394#Comment_972394
One of the devs on the board said pop would not work with ruin active on a regressing gen. So yes, the gen regression build is useless until ruin is gone, not like it last for 2 minutes anyway.
Oh? That's good to know. Would you mind linking me to where they said that?
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@Leachy_Jr said:
I mean iv'e got a strat at least. If these devs want to balance around rank 20's then imma intentionally derank back to like 15 and play from there. Yea it'll take some time at least but if these devs are so blind at seeing what the main issues are in their game then i'm going to take advantage of it.
If you are rank one (or any decent rank for that matter) then i would either a) switch to survivor or b) derank intentionally.
Please don't encourage people to do things like intentionally derank. There's a rule on the forum against it.
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We also looked carefully to see how it functions as part of a Killer's loadout. Beyond the obvious desire to slow down generator repair, Hex: Ruin functions as one of the very few perks effective as slowing generator repair in the first couple of minutes of the Trial. This is important to Killers' rankings because the Gatekeeper Emblem highly rewards keeping as many of the 7 generators incomplete as they can for as long as possible.
Because Hex: Ruin is one of the few tools a Killer has for getting an Iridescent Gatekeeper Emblem, the update needed to respect that. Just a straight-up nerf without considering the consequences for that Emblem wouldn't be a good plan. So before getting into the Hex: Ruin change, let's go over the Gatekeeper Emblem.
Isn't that exactly what they tried to do here? They might have gotten the reason wrong, but they did at least attempt to do exactly what you're requesting.
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@youarewronglol said:
https://forum.deadbydaylight.com/en/discussion/comment/972439#Comment_972439
"ur stupid lol"
not very constructive of you man... :(
You said that, not him.
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To be fair, they did also address why people use Ruin in the post. They identified the reason as being to slow down gens in the early game, which they (perhaps wrongly) assumed was to do with wanting to do well in Gatekeeper. Hence the changes to the emblem.
Personally, I think that wanting to make the perk more consistent, less punishing for newer players and less trivial for experienced players is a noble goal, I'm just not sure yet if they went about it the right way. I'm waiting for the PTB to make any final judgements on it, though.
However, as both a survivor main and a Doctor main when I do play killer, I think Snapping Out Of It definitely did not need to be made easier. Those skill checks are the size of Mars.
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@DeathBeam said:
https://forum.deadbydaylight.com/en/discussion/comment/972327#Comment_972327
Pop and even Surge won't work with Ruin active, so the Gen regression build is useless which makes Ruin even worse.
We don't know that yet. Let's wait to test it on the PTB before we draw conclusions like that.
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@Kongtwenty12 said:
https://forum.deadbydaylight.com/en/discussion/comment/967490#Comment_967490
Most killers have counterplay. For Myers and ghostface you break line of sight, for hag you crouch to avoid triggering traps, trapper you disarm or sabotage his traps, for billy/leatherface/oni/demogorgon you use the surrounding to see stop their weapons, ECT.
But with the doctor you pretty much just have to take it. It is near impossible to never be in the killers terror radius for the entire match and once you have madness you can't get rid of it.
Sure you can hide in lockers but the more time you spend in lockers less time you spend on gens.
https://forum.deadbydaylight.com/en/discussion/comment/967612#Comment_967612
https://forum.deadbydaylight.com/en/discussion/comment/967424#Comment_967424
I'm sure a lot of people say plauge has no counterplay but this community does a lot of spewing garbage out if their mouths and I'm sure you would say I am too. I'm not saying doc is good and I agree that he is not fun to play against or as but I will never agree that a power where you just have to accept it with no real option is ballance
If you think you "just have to accept" Doctor's power and have no other options then you haven't learned how to play against him properly. He's no more uncounterable than Plague, or Pig, or Freddy, or Myers, or any other killer whose power forces you to do something other than your normal objectives if you don't want to be disadvantaged by it.
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@Larisa said:
https://forum.deadbydaylight.com/en/discussion/comment/967524#Comment_967524
Next tome will be doctor related? I thought they would first cover the f2p characters
There have been unofficial leaks suggesting that the next Tome will focus on the lore of Doctor, Spirit, David and Jane. Most people are treating it like it's a fact because the source has proved reliable in the past, but it's still worth noting that it hasn't been officially confirmed yet by the developers.
And yeah, I was surprised by it too, honestly. They said when they released the first Tome that they wanted to start by expanding on the lore of the older characters that didn't have very much backstory when they were released, so I'm surprised they apparently decided to deviate from that idea so quickly.
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Few things annoy me more while watching horror films than characters tripping over nothing while running away from the killer. I imagine that having a mechanic like that in a game would absolutely drive me insane.
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@Nijaansh said:
https://forum.deadbydaylight.com/en/discussion/comment/967635#Comment_967635
Yea I’m playing dbd on windows pc thru Xbox beta app or whatever and I meant between that (windows) and steam not sure if you meant it still isn’t available or whatever or if There is another windows dbd. Thanks for replying tho!
If you're playing the PC version of the game from the Windows Store, you won't be able to transfer your progress to the Steam version.
If you're playing the Xbox version of the game through the Xbox app on Windows, you will neither be able to transfer your progress to Steam, nor will you be able to crossplay with Steam players.
Either way, cross-progression unfortunately isn't an option at the moment. However, it is something that the devs are exploring, but no word yet on when it will be implemented. Probably not any time in the immediate future.
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Some perks are always going to be stronger than others. It's a matter of whether individual perks are useful or not, not whether they're all top tier. "This perk isn't that strong therefore a stronger perk should be nerfed to be as weak as the first one" isn't a very compelling argument, I'm sorry to say.
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@daddyo said:
https://forum.deadbydaylight.com/en/discussion/comment/967807#Comment_967807
I was playing doctor with BBQ, pop, ruin, brutal strength (I was doing the Tome 4 BS challenge). I didn't run any of the addons that make the shock area bigger, either, so I don't think I could've shocked them in time.
Yeah, that's what I would do in that situation. Get them all to tier 3 and keep them there. Stay in Treatment mode most of the time, so they can only stay on generators for so long before they passively become mad again. Use the fake Doctor auras to keep track of where the survivors are and which generators are being worked on. Catch them out in the open when they're trying to Snap Out Of It to score hits.
Even if you can't shock them before they get to the window, you can still shock them while they're going through it, and it should only take a loop or two until you can get close enough behind them to stop them going through the window with a Shock Therapy attack. That should score you at least one free hit, if not two (depending on whether they panic and run away from the window). And once you've got one hook, you should be able to snowball from there with PGTW and BBQ if you play your cards right.
It was by no means a sure win, but with Doctor being one of the best killers at generator defense, it was probably a winnable situation (albeit a pretty challenging one).
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@daddyo said:
https://forum.deadbydaylight.com/en/discussion/comment/967748#Comment_967748
The main issue is that they were splitting up on the gens really well. I'd chase one guy off his gen, kick it, go to the other gen... Now what? That guy could undo any regression by the time I'm back to pressure his gen, which is what I meant by survivors chipping away on the gens...
Do I just take the L at that point? Do I try to chase at the coal tower since it's a loss either way?
If they're that well-coordinated, it's possible that you're right and it would have been a loss either way. Without knowing what killer you were playing or what build you were running, it's hard to give you more specific advice for countering that kind of situation.
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@Aneurysm said:
If it was positive only, sure. Considering the amount of dbd players who are enraged when you beat them (or even when they beat you, sometimes) everyone would have a bad rating otherwise.
I agree with this. I think a positive-only rating system would actually be good for the game and for the community, and we basically already have one in place (the "give props" feature). The only problem is, props don't seem to do anything currently, but I think it has a lot of potential to be expanded into something that incentivises positive behaviour. The more props you get, the more your reputation increases, and perhaps you could earn cosmetic rewards, like charms or iridescent shards, if your reputation is good enough.
The League of Legends Honour system is a good example of the kind of thing I'm envisioning: https://leagueoflegends.fandom.com/wiki/Honor
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@ABannedCat said:
Per definiton its cheating. You are using a 3rd party program to get a competetive advantage.
The thing is though its developer-approved cheating. Meaning you can get away with it, and even be encouraged to do it.
Except that's not actually the definition of cheating. By definition, cheating is violating the rules of the game. The rules of the game are determined by the developers.
There's no such thing as developer-approved cheating - if the person who makes the rules says that something isn't in violation of the rules, then that thing cannot definitionally be considered cheating.
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They're obviously trying to bait you into a chase you can't win, so I would say just don't fall for the bait and patrol the gens instead. Yes, if you can't catch them, you can't complete your objective, but if they can't repair the generators, neither can they. And you might have opportunities to get in a hit or two along the way if you catch them off-guard, thus edging the game in your favour.
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Gotta go fast.
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@thesuicidefox said:
I just asked Umbra on her stream and she said that she took down a lot of videos because they were 720p or lower quality and she wants to maintain a certain level of quality on her YT channel.
RIP. I tried to ask her earlier and she ignored me lol. Glad we got an answer, though.
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@PeenutsButt3r said:
https://forum.deadbydaylight.com/en/discussion/comment/967550#Comment_967550
It's not something crazy, not a buff, debuff to anything, mostly depends on killers ability and their skills, when they stacked together, they already know what to expect, what their friends playstyle and how to coop...
If you said unreasonable and unproductive then why did the devs put a penalty gen speed when survivors doing a same gen in the first place? Just like when survivors playing with friends in the same lobby, because this gain them a huge advantage.
Because gen speed penalties are neither unreasonable nor unproductive. They don't single anyone out, they're fair, and they effectively do what they're trying to do. None of which can be said about the idea of penalising SWF for queuing together, especially since there's no way to reliably tell whether the SWF party is even using voice communications in the first place.
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What would you propose they do about it?
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@PeenutsButt3r said:
https://forum.deadbydaylight.com/en/discussion/comment/967535#Comment_967535
It's not a punishment, it means to prolong the game for the killer when playing against swf. I'm ok to play against swf but those matches only last for like 5-7 minutes compared to 10+ minutes as usual matches.
It is a punishment. That may not be your primary intention, but that's what it amounts to. You are penalising them because they want to play with their friends, which is both unreasonable and unproductive.
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@thesuicidefox said:
I think a native America killer would be cool. Someone who was a warrior during the time when America was first being colonized. He would be a bit like Nurse or Plague where he is not a malicious killer, just someone that kills for what they believe to be the greater good.
And if we are going with American history, a Civil War era soldier as survivors, specifically someone from the Confederacy. Kind of like the kind of person you'd almost cheer to have killed in a horror movie. IDK it would be interesting to me to see that. Plus it seems cliche to go with the Union for this kind of stuff honestly.
They'd have to be verrrrry careful with something like that. I feel like they could offend a lot of people very easily. In some ways, it's even more dangerous territory than making a religious killer would be (and Plague doesn't count because her race, culture and religion are long gone, so no one is around to get offended by it).
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We can't punish people for playing with their friends. Firstly, because it's just unreasonable, and will turn a lot of players off the game (since the bulk of new players that pick up DBD do so to play with their friends).
Secondly, because it won't work. I can tell you right now that parties will just split up and queue seperately, and then dodge lobbies until they find each other, to avoid being penalised for the crime of queuing together. This increases queue times for everyone involved, makes things needlessly inconvenient for those in the party and negatively affects their experience of the game as a result, and makes zero difference as far as the issue you're trying to solve is concerned. You're also punishing solo players for something they can't control - being matched with a SWF group - which is simply unjust.
In other words, all this would do is create a worse experience for everyone involved - the party, the killer, the other survivors they get placed into lobbies with - for no substantial reward.
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I believe the trap radius is spherical. Meaning that in order to trigger it from above or below, you would need to be within the same distance, vertically, as you would need to be to trigger the trap if you were walking next to it. Like if the trap's radius was 6 metres, you could trigger it from walking towards it from 6 metres away, but you could also trigger it by standing on a platform 6 metres below it.
So for example, if the survivor were on the top level of the Ironworks of Misery building and the trap were on the floor at the bottom, they wouldn't trigger it even if they're directly above it, because they're too high up. But if they dropped down onto it, the trap would be triggered before the survivor reached the ground, as soon as they enter the trap's radius.
Hopefully that explanation makes sense - let me know if you have any questions.
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Usually, it's for one of two reasons. First, newer players especially often get scared to leave the hook area because they're scared of allowing the hooked survivor to get saved. Doing so can seem very counter-intuitive until you get used to the idea of hooking everyone three times and using the time in between hooks to put pressure on the remaining survivors. So they facecamp to make it impossible for you to be saved, and sometimes because they're hoping to use you as bait to catch your teammates. If they go a few metres away behind a tree or something and watch you, for example, they may be trying to catch out your teammates with Insidious.
The second reason, which is usually the case for more experienced killers, is that they know full well that facecamping is a terrible strategy and in most cases amounts to throwing the game, but they're okay with that as long as they can make sure you die. Usually it's because you've caused them a lot of annoyance or frustration (typically just by being too good or difficult to catch). Some killers have a personal vendetta against certain items, like flashlights. And some tend to facecamp during the endgame because it's the most surefire way to secure at least one kill at that point.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/967489#Comment_967489
Like i said, they have already failed by keeping kindred a perk.
One of the strengths of swf are their ability to know who is saving and who should stay on gens.
Solo don't have this information and are less efficient because of it.
Yes, I read your comment. I chose not to respond because I couldn't think of a way to do so constructively. But the devs are very aware of what the strengths of SWF are, and what makes them superior to solo survivors, and that's exactly what they're trying to fix. The fact that they didn't make Kindred basekit isn't an utter failure in that area on their part.
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I was thinking this just the other day. Level completion charms are nice and all, but I feel like it would be nice to differentiate those people who just got to the epilogues for each level from those who actually finished the Tome in its entirety. It would also incentivise doing so for people who missed out on the Rift Fragment rewards.
My idea is that there could be a unique "Tome completion" charm in the form of a small book (or "tome"). In my head, it looks something like this:
Or this:
Perhaps it could have a " I " on the cover or be a slightly different colour to differentiate it from a similar reward in future Tomes.
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Yes, it will come out with the mid-chapter, which should release by the end of January. My estimated date is January 28th, since the patches almost always come out on Tuesdays.
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@andyollolloll I found some comments from Peanits, who is a Dev/Community Manager, addressing the topic of whether SWF is cheating since you asked for proof of what the devs have to say about it.
From this thread: https://forum.deadbydaylight.com/en/discussion/77444/swf-is-cheating
From this thread: https://forum.deadbydaylight.com/en/discussion/104403/nerf-discord-swf-please/p2
Also, here is a comment from Peanits, from their Reddit AMA about a month or so ago, talking about their plans to balance SWF with solo play:
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I'm not sure, as I don't follow her myself. I couldn't find the answer on her Twitter, but she's streaming right now so you could always go on her Twitch and ask her yourself.
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@snozer said:
They need to fix it by buffing solo to swf level, and then buffing killer to compensate for it.
But they won't because they know that much information breaks the game and survivors want killer to be the play thing.
Except they will. They have literally said, recently, that that's exactly what they're planning to do.
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@FunCat said:
dc must be count in the length of 1 day.
If in 1 day there is too much dc, next penalty will be applied.
Because right now i think (maybe i'm wrong i don't know the penalty machanic) that if a player dc 1 match and not the following, it reset the count, so he can dc 1 match on 2 and never get more than 1 minute of penalty.
The count doesn't get reset immediately if the player stops disconnecting, the timer just resets gradually over time. So if you disconnect once and get a one minute penalty, and then don't disconnect at all the rest of the day, you might DC again the next day and still only get a one minute penalty because the timer had reset in that time. But if you DCed again two hours later, even if you played a bunch of normal games in that time, you might find your penalty increased to 5 minutes.
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@Kongtwenty12 said:
https://forum.deadbydaylight.com/en/discussion/comment/965442#Comment_965442
Are you saying a killer power with no counter play is balanced?
I don't think I said anything of the sort. My comment about the devs prioritising fun over balance was in reference to their decision to rework Doctor, who is a fairly balanced killer already but not a lot of fun for survivors in particular, over someone much weaker who needs some balance adjustments, like the Trapper.
But for the record, if you're talking about Doctor's current power, it definitely has counter play.




