Fibijean
Fibijean
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Yeah no, that first one should not have hit. Guess it must have been a latency issue.
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The devs addressed the matchmaking issue in their most recent livestream. Here's a quote from the summary post I made:
The devs are aware that matchmaking is in a bad spot at the moment, for both roles, specifically when it comes to queue times.
They are looking into changing some values in the backend to improve the matchmaking experience over Christmas, so players may notice some changes in the ranks they are facing as well as improvements in queue times.
When they come back next year, they’re going to investigate problems with matchmaking in more depth and look into some possible solutions.
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@Perelie said:
Hmm interesting how you all argue against ruin as basekit but want kindred in survivor's basekit. Really makes ya think...
How many people in this thread have requested Kindred as basekit?
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I'm not certain of how the cult or Terra Dark will factor into everything, but it seems pretty clear to me that this is meant to be a teaser for the survivor and killer from the next chapter. Perhaps the killer will be called "The Siren" or something similar.
It's possible, of course, that it's something more subtle than that, and this is just the obvious interpretation. But I think it's a pretty cool idea, and hopefully this will be a regular thing in future Tomes - hiding a teaser for a future chapter in the lore for the last level.
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@JC316 said:
They force killer to pressure in order to rank up, but then don't give them the time or tools to do so. I gave up caring about the rankings since matchmaking is broken anyway.
Starcraft has the best ranking system in a game. You play 5 games to get an initial ranking, if you start winning most of your matches in your current rank, they pit you against players the next rank up. Win those and go up in rank, lose those and stay where you are. They don't base it on stupid stuff like in game kills or resources mined, they base it on whether or not you're winning a lot in your current player pool.
I think that's a good point. Ranking should be based purely on fulfilling the win condition. The more extraneous requirements you add, the more players get railroaded into a specific playstyle, which in my opinion isn't something that should be encouraged.
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Maybe they could add a graphical option to remove rain, but I would prefer they didn't remove it altogether. The game's atmosphere has already suffered enough over the years in the name of balance and optimisation.
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The devs have already commented on this. It's not possible for them to change the achievement requirements because MS and Sony are super stingy about altering trophies. Basically, they won't let you change it unless it's no longer possible to achieve.
They can, however, change the requirements for how the game itself defines a Merciless Victory. It's something they would like to look into in the future, but it's not a priority at the moment. See the screenshots below for reference.
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Self-Care went from being overrated to underrated. What most people don't realise is that by default, using SC is no less efficient than getting a teammate to heal you. You use 32 seconds of your own time, or you use 16 seconds of two people's time, which amounts to the same thing. In fact, one could argue that SC is actually more efficient because you're not wasting time finding a teammate to heal you.
The only time it's less efficient is when slowdown perks like Sloppy Butcher come into play, and the prevalence of such perks at high ranks is the main reason not to use SC alone at that level.
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I don't mind most of these suggestions. Perhaps some of the numbers could use tweaking, but I'm all in favour of luck being a much more impactful stat than it is right now.
One note, as TAG mentioned above, the way RBTs work is that the key is hidden in a random box and you have to find which one. It's not a percentage chance of finding the key when searching any given box. Perhaps a better alternative for how luck could affect the Pig's power is by granting a 0.5% chance, per luck point, that the trap will not activate whenever a generator gets completed. If that's too strong, maybe a 1% chance, per luck point, that the activation timer will be slower than usual when the trap activates.
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Sorry, but I'm very strongly against this. One of my favourite things about the Rift is that, unlike other battlepass systems, it doesn't contain XP or progress boosters to incentivise players to buy the pass early. That is a predatory money-spinning tactic designed to encourage players to make impulsive, unwise financial choices, and I don't want to see it in DBD.
The Rift pass is intentionally designed to allow players to make an informed and unpressured decision about how and when they spend money on the pass, without being disadvantaged in any way if they want to wait until they are satisfied with the rewards they have earned. And I think that is as it should be.
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@TheObamacare said:
https://forum.deadbydaylight.com/en/discussion/comment/936357#Comment_936357
Ummm.... No. You see yes people can win in red ranks without using it. If they are playing an S tier killer... (Billy, Nurse, Oni or Spirit) becsuse they can roam the map faster with their abilities, every other killer the majority if the list does bit fair well without it. Thats the point killers try to make... And then de pip because when they finish a chase a gen has been finished. Don't post silly cookie cutter things like that.
You can believe me or not, but I'm not talking about S tier killers. You can consistently win at rank 1 using any killer you like if you're good enough at playing them. You don't need Ruin, you just need pressure and skill.
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@kcwolf1975 said:
https://forum.deadbydaylight.com/en/discussion/comment/938448#Comment_938448
But he was doing it really fast!
What?! How dare he!
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There will be a Blood Hunt in the new year, but DBD has never celebrated New Year's to my recollection and I wouldn't expect them to start now.
They will most likely do something for the Lunar New Year, though, which is in late January. My guess would be a Blood Hunt, themed Rift cosmetics, and maybe the return of lunar generators and hooks if we're lucky, like they did for Halloween this year.
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Probably for the same reason that they changes dailies to be easier: because they want them to be accessible to casual players (that is, something you can log on once a day and achieve in a couple of games, not a couple of hours).
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I enjoyed the challenges, and I love collecting things even if I'm never going to use them. I'll do the same thing I did this time - aim for tier 70, and if I make it, which I probably will, I'll happily buy the premium.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/938416#Comment_938416
Not OP, but it's during this stream.
On mobile rn; so it starts at 36:50~ish and at 37:30 they specifically mention the "chainsaw bros" will get their add-ons, and possibly base powers, looked at.
No ETA of course, but Hillbilly will get changed, and there IS the possibility it will be more than just his add-ons.
No reason to cry "NERF" though, we haven't seen the extent or exact changes yet.
Thanks for the link, I was taking a break from the game until around August-September which explains why I missed that stream.
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Imagine getting banned for crouching.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/938360#Comment_938360
They said they are adjusting his addons. They said the same about nurse.
That doesn't mean he's being nerfed, though. Also could you link me to where they said that? I must have missed it.
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Did you kill the 5 and the 9 before or after the 3 escaped?
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/938057#Comment_938057
A rank 16 killer doesn’t have much experience either though.
To be fair, a rank 16 player could potentially have a lot more experience than a rank 19, because a rank 19 is definitely a new player, or at least new to that role, but since 16/17 is the reset threshold, the rank 16 could be highly experienced and just not have played in a long time.
That said, it's also not really something that the matchmaking system can detect and do much about, without majorly affecting queue times.
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The devs have said nothing about nerfing the Hillbilly.
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@JoDioSan said:
https://forum.deadbydaylight.com/en/discussion/comment/936233#Comment_936233
That’s exactly what I was saying, I’m just really bad at wording things
Ah okay, no worries! I just wanted to clear it up because I thought it might have seemed to someone reading your comment like the devs were planning something unusually big and special for the next Archives, which as far as we know isn't the case.
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If you complete all the challenges, you will reach tier 41 at a minimum. This is factoring in the Rift progress you get from the Tome itself, as well as the XP you would receive if you completed all challenges in the minimum number of games required. Realistically, since it's likely to take you more than 1-2 games to complete most of the challenges, you'll probably get to tier 50- or even 60-something.
Beyond that, yes, you may need to grind XP to reach the end. The Rift is nowhere near impossible to complete, but it does reward dedication. It was never designed to be completable by all players - it was designed to be completable by the average player, which means around half the playerbase won't be able to complete it, either because they're not good enough at the game or just because they don't spend enough time on it. If you can't complete the Rift in the allotted time, you may just need to content yourself with the knowledge that you're in that lower half, and that's okay.
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@TheLegendDyl4n1 said:
https://forum.deadbydaylight.com/en/discussion/comment/936100#Comment_936100
he dced not because of an emergency or bug, but because he knew i was going to hook him, if someone dced and i wasn't chasing them then i wouldn't of dced because i knew that they prob had a real life emergency or bug and would of gone easier on the survivors, maybe even farmed, but i have only run into a handful of bugs and glitches that forced me to die/dc, but even then i still allowed the killer to kill me if i could, i got a bug the other day when i was playing trapper that kept trapping me in my trap over and over again for about 40 times until i was able to inch myself away enough each time to escape the bug, and i didnt dc because it would of ruined everyone's match, but what's the point of killing everyone if one of there survivors dced because that puts them at a huge disadvantage, so id rather dc right then and there and get to my next match and allow them to keep their items and add-ons instead of killing them all.
basically the dc penalties are needed now, and if bugs are a problem then dc and deal with a small ban, if you dont dc alot then you should be fine, also if you have a real life emergency im pretty sure your not going to dc from your game, instead just leave the game there and allow your person to stay in the match. if you were playing DBD and you just found out your dad got into a bad accident you wouldn't dc from them match you would get up and rush to the hospital. (also, if you're worried about a 30 minute or hour ban then your "emergency" wasn't that big of an emergency to dc from because an "emergency" would prob take at least over an hour to deal with)
My point is, yes they were wrong to DC, but so were you. DCing because someone else did so there's no point anymore isn't justifiable. Yes, the rest of the survivors were at a disadvantage as a result, but they might have already invested offerings in that game and wanted to continue playing. That's not really your decision to make for them.
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@Pepsidot said:
https://forum.deadbydaylight.com/en/discussion/comment/936620#Comment_936620
I lost my legacy cosmetics the same time I lost my Howling Ground cosmetics. If they can restore Howling Ground cosmetics, they should be able to (at the very least) restore legacy cosmetics that were lost during that time period too.
You mention: "They have said many times that they are unfortunately unable to restore lost legacy skins.". However, I have been reassured countless times from the support team, that they're looking into it... and I'm sure many more 'reassurances' (copy and pasted emails) will be given in the future.
I don't know how long ago those assurances were made, but my understanding is it's not something that can be done at the moment. I believe it's also not a matter of when they were lost, but rather when they were earned, and it's also possible that event achievements are easier to keep track of than character progression.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/936697#Comment_936697
Yeah it seems weird for a perk to be way better when you first get it then its supposed to be top form lol. Is this the only perk like this?.
I think there are a couple of other perks which some people consider better at tier I, but it's usually not completely objective as it's more a matter of what you're trying to achieve.
For example, Make Your Choice has a longer effect at tier III than tier I but also a longer cooldown. So MYC tier I can be more useful for high-mobility killers who can close in, down and hook the affected survivor quickly, because the shorter cooldown is more beneficial to them than an extra 20 seconds of effect that they don't need because they can down the survivor in 30.
However, on a killer who is more likely to take longer to down the survivor and secure the hook, a longer duration on the exposed effect is much more valuable and a longer cooldown is less of a handicap because they're likely to be spending most of that time in the chase anyway.
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The reason people say that Discordance is better at tier I than tier III is because tier I activates for 8 seconds at a time rather than 12 seconds, which practically speaking means that it activates more often and the information it gives when it does is more up-to-date, which is generally considered more valuable than having a larger observation window.
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/936616#Comment_936616
Yay! thank you for the help :D
No worries 😊
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@Pepsidot said:
https://forum.deadbydaylight.com/en/discussion/comment/936505#Comment_936505
"so I can imagine that something like restoring lost progress which has no effect on actual gameplay is pretty low on their priority list for now.".
There's absolutely no doubt about that. Restoring lost cosmetics has been a 'low' priority for years and continues to be. Some people have been waiting 3+ years for their legacy back. So I'd say legacy cosmetics have a non existent priority and are more of a scarce after thought.
In the case of legacy skins, it's not that it's low on the list, it's that it's not on the list at all. They have said many times that they are unfortunately unable to restore lost legacy skins. This is because back when legacy was earned, user data, including cosmetics, was stored locally, so the developers have no way of verifying who, of those who claim to have lost their legacy cosmetics, earned those cosmetics legitimately at the time.
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/936505#Comment_936505
Hey, will they restore my kate bbq cosmetic as well :(?
Yep, that's the plan! Any lost cosmetics earned during the Howling Grounds and/or Summer BBQ events will be restored at the same time. We just don't know exactly when yet, but they will announce it on the forums when it happens.
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There's no answer anyone can give you. When the cosmetic restore is ready, they will announce it officially. Until then, there's nothing to be done but wait.
The reason they aren't giving it out on a per-person basis is not because they don't have the time or manpower, it's because it's simpler (and probably quicker, believe it or not) for them to do the restore all at once for everyone affected. They've been pretty busy with the DC penalty testing, the new patch, bug fixes, the release of the last of the challenges for this Tome, etc., so I can imagine that something like restoring lost progress which has no effect on actual gameplay is pretty low on their priority list for now.
I'm sure it will happen eventually, but I doubt you're going to get an exact date until the official announcement. The only thing I can tell you is it almost certainly won't be happening this month, since the studio is about to close for the holidays.
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@SpinZard said:
https://forum.deadbydaylight.com/en/discussion/comment/933793#Comment_933793
You could also make it a choice for example like the prestiges.
That's the point we're trying to make, that it shouldn't be a choice because unlike things like prestige, it's not just a personal thing, it affects other players just as much as it affects you.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/936352#Comment_936352
Yeah but that's what I mean, they used it for like 2 weeks when it came out, then I haven't seen anything even when they are actively replying, even when the non-community manager guys come out of the woodwork to comment on stuff.
I see posts get tagged as BHVR Read still. It's hard to keep track of since they don't always tag a post if they reply to it, and you have to go through the OP's profile to even see whether something was tagged or not, but they definitely still use the feature.
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Ruin is not a required perk. People just feel like it is because they don't do well without it, because they're used to relying on it. Survivors used to feel the same way about Self-Care.
I know people who can consistently not only 4k, but achieve Merciless Victories, at rank 1 without Ruin. You don't need a perk to win, you just need to be good.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/935213#Comment_935213
Didn't even know they used that button. Even when they comment on threads it never seems to change.
I think it's like a flag that they manually put on a post to let you know that it has been seen by them even if they haven't replied.
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Since they're not doing anything for Christmas, they almost certainly won't do anything special for New Year's. There will be a Blood Hunt starting January 2nd, though, so that's something.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/936223#Comment_936223
It was an estimate, that's why I also said and I quote "To get the stats above would mean you're extremely lucky, but it would also mean you're one of the best players... mainly because these stats above are for an example and are not a realistic goal."
Meaning, the stats I gave above is just an example and not an actual thing that anyone could possible do... mainly because of how hard some challenges are, or some re-trys are needed.
For some reason when I counted up Lvl 4, I forgot to add one 5. Than I did it again and kept doing it until I somehow fixed what I was doing wrong... despite counting it correctly.
So yes, it's 73, and yes it's tier 34 not 33. Despite that, it really honestly does not matter. The point still stands above, it's something that isn't really realistic which we both agree on.
But despite all these estimates we're giving him, it isn't accurate to how he would do in-game himself... so its honestly meaningless, since we have no idea how he'd personally do with all 4 levels and gaining EXP in-game.
For all we know, he could be a Rank 20 or Rank 1 god, WHO KNOWS! Only he does...
Also, I edited above the actual amounts... but only the last comment I made, not the rest.
Yep. I was just trying to make the point that he will be basically guaranteed to get to at least tier 40, if he can complete every challenge in the Tome. Beyond that it's up to him.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/936231#Comment_936231
Fibi, we already discussed this on one of my Legion ideas, remember? 😁🤗
I'll jog your memory for you!
Let's assume Deep Wounds pause when you're within 24 meters to the killer.
If the killer could see the time left on the survivor's Deep Wound meter, they don't know whether or not the survivor is mending or is within 24 meters to them. Therefore, the killer wouldn't be getting a lot of information if they could see the survivor's Deep Wound meter pause.
If the survivor could see the time left on their Deep Wound meter, that's when it could be used as a Whispers since they know whether or not they are mending. Therefore, if they aren't mending and they see their Deep Wound meter pause, the only explanation left is that the killer is within 24 meters to them. That's why I suggested survivors shouldn't be able to see the time left on their Deep Wound meter since Deep Wounds is based on distance to the killer.
Yeah, you're right, we did come to that conclusion when we last discussed it. In fact, I think that was a point I made at the time! I must be getting old 😋
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@JoDioSan said:
https://forum.deadbydaylight.com/en/discussion/114172/so-rather-then-give-us-a-christmas-event
They’re making up for it with the next tome, they hinted that there’s gonna be an event tied to the next tome. On top of that, you gotta keep in mind that they are human and need their Christmas break as well. They already got a lot on their plate as they are trying out a lot of new stuff. Yeah it’s rough but I really feel that it’s gonna smooth out as things go along. This game is way better than when it first came out and I think that’s a good measure for how things are gonna go.
There was an event tied to this Archive as well, so I wouldn't get your hopes up for anything more than themed cosmetics. It's likely that the next Tome's associated "event" will be the Lunar New Year, since both it and the next Archives release are due in late January.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/935394#Comment_935394
Heyo, Almo!
Couldn't you make Deep Wounds based on distance to the killer, then make survivors unable to discern how much time they have left on their Deep Wound meter?
I think this could go a long way because survivors won't know how much time they have left, which can make Deep Wounds dangerous if you try to do some risky plays! 😁🤗
Part of the reason they changed it was because the timer pausing while in the terror radius gave the killer in particular basically free Whispers. The same problem would come up if the timer were distance-based, I fear.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/936029#Comment_936029
Nope, recounted it again and it's still 93, 84, 90, and 68. Total is 335 Rift Fragments for every challenge.
Double checked everything I counted and still came up with the same amount. I even made sure I didn't miss one, still the same results.
Besides that, we'll move onto the math
We'll say that the OP does every challenge in the first match they activate it. That's 74 challenges and 74 matches. On average, we'll say each match gave the OP 600 EXP each to be modest, that's only shy of 800 EXP (the total that gives a free Rift Fragment).
74 x 600 = 44,400 thousand EXP. If it was 800 each game, it would be 59,200 thousand.
Since it isn't though, this is only about 55 Rift Fragments. If it was 800 each game, that would be 74 Rift Fragments.
Anyways, 55 Rift Fragments added onto the 335 Rift Fragments that the challenges gave would give the OP only 390 Rift Fragments... so that's only 39 tiers they would get. So I was basically almost right with my guess, I was only 1 Tier off! (That's pretty cool imo).
Anyways, the minimum would be 39 Tiers, not 41... only 2 off from the actual estimate. So, unless my math is off for some reason, than this is about all he'd get in The Rift after completing 74 challenges AND getting an average of 600 EXP for each of the 74 matches it took.
But of course this isn't always the case and each match is unpredictable. Some matches you can get absolutely destroyed, other matches can yield a perfect or near perfect score. It's entirely unknown how OP would do if he started RIGHT NOW at this very second of my reply.
The match can definitely be skewed depending on the OPs skill-set as a Survivor, Killer, or both! So it's hard to pin-point a minimum EXP gain that they would get, and or how many matches it'll take to complete every challenge. To get the stats above would mean you're extremely lucky, but it would also mean you're one of the best players... mainly because these stats above are for an example and are not a realistic goal.
The match can change depending on the first game of the day bonuses, but we'll leave those out for the sake of... something.
it boils down to this...
Time, the OPs skill set, their luck with challenges, and how often they play. If they play 2 hours a day, than they won't get to tier 70... it just isn't possible.
Me saying "It would take sleepless nights and days" was kind of a joke, but realistically, it would take them about a minimum of 5 hours each day, every day, for 18 days straight... this includes Christmas, New Years, and a bit into the start of January to do.
We also don't know if they have school, if they work a lot, etc. It really, really, REALLY, depends on their availability and willingness to do this.
But like I and you said, it's do-able... but it's unrealistically do-able... if that makes sense.
Yeah, I get what you're saying. We're both agreed that it depends on OP.
On the maths part, though, you didn't take into account the fact that some challenges are impossible to complete in one game. That's why I said it would take a minimum of 104 matches to complete them all.
Also I'm not sure what you're counting from but I checked again and I believe Level 4 has 6 normal challenges and 9 master challenges, which is a total of 63 fragments (18 + 45), plus the 10 earned from the epilogue, so 73. Not that it really matters, it's a difference of 5 fragments so it doesn't change the answer to the question overall, but accuracy is always good 🙂
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Firstly, a bit of advice - never join a group chat with a group of survivors you just beat. 90% of the time, they just want to abuse you.
Secondly, no, camping is not a bannable offence in any form. They were just trying to scare you because they were upset they lost.
For future reference, you can find a list of bannable offences in this post: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
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@batmanscar said:
why is it that every time I make a vote you have to come to post a negative comment seriously stop its getting old , if u dont like my idea just vote you don't have to be negative about everything I say 100 percent of the time just cuz u have nothing else to do . serioulsy .
You made a post on a public forum, which implicitly invites others to share opinions and criticism, and that post was a poll, which explicitly invites people to disagree with you. He wasn't being negative, he was politely disagreeing and offering some constructive criticism. If you don't want people to disagree with you, don't make polls.
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I don't mind the outfit. I don't love it enough to buy it, and the half-shaved hairstyle isn't really my style (which is sad, because there are a lot of hairstyles like that in the game) but I'm glad that so many other people are enjoying it!
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To answer your question - the other player DCing was not your fault, but for you to DC in that situation is your fault and it's not really justifiable. Quitting the game because you failed your challenge is just as bad as quitting because you got downed once or found in a locker, or any other reason aside from inescapable bugs, real life emergencies and games being held hostage.
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@MrsPiggyIsSoSneaky said:
https://forum.deadbydaylight.com/en/discussion/comment/933594#Comment_933594
Im pretty sure if real developers read what you said they will be laughing right now, and laughing even harder at behavior
https://forum.deadbydaylight.com/en/discussion/comment/934235#Comment_934235
Yes we got Christmas cosmetics, but there's nothing to celebrate with it, no Christmas event to really be in theme. So it really feels out of themed.
It's like making a cake when no one has a birthday party going on
I'm just saying, considering how popular and highly-requested the Christmas cosmetics were, implying that they don't care about player enjoyment by saying that they're lazy and just want our money is going a bit far.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/935733#Comment_935733
All challenges get you to tier 33, I counted it (yes I actually went back to count it).
It could get you to 40 because of the 800XP Rift Fragment bonuses... but it's more like 38 or so.
It's possible, it's just highly unrealistic and would require sleepless days and nights to get ahead. It isn't worth the trouble...
I think you may have missed a master challenge in your calculations, because by my count completing all challenges, including the epilogues, will get you to tier 34 exactly.
It would take at least 104 games to complete all challenges, assuming you complete every challenge in the minimum number of games necessary. At a rate of 600XP per game on average, that would earn you 78 Rift Fragments, without even factoring in the first game of the day bonuses.
So by completing all challenges, you should get to tier 41 at an absolute minimum.
For most people I've seen, it seems to realistically take somewhere in the 150-200 hour ballpark to complete the Rift. So it wouldn't require any sleep loss, it would just require you to play DBD like it's a very demanding full time job, for like 8-12 hours a day, every single day until it closes. It's a lot, but technically doable. So it's up to OP whether they feel it's worth the trouble or not.
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People don't like change, and part of what some players used to enjoy about Nurse was her unstoppability, which is not so strong now. The people who say that Nurse is not fun anymore are mostly those who enjoyed playing her before the changes and now miss her old kit.
As someone said above, fun is subjective. My brother started playing the game six weeks ago, so he never knew her pre-rework, and Nurse is his favourite killer. Not because he's good at her - he's definitely worse on Nurse than any other killer and gets very few kills - but because he has a blast every time he plays her.


