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Fibijean

Fibijean

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  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/952685#Comment_952685

    I don't know ok?

    That's the closest thing to an answer as I can find without a dev coming in here themselves to tell us if its intentional, a shadow nerf, or a bug.

    If it's a shadow nerf than we wouldn't hear any information on it, hence why it's called a "shadow nerf." The point is I don't know, nobody does except a dev. I gave him the information on it being changed, but giving him the information on if this was intentional or not isn't possible for me.

    Sorry.

    It's fine for the answer to be "I don't know". The only thing I was taking issue with was the claim that that section of the patch notes is relevant to the OP's question, because it isn't in this case, it just happens to mention the perk we're discussing.

    I'm not saying you have to know the answer to everything, but presenting those patch notes as evidence that the perk was changed is inaccurate and therefore not helpful to the OP. I was trying to set the record straight so that they didn't get confused, that's all. I'm not attacking you, so you don't need to be defensive.

  • @Merlin said:

    So sacrificing counts as a kill? I thought you had to kill them with a hex or mori?

    In general, if a challenge says "kill by any means" that means that any kind of kill will work. Mori, hex, sacrifice, even an EGC sacrifice would probably count. The only time a mori or hex is compulsory is if you are asked to "kill by your own hand".

  • @betelgeuseyes said:

    @MandyTalk "I'm actually not certain if they will appear in the new bloodwebs for the perks that you have at low tiers - I've not actually come across that before. I suspect you'd have to unlock the teachables before the game recognised that you can get them at higher tiers."

    https://us.v-cdn.net/6030815/uploads/595/T6BMOC6682FZ.jpg

    Well it's available in tier 1 on my meg's bloodweb.

    Is that an old bloodweb? Like, did you reach that level on Meg and generate that bloodweb before Bill was added to console, or did you only just reach it?

  • It depends what you mean by events. For the foreseeable future, we won't be getting any more full-blown secondary objective-based events like Moonrise or Hallowed Blight. However, we will be getting more "events" along the lines of the Withering Blight, based around bloodpoint boosts with themed cosmetics available through the Rift.

    It hasn't been officially confirmed, but the next time we're likely to get an event like the Withering Blight will be the Lunar New Year, which will conveniently coincide with the opening of the next Rift around the end of January. Again, not officially confirmed, but that's what I think is most likely.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/950726#Comment_950726

    That's why I also don't know if the DS "buff" was intentional or not.

    But clearly if they changed the UI, than they also changed how UP works when outside of actions like Repairing, Healing, etc. It doesn't just change itself...

    That logic doesn't follow... why would a change to the UI necessarily mean a change to the perk itself? It's an indirect buff, sure, but it didn't change anything about how the perk actually functions, only whether the survivors know it's there.

  • Firstly, someone else would have to report the player for it. Additional evidence submitted through a support ticket isn't needed for a communication abuse report, but it does help.

    The Support team will review the case, which can take anywhere from a few days to a few weeks, and if they deem the offence to be in violation of the game rules they will issue a punishment.

    For a first offence, the punishment is a 24-hour game ban. Upon repeated offences, this escalates to 48 hours, then a week, and finally a permanent ban.

    You can find more details about reportable offences and how the system works in this post here: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest

  • They did previously stack, but that was a long time ago. Like 2016 kind of long time ago. Also, I wouldn't rely on the Steam forums for accurate information unless it's coming directly from a developer.

  • @TATAHARAMBE said:

    https://forum.deadbydaylight.com/en/discussion/comment/951606#Comment_951606

    wait.. botany knowledge doesn't stack with we'll make it?

    my whole life was a lie

    Cetren beat me to it, lol. We'll Make It on its own boosts healing speed by 100%, so it doesn't stack with anything else that boosts healing speed.

    If we're being really technical, it's not actually that healing speed is capped at 200%, it's that the maximum amount of bonus healing speed you can get is 100% (so for example, WMI and BK wouldn't stack even if a perk like Sloppy Butcher were in play, which reduces healing speed to 80% - in that case, the speed would just be increased to 180% instead of 200%).

    Of course, as I mentioned, you can still use Botany Knowledge when We'll Make It isn't active, but the two don't directly stack with one another.

  • Technically they would work together, but they wouldn't synergise in any way. Unrelenting would only do anything if you weren't carrying a survivor.

    It's kind of like using Botany Knowledge and We'll Make It together as a survivor. Even though BK isn't completely useless because it comes in handy when self-healing or if WMI isn't active, it would still be strange to use both perks together because they don't stack and one somewhat neutralises the effectiveness of the other.

  • It was a legitimate question based on a simple lack of understanding. None of us began as experts at the game, so trying to put them down for it is beyond unnecessary.

    @SambaSaw The first two comments have your answer - while it may appear to be an exploit, it's actually an intended effect of a different perk. It is a legit combo, but it's a fair thing to wonder about. So just ignore any of the later comments by people trying to make you feel bad.

  • You should see my room. Why do you think I want a neat roommate? 😋

  • Honestly, the Demogorgon feels like the type to always pick his socks up off the floor and put them neatly in the laundry basket. 10/10 roommate.

  • @illusion said:

    Awesome! Thank you for the feedback. :D

    No worries, glad I could help 😊

  • She has ten traps. She only gets them back if you set one off. And both flashlights (for destroying her traps) and crouching around any area where you suspect a trap might be are strong counters to her power. She's also very slow, which makes her pretty loopable in spite of her traps if you know what you're doing.

    I would advise that you try playing Hag. Usually playing a killer is the best way to discover their weaknesses, and once you understand that, you can work out how best to take advantage of them as a survivor.

  • @Cancan71 said:

    https://forum.deadbydaylight.com/en/discussion/comment/950755#Comment_950755

    Same, I only really wanted the EGC saves and the 25 unhooks challenges changed, the latter because it was the first challenge thereby making everyone compete for limited saves. I do wish I still had some challenges left so I have some objectives left to do.

    I do look forward to seeing what challenges they come up with in the next time though.

    I agree with you about those two challenges, although I think the latter issue could be solved by just making multiple entrances to the web.

    As much as I enjoy difficult challenges, I wouldn't mind easier ones as long as there are a lot more of them. I'm hoping that's what they'll do differently next time, so that we can still get sufficient Rift progress by competing all challenges (which is how the Rift was planned this time, and those plans were thrown off-balance when they decided to make the challenges easier).

  • Survivor and killer ranks are completely separate for that exact reason. So even if you're rank 1 as survivor, if you start playing killer you'll begin at killer rank 20.

    As for tips, I think starting out with the attitude of not expecting to win right away is a good one. The best tip I can give you is to use your experience as a survivor to get inside your opponents' heads. Playing survivor and knowing how survivors think will make you a better killer, and vice versa.

    I would also recommend that you try out different killers to find which one you enjoy playing the most, because they all feel very different to use. Some are harder to pick up than others, but you can get good at any of them with enough practice.

    Also, try to avoid common pitfalls new killers fall into. This includes things like camping hooks because you're scared of losing kills, and losing pressure as a result, or committing too heavily to a chase against a much better survivor. This is another area where your experience as a survivor will help, because you might be able to tell which survivors actually know what they're doing. If someone is wasting too much of your time, it's best to leave them be and go after easier pickings. Even the best survivors will struggle to do well after losing a teammate or two.

    Finally, play how you want (as long as you're not breaking any rules) and ignore any hateful messages you get. I would encourage compassion and sportsmanship - that is, don't go out of your way to do things you know will make the survivors' game miserable - but don't let anyone make you feel bad for using certain tactics or perks.

  • I know what you mean. I was disappointed with the changes for the same reasons. Same with the changes made to level IV - they made half of them normal challenges instead of master, but they didn't increase the number of challenges, so we lost several tiers' worth of progress due to people complaining that intentionally difficult things were difficult.

  • I assume you mean for the challenge, in which case I'd say use whichever killer you're personally best at, but make sure they have an obsession perk so you don't have to hope survivors bring DS or something for you to even have an obsession to kill.

    Myers (Dying Light, Save The Best For Last, Play With Your Food), Spirit (Rancor), Plague (Dark Devotion), Freddy (Remember Me), Ghostface (Furtive Chase) and Oni (Nemesis) all have teachable obsession perks.

    Ideally, you would use Furtive Chase (Ghostface) or Nemesis (Oni) because they allow you to easily switch obsessions, meaning you can get multiple survivors' worth of progress on the challenge in one match. But of course, you don't have to use the associated killer, as long as you have that teachable perk unlocked on other characters.

    Basically, use whichever killer you're best at who also has one of the above perks available.

  • @Zenro said:

    https://forum.deadbydaylight.com/en/discussion/comment/949690#Comment_949690

    Yes but for the 6 feet under challenge it is entirely dictated by the survivors. They choose whether you get it or not. And if you're about to complete it they DC just so you cant.

    See my comment above:

    I intentionally left out anything else that wasn't relevant (such as whether the challenges are too luck-based), because the point about challenges was only one of many in the OP and I don't want to derail this into a discussion about challenge balance since that's clearly not what it's meant to be about.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/950028#Comment_950028

    https://us.v-cdn.net/6030815/uploads/220/A429OGSNGVQ3.png

    I think this is as official as it gets, since I missed this in the patch notes until Kagari cleared it up. As the balance change states, the debuff does not appear in the HUD (Which it clearly doesn't from the images above) until the debuff is applied.

    While this can be interpreted in many ways as intentional or not, it seems to actually be an intended change by the devs. This is further backed up by the fact that the debuff never did apply itself to these actions until you actually worked on generators, healed Survivors, healed yourself, or sabotaged hooks... so it would make sense that the change is centered around the idea that UP only applies to these actions WHEN you're working on them, rather than being a constant "presence" if you will.

    As such, the change buffs DS, regardless if that was a part of the initial change or not. So, this is actually an answer for the OP since the change is stated clearly in the 3.4.0 patch notes.

    That doesn't have anything to do with whether or not it affects certain perks, though. That's just a UI change. Previously, survivors would see the "Unnerving Presence" icon on their HUD as soon as they entered the killer's terror radius. Now, that icon won't appear until the survivor is faced with a skill check affected by it. I mentioned that change in my original comment, but I don't think it's relevant to this question.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/949645#Comment_949645

    https://forum.deadbydaylight.com/en/discussion/comment/949688#Comment_949688

    So yeah, it was nerfed it seems... from the images provided above.

    I wouldn't say he was right though Fibijean, since he didn't provide any information on if that was true or not... but that really doesn't honestly matter tbh.

    Either way, the OP has their answer!

    If it wasn't in the patch notes, that makes it either a shadow nerf or a bug, and it's impossible for either of us to tell the difference between the two. That was OP's original question - whether the perk was nerfed or just bugged - so they don't really have an answer, but they have the best answer we can give them, which is that, for whatever reason, UP doesn't seem to work on DS currently.

    Perhaps a dev might be able to clarify whether this is an intended feature or not, but that's the most we as community members can do.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/949805#Comment_949805

    But if Red Twine only tracks the Killers belongings, than how does it track hook placement?

    I assume Red Twine defines "Killer belongings" as the Killers basement chest, but I guess it can also mean the hooks as well... so he wasn't wrong if that's the case.

    I never use Red Twine anyways, since the Rainbow Map tracks the hooks auras by default, so it just makes that add-on useless in comparison I guess... plus it saves add-on space AND this is mostly done in a KYFs, so.

    One says "Killers belongings" and the other (Rainbow Map) actually says "Hooks" in its description... so... can be confusing. It never outright says it tracks hooks, but it never says it doesn't either lol.

    But yeah, it confused me since you'd naturally use a Rainbow map in a KYFs since it doesn't matter... right? Saves an add-on slot and lets you use the Jelly and Crystal Bead to let people see the auras WHILE having the charges last longer.

    Red Twine does show hook placements, since the hooks come under "killer belongings". And Map + Red Twine would be a viable setup for what Boss is suggesting, since you wouldn't necessarily be playing KYF in the situation OP is describing.

  • He's saying that Red Twine allows you to track the hooks with the Map, which you can then communicate with your friends over voice chat. Not that Red Twine itself communicates hook locations.

  • It's impossible to run out of fountains. Once the last fountain has been corrupted (by a survivor cleansing), all fountains on the map become pure again, and the Plague receives Corrupt Purge automatically.

  • @lunadelpalmar said:

    https://forum.deadbydaylight.com/en/discussion/comment/949763#Comment_949763

    I'm relatively new, and the guy saying I was exploiting was lvl 16 or something, so I'm guessing that you guys are right and he just doesn't know how Killer Instinct works, xd He was hiding and I kept running straight towards him, I bet he just thought I had maphacks or something.

    That's pretty likely, it happens a lot. Killer Instinct is one of the most common, but it also happens with various killer add-ons that allow the player to see auras through walls, and even underused perks like Blood Warden. Most people don't do their research before they jump straight to accusations of hacking.

  • @lunadelpalmar said:

    Thank you for the tips, guys, I removed the screenshot and my steam profile link. I didn't think, I was a little panicky! I feel a lot better now that they were probably trying to scare me, I was scared I was doing something wrong without realizing. Hugs to both!

    Don't worry about it, I totally understand! It can be pretty scary when someone like that says they're going to get you banned, cause it feels like maybe they know something you don't. You're totally fine, though. I'm glad we could help to reassure you 🤗💕

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/949736#Comment_949736

    The concept of a "BP exploit" is subjective, since they didn't specify what he did anyways. And by subjective, I mean the forums and anywhere else has had many documented reports that're under the name "BP exploit."

    From what I found, they're either talking about duping BPs... which makes no sense and how would you even know they're doing that anyways? Or they're talking about some exploit from around 2018 to early 2019 that allowed you to cancel everyones progress by DCing... I think? And than it would remove their items and BPs... or something?

    I don't honestly know, because they didn't explain anything in the post-chat. They just said "EXPLOIT" and basically left... while also apparently saying they submitted a report when the game ended... somehow...?

    (Both of these examples don't really have any documented proof of existing... so... idk).

    The BP exploit wasn't even mentioned by the accuser. The only person that mentioned it was what seemed to be a random person who was just making a suggestion as to what the accuser could possibly be referring to. Contextual clues make me think that that's not even what the accuser themselves was talking about, so I think the real issue is something completely different and the "BP exploit" part is largely irrelevant.

  • @KingOfGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/949724#Comment_949724

    The devs say it that they aim so the missions can be end in 2-3 game normaly and are the numbers i see for me expiriens but i maybe be lucky and that way i do them.

    I haven't seen them say that, could you link me to your source?

  • First off, best to censor the others' names out of those screenshots, since your post may reflect badly on them.

    Secondly, I don't really know what they're talking about either. If you have screenshots of the earlier parts of the chat that could be helpful. Your profile is private, so unless they're your friends, there's no information they could have got from there. Given that, my guess would be that they're talking out their rear end and just trying to scare you.

    Either that, or they're mistaken, which is not uncommon - sometimes survivors don't understand how certain killer perks or mechanics work (Legion's Killer Instinct is a common example of this) and so they assume the killer must be using hacks.

    Either way, if you know you didn't use an exploit, you have nothing to worry about when it comes to getting banned. The devs won't ban anyone if there is any doubt whatsoever that they are innocent, and since you didn't do anything wrong there's no way he could have gathered sufficient evidence to get you punished. So don't worry, you're fine!

  • @eSPiYa said:

    https://forum.deadbydaylight.com/en/discussion/comment/949706#Comment_949706

    I can't see it as a waste of time for them. Because they had fun doing it to other people. Same as those bastards who enjoy camping players(chainsaw + insidious against solo players). If ever they wasted their own time, they dragged other people down and wasted more than one person's time.

    Playing against chinese players(not a racist but actual culture), who thinks the only way to have fun is to win at any means necessary or grief others, is no way fun. They don't know what discretion is. I'm completely fine getting killed in normal way, but not the way like this. It is really hard to find match here in SEA, like several minutes, then most of the time you get killers that are totally trash. I don't do toxic play, just average one, but still get ######### killers for 80% of the time.

    I understand the frustration, I'm just saying you'd be doing yourself a favour by not letting it get to you.

    It's arguably more of a waste of their time than yours, from a more moral/philosophical standpoint, because while you're just spending 4 minutes being bored, they're spending 4 minutes embarrassing themselves by showing off how sad and pitiable they are that they even feel the need to do that in the first place, and actively damaging their own character by allowing their behaviour to be driven by cruelty and pettiness. The fact that they're having fun doing it honestly makes it even worse for them in the long run.

    In other words, they're worse off as people afterwards, but you're just a bit bored. They're the real loser in this situation, so take comfort in that.

  • @KingOfGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/949701#Comment_949701

    2-3 is the ideal number of game you need to play them in order to complete them without farming and go out of you way and without thorw the game.

    What makes you think that's the ideal? I would think it would vary depending on the challenge.

    The way I see it, some challenges are like difficult achievements, that you need a lot of skill and a bit of luck to complete, and sometimes it takes a while to do - and that's okay, in my opinion. It's mostly in the attitude. As long as you think of them like achievements rather than dailies, they become a lot less frustrating to work on.

  • As a PC player, I don't often get a lot of hate in the post-game chat as killer. More often, I find survivors who are neutral (just "gg" and move on) or downright complimentary even when I expect them to be salty and rude.

    Occasionally there's a group or two that you can tell were planning to be mean, but a compliment or a "gg :)" just completely takes the wind out of their sails and they end up going "oh, uh... yeah, gg I guess" or something to that effect.

    Not that rudeness and insults don't happen, of course, just that they happen a lot less often than I tend to expect.

  • @Ripugnante said:

    https://forum.deadbydaylight.com/en/discussion/comment/949700#Comment_949700

    But in 11 days, when the rift will close, will I have to spend another 10 euros?

    As far as payment goes, every time a new Rift opens, you will need to spend 1000 auric cells (10 euros) if you want to unlock the premium pass. Buying it once doesn't automatically unlock it for all future Rifts.

    However, the premium track for the Rift does contain 1000 auric cells. This means that if you manage to reach tier 68 on the premium track in the current Rift, you will win back all 1000 of the auric cells you originally spent on the pass. Assuming you don't spend any of them before then, you will be able to use those 1000 cells to unlock the next Rift's premium pass. So, effectively, you will not have to pay another 10 euros as long as you continue to progress far enough in the Rift that you earn back those 1000 cells every time.

    Hope that answers your question! 😊

  • People do that to get a rise out of you. It's a waste of your time, but it's also a waste of theirs. And nothing is going to bother them more than you not rising to the bait.

    So pity them for needing to be spiteful towards strangers online in order to feel good about themselves, leave them a "gg", and move on. Trying to "get back" against people like that only makes the problem worse.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/949690#Comment_949690

    You miss one point:

    It's rng. Especially many of the survivor challenges are pure luck, you can't control them. Some challenge you will do 1st try cuz of luck, other challenge take 20+ tries and the only reason why you got it in the 21st try is again: pure luck.

    That's true in some cases, but the OP was suggesting that the problem with challenges is that they take "2-3 games in order to complete or hope the other players will now [sic] mind farming with you".

    I was refuting the idea that that particular aspect of their design - the fact that they take multiple games to complete - is an issue, nothing else. I intentionally left out anything else that wasn't relevant (such as whether the challenges are too luck-based), because the point about challenges was only one of many in the OP and I don't want to derail this into a discussion about challenge balance since that's clearly not what it's meant to be about.

  • The challenges are meant to take more than one game to complete. They would hardly be worth being called "challenges" otherwise.

    And maybe we should wait until the Doctor changes come out, or at the very least until the full detail post is published, before we start to criticise them.

    I'm not saying all your points are invalid, but those two in particular hurt your argument more than they help it.

  • @inferjus said:

    Perks do not affect Decisive Strike, unfortunately.

    I'd be interested (and I'm sure the wiki editor would, too) in the official source of that information, because the wiki is usually accurate and it says the opposite. This is from the bottom of the "Unnerving Presence" page, which was last updated a bit over a month ago.

    image.png

    https://deadbydaylight.gamepedia.com/Unnerving_Presence

  • How do you define how many are needed, though? The comment you were replying to was just saying that Fortnite has many more people working on it than DBD does. Surely there's no way to surmise from that that the Fortnite team is too big, yet you seemed to be suggesting that it's more of a hindrance than a help in this case.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/948843#Comment_948843

    Having more and more coders actually ends being confusing and a lot of more cooperation between everyone at the same time

    Just to be clear, are you suggesting that having a larger number of programmers working on a game is a bad thing because it creates a case of "too many cooks"?

  • It should affect DS. As far as I know it hasn't been nerfed recently - the only recent change was in patch 3.4.0 which made it so that debuffs, including those from UP, aren't shown to survivors until they activate - so it's probably a bug, although it's strange because a bug usually wouldn't reoccur so reliably.

    I would double check that you're using the perk properly - that is, that the survivors in question can hear the killer's terror radius when DS activates - and if it's definitely not working as intended, record it in-game and submit it to Support as a bug report.

    Also add the recording to your post in the Bug Reports section of the forums, and give as much additional detail as you can in both the ticket and the post. This includes things like which killer you were playing, what other perks you were using, the survivor's perks, any status effects that were applied to either you or the survivor at the time, whether the survivor was the obsession, and any other potentially relevant details you can think of.

  • There are quite a few killers for whom one or all of their teachable perks don't exactly amplify their power, but the only one I can think of whose teachable actively hinders their power is Monitor and Abuse on Doctor.

    I would argue that when you're in a chase is when you don't want your terror radius to be large, because the point of having a large terror radius is so that survivors get caught more easily in your passive shock field and tier up, revealing their location(s).

    The worst time for that to happen is when you're already in a chase, because you would have to break the chase to capitalise on it. Not to mention that during a chase is probably when you're most likely to not even be using treatment mode.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/947959#Comment_947959

    1- you sent data about interest on the game, not popularity, plus that's from 2017 and fortnute still ends better

    2 - I repeat, I played the witcher 3, you didn't, I'm telling you there are still scary monsters and scenes.

    How would you define popularity, if not by "interest in the game"?

  • @Drewstar said:

    https://forum.deadbydaylight.com/en/discussion/comment/940137#Comment_940137

    all the killer challenges except for the 4th tone and about half the survivor ones

    actually there is one or two non-completed killer ones in other tomes still

    I just find the survivor ones so time consuming and hard

    Fair enough. If you have trouble with any particular survivor challenges, I can offer advice on completing them. As a general rule, everything is easier with SWF, so if you can find friends to do the challenges with, take advantage of that.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/947615#Comment_947615

    I don't use that wiki, so I wouldn't know.

    I only use the DBD Wiki and mostly official information here on the forums/other official information from BHVR created sites and or reputable areas... like the DBD Wiki for example. Of course anyone can find out this information with enough man-power and time, so I don't doubt that they also have a solid grasp of the minimum to maximum range of hook spawns in each map... but I don't bother using anything else, mainly because it isn't reputable.

    (Or at least it isn't reputable to my knowledge, you can argue if it is or not).

    I assumed you both used the gamepedia wiki and thought it was reputable, since it's the one you linked in your post.

  • @FireHazard said:

    @ocafghanistan

    Fibijeans right, but maps like "The biggest" being Mother's Dwelling or "the longest" being Azarov's Resting Place... it could take more time. Maps like "The Game" and Hawkins are 100% do-able with even some extra time... maybe.

    You have to factor in if the Killer stops you mid-way, if this is just a KYFs test, etc. If this is a KYFs test, than you should easily be able to make it to each base length of each hook before the 3 minute respawn timer... since it's literally 4 people doing it all at once, taking up sections of the map.

    The respawn is a flat 180 seconds, so it's about like... 3 and a quarter minutes.

    Source of hook respawn timer: https://deadbydaylight.gamepedia.com/Hooks

    But is this actually do-able?

    Well, despite me always testing this in a KYFs, having 4 people including me to help is not easy to find... especially when it's like 5AM lol...

    If it was breaking hooks one by one without the previously established 99%... than no way would you be able to do this in under 3 and a quarter minutes... If you had the 99% grace break, than yes, you'll do this.

    Off of opinion, you can do this, off of actual proof, I cannot give you this at this time or really find that proof anywhere.

    You can either take our word for it or not, but I doubt anyone else has the manpower to do it i'm afraid... maybe I could if it wasn't 5AM, but even than I might not have 4 people to be willing to waste that much time to find out.

    so... you answer is kind of meh... but... here's why it's true

    An opinionated answer is not always 100% wrong, and here's why.

    Since version 2.5.0, each map features a minimum to maximum amount of hooks that spawn. It's no longer a random amount of hooks, so there's a set amount of hooks that DO spawn. And, it also depends on the distance (for base-kit) between each hooks spawn, so the maps size also plays a factor into this... which makes the minimum amount of hooks that spawn come into effect.

    I did have someone help me test this in-game, by counting the smallest maps hooks to the "biggest" maps hooks. I even had them do the "longest" maps, and redo the "biggest" maps to see if anything changed!

    Here's the results:

    The Game (13 Hooks in the entire map)

    https://us.v-cdn.net/6030815/uploads/367/B2BJ4CWE6HQR.jpg

    Mother's Dwelling "First Count" (9 Hooks in the entire map)

    https://us.v-cdn.net/6030815/uploads/690/N15BDL0A8ARW.jpg

    Azarov's Resting Place (8 Hooks in the entire map)

    https://us.v-cdn.net/6030815/uploads/160/TLA7J37TM0HQ.jpg

    Mother's Dwelling "Second Count" (13 Hooks in the entire map)

    https://us.v-cdn.net/6030815/uploads/396/0H9GMYEBFEDR.jpg

    my final ANALYSIS

    The minimum amount of hooks seem to be around 7 to 8 for larger/longer maps like Azarov's and Mother's Dwelling... but they can actually reach up to 13 hooks!

    It seems to be that the max amount of hooks in any map is around 13, but it might even go up to 14! From all the tests, it's only ever been 13.

    What does this mean? Well, your answer is basically this

    The hook spawns are based off of RNG it seems, and a minimum amount of hooks do exist for each map... this minimum seems to be 7 to 8, while the max is about 13.

    Meaning, at the minimum, you'll 100% break all 7 to 8 hooks with 4 people, hands down 100% for sure. If it's 13 hooks... it might be do-able, but that's unknown. If it's on a map like The Game, you'll do it with 13 hooks due to the size!

    If it's a map like Mother's Dwelling, you'll be able to hit the minimum yes, but the maximum hook spawns for a map that big? That's unknown. If each player takes up a quadrant of each section of the map, and plan this out, than you should be able to break every hook before the 3 and a quarter timer respawns the first broken hook.

    If you did this on 99% broken hooks of course, if this was for hooks that had no progress done... than you might do it for The Games minimum hook spawns, but not something like Mother's Dwelling or Azarov's, I don't personally think so.

    additional information

    Also, the minimum for small maps like The Game might be bigger than other maps like Mother's Dwelling... but it seems the hook spawns are rather small or big, depending on the RNG.

    So are the minimum for big or small maps the same? That's unknown. Is the maximum the same? From these tests, that seems to be the case yes! So could the minimum be the same for every map? I'd say personally yes.

    sources

    Hooks spawn length and confirmation of minimum and maximum hook spawns existing (Information is not in-game, and there's no list of hook spawns that I could find on that page): https://deadbydaylight.gamepedia.com/Hooks

    Just for the record, you can find information about the minimum and maximum hook numbers on a per-map basis on each map's page on the gamepedia wiki.

  • I expect the devs will go through and discuss all the feedback they received from the test after they get back from their holidays, and then based on that they will make tweaks to the system. Afterwards, they'll likely either implement the penalties permanently, or run another test or two first to make sure that it's working as desired.

  • @AxeVanced said:

    https://forum.deadbydaylight.com/en/discussion/comment/928589#Comment_928589

    I think you're missing a point in "DC penalty".

    It has been added to discourage players from leaving the game, but also playing when you know you'll have to leave it earlier. Both of those situations make game unbalanced for 4 others and that's why imho it should persist.

    Not accounting bugs, the DC penalty for pulling the plug instead of clicking leave match, should stay the way it is.

    I think you missed the point of my comment. I'm fully in favour of the DC penalty existing, and of it punishing both players who disconnect on purpose and those who disconnect due to crashes or network issues, because obviously it would otherwise be too difficult to circumvent. However, given the prevalence of the latter two, I believe the penalty should escalate more slowly so that those who disconnect excessively still get punished, but those who just get unlucky with bugs or network errors don't get banned from playing for days at a time for no good reason.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/947471#Comment_947471

    I question why that's even a feature...

    Kinda weird, I wonder if it even counts towards the "Answers" badge. That'd be... interesting if it did.....

    #lifehacks

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/945661#Comment_945661

    Hah, my brain somehow skipped the fact that you don't get a Token for them going into phase 2.

    I didn't mean for this as a big change that was needed, just as a cherry on top.

    But now that my brain remembered that fact, it does seem like an unnecessary addition. 😅

    Did you just accept your own answer to your question XD

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/947400#Comment_947400

    Are going to ignore that Fortnite 3 years ago was on the #########, almost got cancelled and the right choices made it a great game evolving to the greatest in the last decade?

    I guess not, since you made a whole topic about it. No one is denying that, I'm just saying that you can't fairly compare the two companies because they didn't start on equal footing when it comes to the games you're discussing. While DBD was basically built from the ground up, a lot of Fortnite's resources didn't come from Fortnite itself.

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