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Fibijean

Fibijean

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Fibijean
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  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/963734#Comment_963734

    Spine Chill is also extremly strong while looping, thats the reason most advanced people actually bring it.

    Knowing when killer is mindgaming and also have the extra 6% on windows is pretty strong in my opinion.

    Topic: Not really a big change. Slowly but surely Selfcare seams to become less popular on red ranks, but thats about it. Oh yea and of course, Ballanced landing due to its nerf is pretty much gone now.

    You're the third person to mention that, but thank you, it's a good point. See my comments above regarding Spine Chill's usefulness as an aggressive perk.

  • Ah, so there wasn't really a "no" option? My point stands, then - I still want to vote for the neutral "no" option that isn't there.

  • @Yuyukoyay said:

    Yeah there should probably be a different sound and visual for every possible prompt except pebbles. I still don't understand why crows explode. xD

    Maybe they just get super excited.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/966375#Comment_966375

    If telling a player using 1 sentence that challenge is paused and have an option not to show it again is overwhelming, I honestly don't know how that person will handle reading an actual challenge or a perk description. Btw pause/resume pop-up takes as much space as it would take to show this message, so I guess it's clogging up the ui as well.

    It's not just a matter of space, it's a matter of how the brain perceives things visually. A sentence takes more work to process and gives off a less positive vibe, subconsciously, than a couple of simple words does.

    I don't want to come across as elitist or to make sweeping assumptions, but at the same time it seems pretty clear to me that you're not a designer and given that, I'm honestly not sure how to explain it more clearly than I already have. Not that I don't want to help you understand it from a design perspective... I'm just not sure how to effectively do so.

    I'll just reiterate - while the interface of the Tome is by no means perfectly designed, when it comes to the pause function, there are solid reasons why it exists and why it is presented the way it is instead of having everything just explained through text.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/963734#Comment_963734

    I wouldn’t call spine chill a perk for stealth solely, I use it to gain distance on the killer to start chases and because of it, stealth killers also actually need to chase me since I’ll have distance on them.

    Yeah, as I mentioned above, it's true that it's not solely used for stealth. But as far as its value to the aggressive playstyle overall goes, it pales in comparison to "true meta" perks like Dead Hard, at least when it comes to the general player consciousness - which, after all, is the thing that defines the meta in the first place.

  • @WTBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/966349#Comment_966349

    There is something I've never understood though. If Unrelenting exists for the sole purpose of helping new players, then why do you need to unlock it?

    In order for a new player to gain access of Unrelenting, they need to play the game and earn bloodpoints. The way they are going to do that is by doing things like, oh I don't know, attacking the survivors. By the time they can get tier 3 Unrelenting they should already have a basic understanding of how the mouse 1 button works, and possibly even 4 perk slots and better perks then Unrelenting.

    If the devs actually wanted this to be a perk to help new players then all killers should start with it, along with their teachables, right?

    I'm not expecting you to be able to answer that, I'm just ranting I guess.

    I'll try to give an answer anyway, if only a theoretical one. If I had to guess, I'd say that it's not so much about learning to use M1 as it is about learning the ins and outs of hitboxes, lunge ranges, how to counter survivors attempting to juke or 360, and that kind of thing. Which can take a good couple of dozen hours at least to really get the hang of.

    You can get a killer to at least level 5 with the tutorial bloodpoints alone, and level 15 within a couple of hours of gameplay. It's definitely possible and even likely that a new player will unlock Unrelenting long before they get good enough at the game for it to no longer be of use.

    It's also worth noting that even though there are many perks which are objectively better than Unrelenting, not all of them will be better in every scenario. Whispers, for example, is a great perk, but requires a certain degree of experience and game knowledge to really get much value out of.

    DBD has a very long and steep learning curve, and perks like Unrelenting - simple perks with passive abilities that you don't have to actively "use", but just make the game a bit more forgiving while you're still trying to learn the ropes - ought not to be underestimated in their value from a new player's perspective. Enough value that the fact that they don't get such perks for free is fairly trivial by comparison.

  • @bomb1720 said:

    @Fibijean

    thank you for your answers and help : )

    also i only did the indsidious idea once, lol, cos i was desperate! that was my main worry not being able to move to tome 2, now i can relax :D

    at some point i'll give trapper a go

    Good luck! Let me know if you'd like some advice for Trapper.

  • I like it as it is. I'm a big fan of the fact that it isn't a one-time use, and you can just not leave blood trails all game if you manage it correctly. I think people underestimate just how valuable not leaving blood behind can be when it comes to making a quick getaway, especially on certain maps (mostly indoor ones) where blood shows up very clearly. It's also a great soft counter to Sloppy Butcher.

    Even though I think Lucky Break is not a bad perk on its own, I think it's also worth noting that not all perks need to be at their strongest alone. Some perks get their strength from how well they synergise with certain others - I don't think Lucky Break is by any means useless without Iron Will, but they certainly work very well together. And that's a good thing. It's what makes experimenting with different perk builds so rewarding and interesting a lot of the time.

  • I mean, I wouldn't be opposed to that, but I also don't mind it where it is. It's effective for what it does. Not all perks need to be viable at top ranks - some, like Unrelenting, are just there to give new players an easier time, and I think that's okay too and has its own place of value in the game.

  • You mean on the forums? That's true, but as much as I enjoy helping people out with their questions, I feel like it would be ideal if people didn't have to go looking on places like the forums to find out basic things like what "The Archives" means. It explains it quite clearly ingame - the only reason there's any confusion is because no one in the community bothers to use the right words for things and so there's a lot of what appears to be conflicting information floating around.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/965856#Comment_965856

    Or the opposite, I actually tried out the brightest outfits for a few games and noticed killers avoided me if they can. I am not a great looper so it was a bit of reverse psychology experiment

    That's very interesting. I imagine you could do a similar thing with OoO. I suppose killers in general just naturally assume that if you have the confidence to make yourself a target, you most likely have the skills to back that up.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/966211#Comment_966211

    Still don't see a point behind your reasoning. If they wanted to improve something or make players feel like they are not stuck with a challenge after selecting it they could add a pop-up window with a message "upon selecting a new challenge the current one will pause" and "don't show again" option or make "pause/resume" optional which can be turned off - these would be improvements. What's not an improvement is the ability to pause challenge while being under impression it's selected and don't receive any progress. Or having to go extra length resuming/pausing the challenge for no reason at all.

    Having too much written information can clog up the UI and become overwhelming for the user (yes, even if it's in a collapsible pop-up). You have to find a balance between textual and visual information. It takes nothing away from the experience to have a feature like the ability to pause a challenge, but it does add to the experience for some people. That's why it's there.

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/comment/966343#Comment_966343

    I read it. I just didn’t care about the topic. I mean who isn’t smart enough to try and blend in as best as possible as survivor? Seems like a no brainer.

    I assumed carelessness to give you the benefit of the doubt, but if that's the case, knowingly ignoring the topic of a thread to talk about something completely different is actually against forum rules (it comes under the definition of "derailing") so it's probably something best avoided on the whole.

  • Unrelenting is one of those perks which was never intended to be top tier - its primary function is to make the game easier for new players. The reason no one uses it at high ranks is because good killers don't miss attacks very often, meaning that the better you get at killer, the more useless a perk like Unrelenting becomes.

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/117264/why-so-many-cosmetics

    They make money and distract players from the fact dedicated servers are 4 months late on console, matchmaking is busted, and they skipped the winter and new year events. So here’s an elf costume.....that’ll be 9.99.

    You don't seem like you read the original post. The point being made had nothing to do with the amount of cosmetics being released.

    Also, when has DBD ever had a New Year's event?

  • I'm voting for the secret option that's just a neutral "no", because I'm not sure what the point you're trying to make about cosmetics is there but I have my suspicions, and if I'm correct then I don't agree with that option either.

  • Most people don't know the difference. People know what the Rift is, but they think the Tome is part of the Rift, or that Archives just means the Tome. A lot of people don't seem to know what the word "tome" even means.

    I agree that people should put more effort into understanding the terms they're using before they use them, though, because as long as there's this widespread misuse of words, it just leads to a whole lot of upset and confusion. If there were more general clarity among the community about what The Rift actually is, for example, there would be a lot less confused people worrying about whether the Tome challenges are about to close right now.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/966164#Comment_966164

    Wait. Do you actually lose progress if you don't pause the challenge and chose a new one? Never mind. That's even worse the pause/resume challenge "feature" lol

    You don't lose progress. If you pick a new challenge, the old one is paused automatically.

    The ability to pause it manually is partly for people who just want to stop gaining challenge progress for a while, for whatever reason, but mainly it's a psychological thing. If someone doesn't know that choosing a new challenge will save progress on their current one, they might worry about doing so and feel like they're trapped into the challenge they have selected. It gives them peace of mind if they can pause the current challenge manually before moving on to another one, because then they know that their progress is safe.

    As I said in my first comment, it's a matter of improving the overall user experience. Good UX design is about more than just practicality, it's about making sure the user feels happy and confident while using the system.

  • @JohnShark said:

    https://forum.deadbydaylight.com/en/discussion/comment/966198#Comment_966198

    Ok thanks I really want to get everything for trapper I just didn't finish all the the challenges

    No worries! Rest assured, you don't have to finish all the challenges in the next 2 days to unlock his lore, you can take as much time as you want 😊

  • There are two ways this question could be interpreted.

    If you're asking whether we will get more information about the Trapper's and Claudette's backstories after unlocking all the available lore from Tome 1, the answer that we don't know, but probably not any time soon.

    If you're asking whether you will still be able to unlock lore for Claudette and the Trapper by completing Tome 1 challenges after the Rift closes two days from now, the answer is yes. The Rift will close, but the Tome will remain open indefinitely. You will still be able to complete challenges and earn bloodpoints, lore and level completion charms from the Tome for as long as you like.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/966139#Comment_966139

    You are not supposed to be loosing progress on your challenges, it saves after each trial.

    Exactly. And that's what enables you to pause the challenge and start a different one. The alternative would be switching to a new challenge and not having your progress on the previous one saved, which would be bad design if it were the case.

  • @vigilante714 said:

    You people are right. I guess im just gonna play no matter what. Dont get me wrong, I understand your comments. Im just sad thats all.

    That's totally understandable. In a perfect world, we would be able to only play with people that we enjoy playing with, but unfortunately, that's just not the reality 🙁

  • @bomb1720 said:

    @Fibijean

    sorry i don't understand what you first said. if the tome and challenge stays active forever, what closes in now 2 days? also if i don't complete that challenge will i be able to use tome 2?

    when i use the hag in the way you said, survivors learn what i'm doing and decide not to bother rescue. i manage mostly 2 kills sometimes 3. also i don't think i have the last two perks you mention for traper or ruin :(

    i have also tried to play dirty using insidious and of coarse i'm wasting my time cos they have kindred.

    i have tried and tried so many times...:(

    The only thing that closes in 2 days is the Rift. So after that point, you will no longer be able to earn progress or rewards from the current Rift. Since you've already bought the premium pass and reached tier 70, you have absolutely nothing to worry about there!

    The Tome will not close and will remain available indefinitely. You will still be able to do the challenges in Tome 2 when it is released even if you haven't finished this challenge yet, and even if you start Tome 2 you should still be able to go back to Tome 1 to work on this challenge.

    Territorial Imperative is a Huntress perk, so you should be able to unlock it fairly easily since she's one of the free killers. Make Your Choice is a Pig perk, but as I said, it's not mandatory for the build and you can switch it out for something like NOED if you like.

    I would recommend against camping using Insidious. Survivors are much more likely to either not bother going for the save or just disconnect from the game if they realise that's what you're doing. In order to successfully bait them into going for the save, you need to make them feel like they have a chance of getting out alive, and the best way to do that is by not hanging around guarding the basement.

    I'm really sorry you're having such a hard time with the challenge. If you like, I can recommend some strategies for doing it using Trapper, which is what I did. He is slow to start with, but it's still definitely possible - I didn't get a single basement hook until 4 gens had been done on mine, but NOED came in clutch and I still managed to get the challenge.

    If you're having trouble with survivors catching on to what you're doing and just avoiding the basement, the other strategy you can try is just play the killer you're best at, hook everyone normally for the majority of the game and then use Agitation and Iron Grasp to carry them to the basement for their final hook. This works best on a small map where the basement is fairly easily accessible from anywhere, like Haddonfield or possibly The Game.

  • It actually is great design, and a really useful feature from a UX standpoint.

    If you're working on a challenge for killer, for example, and decide for whatever reason that you would rather play survivor instead, you can switch to a new survivor challenge and work on that without losing the progress you gained on the killer challenge you were in the middle of.

    Alternately, if you're struggling with a particular challenge or maybe you're getting bored of grinding and just want to adopt a different style of gameplay for a while, you can save your progress on the current challenge and switch to another in the meantime.

  • ... What?

    Could you please elaborate a bit on what you're trying to say?

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/966105#Comment_966105

    the way you worded it sounds like the survs are always the toxic ones here, but there us a huge difference. They would not have done it if the Killer was not a jerk.

    also there are cases where teammates are still in the Game and you distract the Killer at the gates.

    You don't have to taunt the killer to distract them at the gates. I'm not calling anyone toxic, I'm just calling it like it is - teabagging at the gates because you won is waving your victory in the killer's face, whether it was deserved or not.

    And I never said that survivors were the only ones doing the wrong thing in this situation, but just because someone else did the wrong thing first doesn't mean it's excusable for you to retaliate in kind.

  • This is a suggestion that is made pretty often by people who are frustrated with the players they are matched with or against. Unfortunately, such a system is highly abusable and would hugely increase queue times, which are bad enough already, so it's not really a realistic option.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/965450#Comment_965450

    Its more 5/10 and 4/10 would be for killers who tried to be jerks but did not succeed to kill everyone.

    when i play Killer i dont see it that often to be honest, even when i got looped all game (which happens more often than i like to admit) the survs dont always rub it in my face like that.. but those exist of course

    They're still rubbing their victory in your face in the cases you mentioned, even if they're only doing so because they think you deserve it for being a jerk.

  • If you've already completed the Rift, you're not on a time limit at all. The Tome and its challenges will stick around forever, and you'll still be able to earn the lore fragment and bloodpoint rewards no matter how long it takes you to do the challenge.

    Perk Builds

    I used Trapper for mine, and I would recommend him as the easiest killer to use for this challenge, but if you're having trouble with him I can give you some tips for Hag or Demo. I would recommend Iron Grasp, Agitation, Make Your Choice and Territorial Imperative as your perks. The first two help you get people to the basement, and the last two stop them from escaping. As either Hag or Demo, once you have hooked one person in the basement, you want to set up your traps/portals and then leave the area.

    Territorial Imperative will both give you forewarning when someone is going for the rescue so you can be ready to head back, and also lets you know if you're far enough away for Make Your Choice to activate (since both perks activate at the same minimum distance of 32 metres). You can switch out Make Your Choice for a slowdown perk like Ruin or an endgame perk like NOED though, if you prefer, because TI and MYC do have some degree of anti-synergy between them (TI is supposed to give you a head start on getting back to the basement, but MYC forces you to stay 32 metres away until the hooked survivor is rescued).

    Killer Tips

    If you're playing Hag, place a trap near the hooked survivor (for hook grabs, if you're lucky), and another two or three around or at the top of the stairs. Always make sure you have these traps in place whenever someone is hooked in the basement. Whether they set off your traps or are forced to crouch to avoid them, you should easily be able to catch up to the survivors and stop them escaping the basement.

    As Demogorgon, you want to have a portal in or near the basement so that you can get back quickly. Place your portal, but walk away rather than teleporting - you want to make sure that your power is off cooldown for when you need to use it to teleport back. Once you're a safe distance away (at least 32 metres) place another portal where you are and wait for the rescue.

    Add-Ons

    As for add-ons, if you're playing a normal Hag build, use add-ons that increase teleportation distance and Phantasm duration. If you want to try something a bit more unexpected, though, you could try using the Rusty Shackles to increase your chances of taking the survivors unawares, or you could use Mint Rag to basically turn her into a faster, stealthier and arguably stronger (as far as basement defense goes) Demogorgon.

    For Demogorgon's add-ons, I would recommend ones that increase your speed while traversing the Upside-Down, as well as either cooldown reduction or portal opening speed add-ons.

  • Dead by Daylight 2: Gen Gen Revolution.

  • I agree with you there. The amount of times I've gone to vault the shack window and jumped into the locker instead is frankly embarrassing.

  • @haspience said:

    https://forum.deadbydaylight.com/en/discussion/comment/965996#Comment_965996

    Sorry, I spent some time trying to find it on devs streams (sadly most of them don't have any timings nor summaries attached to them) and I'm not really willing to waste more of my time, but here is what simple google search did find:

    https://forum.deadbydaylight.com/en/discussion/comment/153885#Comment_153885

    It's not official or anything, but if you are willing to you can rewatch streams which were published around that time for more definite proofs.

    I watched the livestream that was released around a week before that comment was made, meaning it was the most recent information that commenter would have had available. Endgame gameplay was discussed in that stream, but what they said was that the hatch would be able to be closed, and they were looking into ways to balance around that. So that user's information was either outdated or wrong.

    Either way, since the devs are very clear that even features that make it into a PTB are subject to changes before going live, I don't think it's fair to consider anything that the devs say they're working on in a livestream a "promise" that said feature is going to make it into the live game.

  • @Chi said:

    https://forum.deadbydaylight.com/en/discussion/comment/965968#Comment_965968

    Pressing Dead Hard and ending up exhausted on the ground.

    Right. Well yeah, unfortunately I don't think they've mentioned anything about that specifically. Depending on the cause, I expect it will be fixed eventually, but your guess is as good as mine as to when that will be.

  • That sucks. I had a similar thing happen to me with the Monstrous Shrine challenge - managed to complete it, but realised afterwards I never equipped the perk. It's frustrating when it happens.

    I wonder if they could do something for next Tome where you can gain progress for any and all eligible challenges during a given match, but you can only select one to apply the progress to. So for example, say you had both Hungry Jaws and Six Feet Under available and you played a match as Trapper where you were able to trap six people and killed everyone in the basement. At the end of the trial, you would be able to select which of the two challenges you want to count progress in, and the other would be unchanged, just the same as if you hadn't fulfilled its completion conditions.

    The idea of this would be that it still restricts players to one challenge per match, which was clearly a deliberate design choice on the devs' part and one they presumably want to retain, but at the same time removes some of the frustration of that "dammit, if only I'd had that challenge equipped" feeling.

  • @haspience said:

    The game is already unfair for killers in almost every other capacity.

    Do we really play the same game? I guess not, because even recent stats(link) showed that in general 3 out of 4 survivors are killed, and we are talking about high ranks here. How is that unfair?

    Whenever I close the hatch, survivors just stop playing altogether, because there is really nothing they can do at this point. I remember when devs where reworking the end game and they promised (ha-ha), that gates would open automatically after the hatch is closed for 2 minutes or so, but it never got implemented, lame.

    Now, if at least one gate opens when the hatch is closed it would give survivors the incentive to continue playing, which is always a good thing. And even if they do manage to escape, remember you already got 3 kills, and that's one kill more than a balanced game should have, so why complain?

    Also I wish green keys were able to open a *manually closed* hatch. Because now you really can't use them for anything.

    I remember when devs where reworking the end game and they promised (ha-ha), that gates would open automatically after the hatch is closed for 2 minutes or so, but it never got implemented

    Could you refer me to where they promised that? It's a bit off-topic, perhaps, but there are far too many people that spread misinformation and criticise the devs for breaking promises they never made. It's harmful to the community and to the players' relationship with the developers, so I think it's important to make sure that information like that is accurate when it is brought up.

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/965968#Comment_965968

    I'm not too sure what issue the original poster is referring to but quite frequently when I press to activate it, the dash does not occur but I still receive the exhausted status effect.

    Yeah, I'm guessing that's what they're talking about, I just think it would be good for them to clarify so we're not assuming they're referring to something that they're not.

  • @AshleyWB said:

    Just saying, when people feel like Irridescent heads are at risk of being nerfed they will try to use them up before any changes are made.

    Therefore suggesting nerfs in my opinion will backfire.

    Only for a few weeks. Spirits went crazy trying to use up their Prayer Beads after the nerf was announced, and for a while pretty much every Spirit was using them. It sucked for that short period, but that doesn't mean that the nerf shouldn't have happened.

  • @Yuyukoyay said:

    I'm assuming he meant the token cap. Well at this time the cap probably does need to exist due to Oni's new perk. However, raising the token cap would be nice. Since you basically have to almost lose the game to get benefit off of it anyway.

    Didn't the perk always have a cap? Until 2.7.0 it was capped at 30 seconds (6 tokens) and since then it's been capped at 16 seconds (4 tokens). Unless there's a recent change that I (and whoever runs the wiki) missed?

  • I don't think Dead Hard has been mentioned by the devs recently, at least not in any "official" capacity like a dev stream (and I say this as the person who's been doing the aforementioned type-ups of the last two livestreams).

    Which problem are you referring to, exactly? Just for clarity's sake, so we're all on the same page about what's being discussed here.

  • They are constantly investing in making the dedicated servers better. If they weren't going to bother with improving them, they would have just pushed them out to all platforms by now and left them alone. The fact that they're still in a PC-only "testing phase" is proof that they're still actively being worked on.

    Also, I'd edit out that bit at the end of the seventh line, if you want your post to stay up, because it could be construed as "making light of serious issues".

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/965893#Comment_965893

    The hag doesn't have a set distance for traps to trigger, they can trigger global if you will. However the distance from which she can teleport to the triggered trap, varies depending on addon like dragon fly wings.

    The traps can trigger anywhere on the map regardless of where the killer is, but survivors have to be within a certain range of the trap for it to trigger. I'm sure that's what you meant, I'm just clarifying because the way you worded it could be confusing for some people reading.

  • @AshleyWB said:

    https://forum.deadbydaylight.com/en/discussion/117266/paulie-esther-isnt-good-at-dbd

    Shut up Bully.

    Paulie is great, he plays for fun and if anyone is ever allowed to miss a few great skill checks it's him.

    He's a really humble and all round respectful person to literally everyone so your criticism of him is meaningless.

    I just wonder why you took the time to make a thread about this. Just get over it, nobody cares about what you think about Paulie's ability to loop or whatever.

    I've seen him do everything you've mentioned except successfully.

    He's a great guy, no doubt, but that doesn't mean his playing is above criticism. You can like someone as a person and still acknowledge it if they're not very good at the game. It's not "bullying" to say that it's surprising for such an experienced player not to be better at the game than they are.

    I haven't watched any of his gameplay, so this isn't me expressing a personal opinion on his skills, just saying that the fact that someone is nice and respectful doesn't put them above reproach in other areas. And I'm sure that, as reasonable and levelheaded a person as the streamer in question seems to be, he would be the first one to tell you that.

  • @adsads123123123123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/965605#Comment_965605

    Is the trap trigger range global? I am confused because this can mean 2 things. Does the proc range affect how close a survivor must be to a trap to trigger it or does it increase the distance the Hag can be away from a trap and have it still trigger?

    "Increases Phantasm Trap range" means that it increases the maximum distance that a survivor can be away from a trap and still trigger it. Add-ons which increase the distance from which the Hag can teleport to a trap, like the Dragonfly Wings for example, say "increases Phantasm Trap Teleportation distance" in their description.

  • @ithinkwedidprettygoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/965878#Comment_965878

    thats true, but some people thinking freddy was more unique and funny before he got reworked

    now he having duped clone abilities of other killers

    Yes, it's possible some people won't like the Doctor rework. In fact, it's almost certain. I'd be very surprised if not a single person had issues with it. But it's still far too early to tell whether that will be the case.

  • Which nerf are we talking about, just for clarity's sake?

  • As a designer, you never ever just take the first idea you have and run with it. You brainstorm, you iterate, you ask questions, you conduct tests and gather feedback.

    Point is, I'm certain ideas like buffing the duration of Shock Therapy came up in the early stages of the process. For whatever reason, it was apparently decided that what they eventually settled on was the better route. I couldn't tell you what that reason is until we have more information about what changes have actually been made.

    We should be getting more information about the changes, and maybe even the reasoning behind them, some time in the next week or two.

  • @HealsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/963512#Comment_963512

    https://forum.deadbydaylight.com/en/discussion/comment/963074#Comment_963074

    The point is theres two kinds of players- people who are competitive by nature, and people who play for the sake of playing and having fun. When you get these people in the same game, chances are one or both are going to get upset, even rage against each other. Having separate gamemodes for each would lessen this problem and people would enjoy the game more.

    Thats not to say the gamemodes are exclusive- maybe the comp guy wants to blow off some steam, or the fun guy wants to see how good he really is. But in general they play for different reasons, so they should have gamemodes which suit their playstyle.

    I disagree that there are only two types of players as you describe. I, for example, generally play seriously and aim to win. Not because I want to rank up - I actually hate ranking up - but because I like playing the game the way it was designed more than I like trolling and messing around. I enjoy seriously competing with my opponents, because then victory actually means something.

    If something like what you're suggesting were implemented, I would play the "casual" mode because for me it would represent the best of both worlds - everything I like about the game currently, but without the ranking system involved. But according to what you're envisioning, I would be put in games with a bunch of farmers and trolls and neither of us would have fun.

    Regardless, the legitimate answer to your question as to why this doesn't exist in the game is that it's for two main reasons. First, because the developers don't want players to just mess around and farm bloodpoints. They're not going to punish anyone for it, but they're also not going to encourage it. And second, because the playerbase is simply not large enough, especially in less populous regions, to support multiple queues without negatively impacting queue times rather drastically.

  • @honestscript said:

    https://forum.deadbydaylight.com/en/discussion/comment/965847#Comment_965847

    yeah i saw a list that shows there are only 4 perks that can cause obsession.

    I don't even want to think about the amount of games Id have to play until i managed to get a survivor with one of these 4 perks, and try to complete "Hook obsession 10 times" and "Kill the obsession 4 times by any means".

    At least one of those perks is meta, though, meaning it's very popular. As I mentioned above, I think if you give the challenge a go, you'll find that at least 75% of the time, one or more of the survivors will be running DS, guaranteeing you an obsession.

  • Most people who wear flashy cosmetics do so because they don't care about stealth or being hard to find. If they're good enough at looping that you can't catch them anyway, then it doesn't matter how easy they are to spot.

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