Fibijean
Fibijean
About
- Username
- Fibijean
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
If you'd like to report the continued occurrence of a bug, the best place to do so is in the Bug Reports section: https://forum.deadbydaylight.com/en/categories/bug-reports
As for the facecamping part, I apologise if this sounds harsh, but yes, you can and should be blamed for DCing because you're not having fun. You're ruining the game for four other people by refusing to see the match through.
Facecamping is a boring and unrewarding strategy, which killers are already penalised for both directly and indirectly in terms of emblem points, but it is a legitimate tactic. It sucks when it happens to you, but the least you can do is be a good sport and keep the killer occupied for two minutes for the sake of the other survivors instead of just quitting. DCing because the killer is employing a strategy you don't like is the DBD equivalent of flipping the table because you're losing.
-
Queue times are difficult enough as it is. Unless you want to throw all the ranks into the same pool together, there's no way DBD has enough players to properly support multiple queues.
-
As others have stated, it gave people an excuse to dodge lobbies, which wasn't something the devs wanted to encourage. The main reason for that is that lobby dodging increases queue times for everyone involved, and since the devs are making an active effort to reduce queue times at the moment, it was considered counter-productive to leave a feature like that in the game.
-
OoO should not reveal the aura of killers who have the Undetectable status effect applied (for example, T1 Myers, shrouded Ghostface, crouched Pig, cloaked Wraith, Demogorgon immediately after emerging from a portal) but the perk will still light up when looking in their direction. So it is useful, even against stealth killers, because it shows you the general direction they're in.
Additionally, even though you cannot see their aura while the perk is active, the killer is still able to see yours.
-
I mean... if you don't want to see the chat, that is the obvious solution. A lot of people like the feature, and use it for good and productive things, so removing it altogether isn't necessarily the best idea. An opt-in system like we have now, which allows people like you who don't want to see the chat not to have to see it, is a much better way of going about it.
-
@LazyPayday said:
https://forum.deadbydaylight.com/en/discussion/comment/961370#Comment_961370
Yeah, you're right. I'm just being extremely pessimistic I doubt they really would be so bold as to purposely lie but it just one grand mistake that caused a huge annoyance. I also acknowledge that it is unlikely that they were petty enough to do it as revenge but my point still stands that a lot of these large problems couldn't been solved had a little more thought been taken in. I also should be fair in that it still isn't absolute statistics wise. However, I seriously doubt this to be considered average unless everyone is in the red ranks. Well everyone will be by the end of this but that's beside the point.
I know it's too late to fix anything now and the damage has already been done, but there is one thing I want. I want the statistics of how many people got tier 70 WITHOUT buying shards. I don't want them to be under the assumption that buying shards is average. Purchasing shards should be a last resort, not a necessity. That's why I feel like a large portion of people bought shards in a desperate attempt to actually get to 70. This massive failure of a debut has a large chance that a more than normal amount of players bought shards to actually get their rift maxed out. I'm not wrong in thinking that this should be relatively common right? Considering how bad the grind is.
I mean, I maxed it out without buying tiers, and no one I know who managed to do so bought tiers either, but we'll find out soon. I actually have a survey ready to go that I'll post after the Rift closes, with the aim of finding out exactly what proportion of players finished the Rift, whether they bought tiers, how long it took them, etc.
-
@FireHazard said:
I'd have to know if you bought anything on the Shrine, have other DLC, etc.
If he's the only Killer you have ranked up, than the best you'll have to use is something like... BBQ and Chili, Whispers, NOED (I guess), and eh... Sloppy Butcher.
If that's all you got, than that's the best you'll have as a build.... BBQ helps with aura tracking, Whispers helps you find Survivors within a 32 Meter ring, Sloppy makes it harder to heal, and NOED gives you a one hit insta-down with the exposed effect (when all generators are completed).
That's honestly the best you'll have to use... you can try experimenting with Deerstalking and Knock Out though, you'll be able to see Survivors who're downed in a limited range, and Knock Out causes Survivors to see a downed Survivors aura with 32 to 12 meters... depends which level of Knock Out you have.
This will allow you to leave Survivors on the ground and have other Survivors go and waste time rescuing them... (aka, slugging)
Other than that, you're very limited tbh... since if you have Billy leveled, you could have Enduring in your perk build... which is great with LeatherFace, especially if you had Spirit Fury!!! But you'd need the Spirits DLC for that.
also, if you need add-on ideas...
Than use for a budge add-on combo, Knife Scratches + Primer Bulb/Spark Plug. This is a cheap add-on combo and it helps with catching up to Survivors with your chainsaw sprint AS WELL as cancel out the negative effects that Knife Scratch bring.
If you want a better combo, than use Beast Marks + Tuning Guide, which is a massive improvement on the budge add-on combo above... it moderately increases you chainsaw sprint/walk, and the negative effects are still only "slightly." Meaning when paired with tuning guide, it takes off that negative effect and also adds a bonus charge speed percentage... since moderately is better than slightly! The other bonuses that tuning guide gives is very useful!
Other than that, use charge add-ons to increase the charge speed of your chainsaw... or combine Knife Scratches and Beast marks to gain a fast chainsaw walk... at the cost of a moderate decrease to charge speed (if you dont mind a slower charge speed).
OP is asking for Wraith builds. Leatherface is just the only killer they have levelled currently.
-
BBQ & Chili (Leatherface) is a great perk, and Wraith is fast enough while cloaked to take advantage of it. Sloppy Butcher makes healing harder, which gives you a bit of free pressure, something that's needed on Wraith. It also combos quite well with Wraith's own perk, Bloodhound, for tracking purposes, making it practically impossible for nearby injured survivors to hide from you.
I would also recommend NOED, Whispers, or Shadowborn. NOED is a bit of a crutch on Wraith, but it's not a bad perk and can help you secure kills in the endgame. Whispers helps you know when survivors are nearby, which is good if you have good enough game sense to know where they're likely to be hiding. Shadowborn increases your field of view, which makes it easier to spot survivors overall and harder for them to juke you. If you're an experienced survivor, you can use that knowledge to full effect with Whispers, but if you're a new player generally, I would probably recommend Shadowborn of the three.
As for perks to look out for in the future, Wraith, like many stealth killers, excels using anti-healing builds, so Nurse's Calling and Thanatophobia - both teachable perks of the Nurse - are great for him, especially when combined with Sloppy Butcher. Ruin (Hag) is, of course, good on any killer as a slowdown perk, so it's a good one to pick up even though you'll eventually get good enough that you won't need it. Enduring (Hillbilly) is another good perk, since you may find you get stunned fairly frequently as Wraith.
You could also experiment with generator-based perks like Overcharge (Doctor), Pop Goes the Weasel (Clown), Discordance (Legion) and/or Surveillance (Pig). The latter two especially can be really helpful to save you time when patrolling, which again, is especially important on a relatively low-pressure killer like Wraith. All of those are DLC perks, though, so it depends on which killers you have available or how lucky you get with the Shrine.
-
@yandere777 said:
https://forum.deadbydaylight.com/en/discussion/comment/961678#Comment_961678
Actually you forgot about the splinters I a killers bloodweb. Add 5 or so splinters and there are 8 possible ultra rares. 7 in some killers bloodweb. Oh wow what a coincidence, huntress is one of those killers with less ultra rares so that means she has a higher chance to get iri heads.
Ah, yes that's true, I did forget about the splinters. I stand corrected. But you're right, in that case, the reason for iri heads being so common would be that they're the only ultra rare add-on that Huntress has.
-
@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/962115#Comment_962115
Money is money and I wouldn't turn down any consumer. And yes, maybe only a minority thinks the way I do, but what happens if say 20 percent of players agree with me and decide to leave because bugs are not fixed during the holidays (I don't want this to happen, just saying). When 20 percent leaves then match making suffers and more people get upset. When they get upset they leave. It can snowball pretty easily. I know we are talking hypothetically here but my point is games can die quickly *cough CoD Ghosts cough*
DBD has reached daily peaks of over 40k players on PC alone for the last two days. In the last 30 days, the average number of players has grown by 2% and is now at the highest monthly average players ever recorded in the game's history, in spite of the developers being so lazy and irresponsible as to take time off to enjoy the holidays.
Yes, hypothetically, the game could die. Realistically, it's not even close.
-
@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/961421#Comment_961421
I have to disagree with you again here. The most successful companies didn't get where they are today by taking very long holidays. When Bill Gates was starting Microsoft, I guarantee he was putting in lots of over time and holiday work. These big companies also have low level employees who work on holidays to solve certain problems and maintain system efficiency. I'm not blaming BHVR for being small or taking time off. I'm just saying with every action there is an opposite reaction, and in this case it might be pissed off customers.
And on a side note, if other countries want to work that way, be my guest. I'll just point to GDP numbers.
it's possible they will piss off some people, yeah, but I'm pretty confident those people would be in the minority. And maybe the kind of people who get pissed off at them for taking time off to spend with their families during the holidays aren't the kind of people they particularly want as customers anyway.
Either way, the game isn't going to die because of it, and that's what this thread is actually discussing.
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/961852#Comment_961852
Theres a difference between people adjusting accordingly and people just dcing because they thing its mori and even if it is it might end up being cypress. Its annoying to wait for a game finally get one ready to kill some survivors "survivor dced while in loading screen" well fudge guess im waitin again.
I know what you mean, but I think the solution to that isn't to buff moris but to do something about punishing DCers. People also DC due to being slugged or camped. That doesn't mean we should change the mechanics, it means we should punish the players for their unsportsmanlike behaviour.
-
I think it's a good thing that survivors can see a mori coming and adjust their playing style accordingly. Removing that ability would be an indirect buff to moris, which really don't need it.
I would suggest instead that the Shroud of Separation should just not be a secret offering. The survivors are going to know that it's a SOS as soon as they spawn in alone anyway, so there's not much point in it being secret.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/961792#Comment_961792
Before we continue our discussion.
Didn't you previously say Iridescent Hatchets are balanced in the comment below?
https://forum.deadbydaylight.com/en/discussion/comment/961639#Comment_961639
The only thing I could find is you disliking how common Iridescent Hatchets are, but at the same time, you implied that this is a general problem for all killers.
I want to make sure I clear up any confusion before continuing our discussion. 😁
Edit: Enish is hrd
Nope, I said I didn't think they were a problem. I can see how my saying that they are dodgable and have a downside could come across like I'm saying they're balanced, so I apologise for the misunderstanding because that's not what I meant. My only motivation in saying that was to try to keep people's feet on the ground a bit by reminding them that iri heads aren't as monstrously unfair as many people like to pretend.
I think they're probably one of the more balanced add-ons, as killer ultra rares go, but it would be foolish of me to suggest that they don't tip the game in the killer's favour. I just don't think that's a problem from a design perspective. I do think ultra rares are a problem, but not because of how they're designed, only because of how common they are.
-
I actually consider either a 3k or a 4k a win as killer. I disagree with Scott that the win condition is subjective. It's not binary, admittedly - DBD has what you might call "degrees" of winning - but the win condition is clearly defined nonetheless. Killing survivors is plainly identified as the killer's ultimate objective, which is synonymous with a win condition in every game that I know of, in the game's rules. The same has also been heavily implied, if not stated outright, by the developers themselves on numerous occasions.
-
I'd say Doctor is stronger than Clown, and more fun to play, and about to receive what looks at this point to be an overall buff. If you're worried about the Doctor changes, though, Clown is a safer bet.
Alternately, you could wait for more information about the changes before you make a final decision - we're supposed to see an official post soon with details of all the changes, and the new Doctor himself will probably debut in the mid-chapter patch in a few weeks, if you can wait that long.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/961639#Comment_961639
I feel like Ultra Rares shouldn't be powerful enough to foreshadow what the result screen will look like because let's be real here, that's not fun nor interactive at all.
While I can agree Iridescent Hatchets by themselves aren't powerful, I cannot agree Iridescent Hatchets is balanced when certain add-ons such as Infrantry Belt is added into the mix.
I feel like instead of just slapping a "Does not stack with Iridescent Hatchets" to the extra hatchet add-ons and calling it a day, we should rework Iridescent Hatchets to be more interactive for both roles.
I think I can speak for the majority here, having an add-on that basically reads as, "You will down any survivor you see" is just not acceptable. Therefore, I decided to craft a new Iridescent Hatchet add-on that is more fun and interactive:
Iridescent Hatchet:
- Upon successfully landing a hatchet on your target, you will receive a hatchet back into your inventory.
- Lockers will now grant a single hatchet per search.
The best part about this add-on is that it rewards precise aiming and it can be stacked with extra hatchet add-ons without skewing balance too much in the killers favor, unlike before. 😁
That's a perfectly respectable view to have, but I never said ultra rares were balanced - quite the contrary, in fact. What I said was that the fact that they're unbalanced is totally okay, as long as they're the exception, not the rule.
Obviously, that's just my opinion, and I'm aware it's not a popular one, but that's okay because I've heard all the opposing arguments and this is something that I don't think there is an objectively right answer on.
For what it's worth, though, I think your idea is a good one, if we were operating off the premise that iri heads are problematic and need changing.
-
@calamity_bee said:
Ok so I emailed the devs and they are going to look into fixing this. Regardless of who thinks I should be using inverted controls or not, it’s still a problem that shouldn’t be there. It’s my preference.
I agree, and I'm glad they got back to you so quickly. Hopefully it will be fixed soon!
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/961639#Comment_961639
If i had a dollar for each ebony i have which is like almost 50 on my wraith alone id be rich. You get one like every bloodweb but the last time i saw a skeleton key was months ago makes sense lol.
Yeah, that's the issue I have with ultra rares. They're just far too common in the bloodweb considering how easy it is to level up.
Probably the reason skeleton keys are less common than moris, though, is because killers only have 2-3 ultra rares that can spawn in their bloodweb (their own add-ons and ebony moris), whereas survivors have about five different options for ultra-rares. So it makes sense from a mathematical, RNG perspective.
-
As a minor correction to the above, there have been leaks suggesting that David, Jane, Doctor and Spirit will be featured in the next Tome.
However, this hasn't been officially confirmed.
-
@Camophlo said:
As a Huntress main myself I lothe seeing other Huntresses use Iri heads with Belts. The whole point of huntress is to aim, be patient, read/predict their movements and throw. The fact Iri head requires less skill to use straight up aggrivates me.
What I'd like is any good change as long as using it with belts isn't allowed.
Having two by default is alright by me or hell, give her one hatchet that Insta downs but the one Iri is the 1st hatchet per reload while she can still have three that don't instadown (having the one hatchet that insta downs to make it so that huntress isn't left powerless if she misses the one iri) the other issue being she is powerless and is normally forced to chase and basic attack so having the other hatchets would discourage players from leaving chase to reload cause they missed one Iri head.
Another way that I can think of to make it still fun for her is to make it so the hatchets have longer wind up and cooldown between throws (by a sec or two dunno how much is too much) and only applying dying IF fully charged but let it be comboed with belts for a max of three hatchets that have longer charge and windup but instadown. If she misses one the surv has time to gain some distance.
Tbh I don't use Iri heads as I find them as unfun as Mori's used after being unhooked (playing both sides helps you realize how unfun it can be for people.) I do hope they change it but don't make it useless, I'd like to use it w/o feeling like an ######### and being a hypocrite.
I'm not a Huntress main, but I don't understand what you're saying about iri heads taking less skill to use as far as throwing them is concerned. Isn't the only difference between them and regular hatchets the fact that they down the survivor in one hit? In what way does that make getting a hit in the first place take less skill to do, or negate the need to "be patient, read/predict their movements and throw"?
If anything, surely landing hits with iri heads would take more skill, since you usually don't have a bunch of other hatchets in your pocket to fall back on if you make a mistake.
-
I don't think iri heads are really a problem. They can be dodged just like normal hatchets, and they have a severe downside which is only somewhat mitigated by the use of certain add-ons.
Additionally, I think overpowered mechanics designed to grant a significant advantage are fine for what they are in general, as long as they don't come into play in the majority of games. I have always maintained that the only problem with ultra-rares of any kind is not the item itself, but the fact that it isn't as rare as it should be.
If something has to be done about iri heads, I think that stopping them from stacking with the Infantry Belt (not necessarily the Leather Loop - I don't think they're powerful enough for that) would be a reasonable change.
-
@SynKaal said:
https://forum.deadbydaylight.com/en/discussion/comment/961593#Comment_961593
Shouldn't turn into it. I used this pic as an example, to topic is not because fo the survivors, they choosed to DC and got punished by it, I can even go further and say that is their problem they decided to DC. The point of the topic is to discut my side and why do I have to lose rank/not pip because others decided they didn't want to play that match.
Quick edit: thanks for the advice anyway, my brother <3
I understand you didn't mean any ill will by it, I just suggested it to be safe because I don't know whether the mods will see it that way. Up to you, though 🙂
-
(Also, you should probably censor out the names of the survivors in your screenshot, since this post could reflect badly on them and you don't want to get a warning from the mods.)
-
@Perelie said:
https://forum.deadbydaylight.com/en/discussion/comment/954173#Comment_954173
Why do you guys only care about making the game fun for survivor? Why can't killer be fun too?
They try to make the game fun for both sides.
Many people enjoy playing killer a lot. If you don't think playing killer is fun, then maybe you should try survivor instead.
-
@SynKaal said:
https://forum.deadbydaylight.com/en/discussion/comment/961549#Comment_961549
I did it just for fun, but not even safety because of DC and let it go on the hook is at least bs..
https://forum.deadbydaylight.com/en/discussion/comment/961554#Comment_961554
I gave it 4 souls, why she still displeased? :(
IT'S NOT ENOUGH.
-
The Entity doesn't care about your pips. The Entity wants SOULS, dammit!
-
It was stated in the stream. I can't tell you exactly where, timestamp-wise, but I can refer you to my own post summarising all the information that was given out in the stream. The Doctor changes are at the end.
(That is, if you haven't found the answer already, since I realise it has been two weeks since your comment.)
-
Yes. We shouldn't avoid punishing people for doing the wrong thing just because we know they'll look for ways to circumvent the punishment.
Also, AFKing doesn't deny the killer sacrifice points, and prior to that even a useless teammate is better than a non-existent one.
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/961436#Comment_961436
I never said anything about what the other players should do. I just don't understand how posting on the forums is going to change that.
I have people dc all the time while I'm on both sides. They understand what it means, they just don't care enough.
I know you didn't say that. That's why I said it.
People post on the forums all the time about things that aren't likely to change. Usually, they do it to vent, to gather support for their perspective, or to raise awareness of the issue, all of which are fair enough reasons to start a discussion.
OP has good reason to care about people DCing, because it ruins the experience for other players. If you don't care about it, that's okay too, you can just move on without commenting, but it's okay for other people to want to talk about it even if they can't change it.
-
That's what the people who DCed should have done.
-
@Umbrae_pk @ithinkwedidprettygoo Traditionally, sirens aren't actually fish, or sea creatures at all. That's more of a modern interpretation. In ancient Greek art and mythology they were usually depicted as a kind of cross between women and birds, usually having birdlike legs. So how they would walk isn't really an issue.
Having said that, I'm expecting a less literal interpretation of the term "siren". The word can just be used metaphorically to refer to a woman who lures men to her, usually with sexual appeal, and then betrays their trust. So I don't think the killer will actually be a mythological creature, but rather a woman with that type of theme.
-
@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/961081#Comment_961081
I take offense at your insinuation that Canada cares about its workforce, because you're basically saying the United States doesn't. To me it just sounds lazy to be honest for a company to shut down, its unheard of in the U.S. worked get vacations, but they dont all take them at the same damned time.
No, I'm not "basically" saying anything of the sort. You inferred that because you wanted to be offended by my comment. I said "countries like Canada who care about the wellbeing of their workforce", which also includes the US, Australia, most of Europe, and others.
Having said that, saying that companies in other countries are "lazy" for doing something that is proven to improve productivity and worker satisfaction isn't really helping your case if you're trying to convince me that those things are valued where you are.
Regardless, it's a moot point, and it's not really relevant to the topic of the thread. The fact is, the devs live in Canada, so they are taking Christmas off, which is actually a good thing for them, the company and the game (which is why the smartest, most successful companies, even in the US, have similar practices). It's not them being lazy, and it's not going to kill the game. So maybe just be a bit more patient.
-
@LazyPayday said:
https://forum.deadbydaylight.com/en/discussion/comment/961048#Comment_961048
You are right, average is different from casual, that's my bad.
But this clearly isn't meant for the average either (At least in my opinion it isn't). If we're talking about average in both playtime and skill, then this is still surpassing it. Your average player isn't going to spend days upon days grinding out this game for the challenges, especially when they're told it was going to be easier than it actually is. They'll give up after purchasing the pass when they realize the time required isn't worth it and feel like they've been cheated.
Of course people like me who grind it out because they want to get their money's worth will feel even more cheated because they actually had to struggle when the reward was clearly inferior to the effort they put in. Like I said, I only worked towards it because I like having exclusive items. As for the challenges, I agree with you, I only see one challenge being completely unreasonable no matter the player as well. However, my point still stands that the time required to complete them is unreasonable. It's tedious to complete the challenges and the reward feels lackluster because of it. Either increase the reward for each of the challenges, or keep them as they are and add a fifth level to the archives.
My main complaint isn't really the challenges themselves, it's just a salt in the wound. However, I feel that if they had increased the rewards for the challenges then they've would've killed two birds with one stone. I'm not talking about the bloodpoints, people barely care about that, it's just a bonus when the actual desire is the rift fragments. Increasing the amount of rift fragments, even if it was only by a slim margin, would've drastically changed the amount of time required to max out the rift. I just feel like the devs did that whole warning thing because they wanted to get back at us for actually complaining on how they designed it. The pass seems like it forces you to buy tiers to complete it already and when the community complained that the challenges themselves were unreasonable for the reward given, they did this as a sort of petty revenge. Of course this is how I see it and I may just be being pessimistic.
It's just that it was clear as day that this would just trade one problem for another if this was how they decided to solve it. The already wrong 70 hours was only worsened when they decided to lessen the reward while making it easier. And that's why I have to disagree with you on the matter that we should be generous with our criticism. I believe that being as brutal as humanly possible is the necessary route to take. In my opinion, we should acknowledge that this is their first attempt, so of course there was room for error while being strict so they don't get the idea in their head that this type of treatment is okay. It was a blatant lie that it would only take 70 hours and I don't think it still would've reached anywhere near that time frame even if they hadn't touched the challenges. It just astonishes me that they managed to get their estimations so massively wrong. They just messed up so badly with this that being generous would only add a toxic element to the game. Right now, people are just so desperate to complete the already limited challenges that they don't play normally and the game actually encourages them to be afk after completing them all, it isn't healthy for the game.
As I said, it remains to be seen whether the Rift was accessible to the average player or not. If, after the Rift ends, it turns out that around half the playerbase was able to complete it, then maybe we can conclude that it was accessible to the average player. That's something I'm personally interested in finding out.
I agree that the grind can be tedious, and could use improvements. I acknowledged as much in my original comment. I just don't think that, in the case of the first Rift, that can be blamed entirely on the developers, since changes made as a result of player complaints also contributed to the overall grind. Perhaps increasing the Rift fragment gain from the challenges would have helped - I'm not entirely sure why they didn't do that, to be honest. I doubt it was to try and get back at the players, though, since that would be a pretty stupid motivation from a business standpoint.
I didn't say we should be generous with criticism, although I tend to lean that way myself. I just think we should be fair - or rather, just - in our criticism, and only criticise things that are actually deserving of it. I see a lot of people criticising the devs on the basis of things they never said, like the "casual players" thing. I believe that if we're going to criticise them, we should criticise things worth criticising. Which is what you seem to be doing, for the most part, so I commend you for that.
I'm also not sure how they got their estimate so badly wrong either, unless they weren't taking queue times and failed challenges into account. But again, I believe that we can give them the benefit of the doubt there and assume good intent, not because we're being generous but because it makes rational sense. If they knew that that figure was false, they wouldn't have published it, because it was only a matter of time before the players figured out that something was up (which they did almost instantly, in this case) and that could only be detrimental to PR.
-
The devs absolutely look at all the reports, and take things like racist slurs incredibly seriously. In my opinion, although I'm not a dev, the stuff in that chat was worth punishing and I suspect the team would agree.
Reporting them in post-game chat is the first step, so it's good that you did that. The next step is to send those screenshots you posted here to the team via a Support Ticket - the original, uncensored versions if you have them (although it's good that you censored them for the forums). Contact Support here https://support.deadbydaylight.com and submit a ticket under "Additional Player Report Information".
Sending the profile links in the ticket as well couldn't hurt either.
You can find more information about bannable offences and how to report them correctly here: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
EDIT: Mandy beat me to it! But yes, point still stands - submitting a Support Ticket like she suggested will definitely help.
-
@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/961081#Comment_961081
That's why the best stuff comes from the U.S., no days off. If I had it my way, the only winter holidays I would give off would be Dec. 24-26. End of story. When you run a company that requires consistent customer support, it doesn't sit well with many to take extended periods of time off.
I don't think the US labour laws work the way you think they do. Allowing your workers only 2 days off in a year is just as illegal there as it is in Canada. And many of the top tech companies in the US - Google springs to mind as an example - have similar policies to BHVR around breaks and work/life balance, because as @gantes said, it's actually been proven to increase creativity and productivity in the workplace.
-
@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/960644#Comment_960644
Yeah I am actually. Entire companies dont just disappear for a week and a half. It's just not done. Especially leaving paying customers with the current ######### state of the game.
I don't know what you do for work, but I'm going to assume it has nothing to do with office or studio work. Because entire companies do do exactly that over the Christmas/New Year period.
My entire family is home right now (it's midday on a Friday) because in countries like Canada that care about the wellbeing of their workforce, pretty much every studio or office-based company closes from around December 24th to January 6th.
If you want BHVR to hire robots instead of people to make the game, maybe you can wire them the money to fund that. Not that I'm in support of the idea - robots are about as passionless and uncreative as people are when they don't even get a break from their work over Christmas.
-
Why is this even a debate? It's obviously just a matter of personal preference, everyone should be able to just play with the controls that feel easiest and most natural for them.
-
@LazyPayday said:
https://forum.deadbydaylight.com/en/discussion/comment/958941#Comment_958941
While that is a valid point, it is not an excuse. The devs themselves also said that "casual" players could do it as well. However upon seeing the challenges that were clearly pass the definition of "casual" (through a bug to make it worse) that would by no means be all completed with another claim of theirs that was that the rift could be completed in one hour a day, so people obviously complained. It wasn't the vault of the players, but rather the devs making a false claim that the challenges were reasonable without actually showing us what the challenges were. Lessening the challenge was what people wanted, if they had to lessen the reward as well then they should've found another means of getting through the tiers to actually make the rift a "casual" friendly battle pass. If they had actually warned people that it wasn't "casual" friendly, then all the people that were complaining that the absurd challenges (which they were) weren't worth the reward they were given when some took up to multiple hours to complete, with the reward being 30,000 bloodpoints (which you get double of by performing well in one match with bbq or we're gonna live forever) and 3 rift fragments.
I wasn't trying to excuse anything, just making sure we're being fair in our criticism.
On that note, the devs never said that the Rift would be completable by "casual" players. They said "the average player" would be able to complete it, which isn't the same thing. "Casual" implies that anyone should be able to complete it, but "average" actually means that around half of the playerbase won't be able to complete it. People have conflated the two and so blamed the devs for something they never said, which I don't think is fair. Whether or not the Rift was actually completable by the average player remains to be seen, but it was never meant for "casual" players.
The 70-80 hour estimate was clearly off, I agree, and should be called out as such. Players are right to complain about having to put around double the time into the Rift than they were apparently supposed to.
When it comes to challenge difficulty, though, I can think of only one challenge in the entire Tome which was actually unreasonable and deserved to be changed. Whether the challenges overall were "absurd" is a matter of perspective, but if you're approaching them on the assumption that "casual" players - that is, basically anyone - should be able to complete them all fairly easily, then I can see why you would say that.
-
@kcwolf1975 said:
I would like to see some stats on the actual hours to reach tier 70. I don't think the hour a day was even close....
I am on ps4 so I have no clue about my hours, did anyone else happen to track their time on steam? Would that time include queue times or not?
I tracked mine. It's looking to be around the 180-hour mark, roughly.
I actually have plans to put out a survey for the whole community next week after the Rift ends to find out exactly that, among other things, and I'll be sharing the data from that after it's done, so keep an eye out for that if it's something you're interested in 🙂
-
Welcome to the game, and thank you for your suggestions! I know that the devs always appreciate feedback from players on how to improve the game.
I'll try to address each of your ideas one by one to give them the attention they deserve.
Denying Unhooks
Being able to deny unhooks seems like a good idea on the surface, but it actually comes with a lot of problems of its own and would be highly abusable.
I've copied my own response from a different thread on the same topic into the spoiler tag below, if you'd like more details on my reasoning behind that.
Rescuing someone from a hook is a dangerous position to be in, and you could be completely screwed over if the killer is nearby by the hooked player deciding not to let you get the unhook for whatever reason - maybe they think it's unsafe, or maybe they're just salty for something you did earlier in the game or they want to let their friend unhook them instead.
Speaking of safety, in the same way that many people don't know how to unhook someone safely when they're the rescuer, many people don't have the information or experience necessary to know, as the hooked player, whether it's in their best interests to let themselves be rescued. They can't tell if the rescuer has BT, or a Stypic Agent they're planning on using straight off the hook, or We'll Make It, or a friend distracting the killer or coming to bodyblock, or any one of many plans that could make the rescue safer than it appears.
On top of that, there are some situations where even an unsafe unhook is better than no unhook, such as if the player is about to die or enter second stage, but not every hooked person is going to realise that. And if someone is trying to kill themselves on hook, a teammate who is quick enough can prevent them from doing so under the current system, in a way that they couldn't if the hooked player refused to let themselves be rescued.
Bodyblocking
I'm not sure what you mean about griefing bodyblockers. If you're talking about the survivors bodyblocking the killer, that isn't considered griefing, it's a legitimate tactic with mechanical counters in-game.
If you're talking about killers bodyblocking survivors, or survivors bodyblocking other survivors, for an extended period of time, that could constitute griefing and/or taking the game hostage, which are reportable offences. If someone does that to you, you should report them in the post-game screen, and also submit a ticket to Support (https://support.deadbydaylight.com/) with video evidence of the incident.
More information about bannable offences and how to report them can be found here: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
Matchmaking and SWF
Similar ideas have been brought up many times before, but the problem is they're just not practical. Punishing or segregating players for wanting to play with their friends is a bad idea for two reasons - firstly, it discourages many players, especially new ones who buy the game just to play with friends, from playing at all, and secondly, the playerbase itself isn't large enough to support separate queues of any kind. You yourself pointed out that queue times are an issue at the moment - this would only make it worse.
Queue Times
Queue times do vary a lot based on not only your role and rank but also your region and the time of day. However, this is something that the developers have confirmed they are actively looking into and seeking to improve over the coming months.
I actually quite like your idea of allowing players to choose a random role to even out the queue balance, although I don't know quite how it would work logistically from the development side of things.
-
@FearlessHunter said:
https://forum.deadbydaylight.com/en/discussion/comment/958941#Comment_958941
Players sort of had to complain as some of those challenges were ridiculous and if they did want to keep them then they should have saved them for level 4 not level 3.
The Rift is fine if you can sink dozens of hours into dbd but for people who have jobs and what not it's kind of unfair towards those players.
Like I said, I'm not denying that the Rift could use improving or saying it's perfect by any means. It's okay for people to think the challenges are too hard, or that the Rift is too grindy, but it's also true that the Rift would not be as grindy as it is if those challenges had remained as they were.
Personally, I would rather spend 10 games trying to complete a challenge than to finish it in 2 games and spend the next 8 slowly grinding progress. That feels more rewarding to me. Some people feel differently, and that's fine, but we need to acknowledge the cause and effect relationship here and the fact that, in the case of the first set of Archives, the grind is a tradeoff and not a simple matter of bad maths on the part of the developers.
-
I'd love to see more emotes, as long as they're within the spirit of the game and implemented to aid communication between survivors. Something like "be careful", "good idea/good job/thanks" or "don't do that".
You have to be careful putting stuff like this in the game, because you don't want to encourage players to abuse emotes as taunts.
-
That's strange. I don't think it's a Wraith thing, though, I think the challenge is just inconsistently bugged for some people. I say this because I got mine in a game against Wraith, and at least one of the stuns was while he was cloaked.
-
Doctor was my first, but he was a gift. The first killer I actually bought for myself was probably Spirit, which is a little ironic because I don't think I've ever actually played her.
-
I believe the level completion charms will be available indefinitely. The only Tome rewards which are time-limited in their availability are the Rift Fragments you get from completing challenges or levels.
-
@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/958773#Comment_958773
i'm aware, just saying it completely defeats the purpose of that perk when it's called out as being active the second you touch a totem.
Anyone who knows what they're doing can tell that it's active the second they touch a totem anyway. It's a QOL thing more than anything else, designed to give new players the information they need as to why their cleansing speed is slowed.
-
Leatherface's chainsaw doesn't give him much of a speed boost - in fact, it slows him down significantly while charging so he usually loses distance. It's easier for Leatherface to maneuver around corners than Hillbilly, but it's still best to avoid running into walls and getting stopped in your tracks. For that reason, it's best used at close range and in open areas. Wait until you're basically within lunge range before using it. If you can catch the survivor in a position where they can't just sprint away or duck behind a large obstacle, it's very difficult for them not to get downed.
-
They get discouraged. They know they can't win at that point, so they decide they'd rather just not play anymore. It's a fairly childish and unsportsmanlike response in my opinion, not to mention, as you say, self-destructive, but that's the reason why people do it. They would rather just give up entirely than make the best of a bad situation.
-
I thought the same thing. There are a couple of other topics already on the forum discussing it. My personal theory is that the new killer will be "The Siren" or something similar based on what we've heard about her. Not sure how the Terra Dark cult will factor into everything yet, but it would be cool if this kind of teaser is something we're going to get in every Tome from now on.