Fibijean
Fibijean
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@BDS22 said:
https://forum.deadbydaylight.com/en/discussion/comment/935434#Comment_935434
Codes are hard to get for their own game? Is that how that works? lol
Microsoft and Sony are very tight with the amount of influence they let the devs have. Valve is a lot more open. It's MS and Sony's fault that achievements can't get changed on consoles as well.
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I've nearly finished the Rift, and it's taken me about 150 hours. Even if you were very lucky with disconnects and queue times and fast games, I estimate it would take you at least 100 hours. So you would have to spend a minimum of 5.5 hours a day, every single day for the next 18 days, Christmas included, to even hope to unlock the Rift Pass.
Is it possible? Yes. Is it likely to be realistically achievable? No.
If you managed to complete all challenges in the Tome in that time, though, it would probably get you to at least tier 40 or maybe even 50, which is a fair way along the track. I'd say it definitely took me less than 18 days in total to complete all the challenges, so that part is definitely doable. You can also buy Rift tiers for 100 auric cells (1USD) each, so if you see how far you get in the next 17 days and then buy the rest that would be one way you could complete the Rift in time.
If you don't manage to complete the Rift and/or don't want to spend money buying tiers, you can almost certainly still acquire the outfits. The devs have stated that almost all of the cosmetics from the Rift will arrive in the Store in the future, to give players like you who missed out the opportunity to enjoy them. However, it will be at least 6-12 months before that happens, so you'll have to wait a while.
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For those concerned about the Nurse's killrate, I'd just like to put it out there that Peanits said (about a month ago) that her kill rate has been steadily climbing back up since the changes, at least on PC, as people get used to the new Nurse.
So if we're basing her quality on killrate alone, she may yet turn out perfectly fine.
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To be honest, her voice acting is not great compared to most of the other survivors, she doesn't have many cosmetics, and she's probably not that interesting as a character to anyone who hasn't seen Stranger Things. Even to those who have, Steve is by far the more popular character, and he has cooler cosmetics with more meme potential. The only other reason people might play her is for her unique perks, but most people don't go for stealth perks so those don't have widespread appeal either.
Personally, I quite like Nancy and play her on occasion, those are just some reasons I can think of why a lot of people might not.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/934231#Comment_934231
I think what @TheIdeaMind2000 means, is that rank 1-4 should get more rewards each game than ranks 5-8, 5-8 more than 9-12 and so on.
So in higher ranks the games are harder but you get more bps and/or exp.
I see. So what did they mean about the higher ranks being more grindy, or being able to choose to go up or down ranks?
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@HeroLives said:
https://forum.deadbydaylight.com/en/discussion/comment/934207#Comment_934207
im half asleep not even going to lie, but I am enjoying our debate.
you can be the best stealther or looper but if others aren’t doing gens you’re going to die, either way. One isn’t more optimal than the other if you’re really good at staying alive it all boils down to the rest of the team. A stealther not getting caught and going back on the gen saves time for everyone else be it gen time of save time. A looper distracting the killer does the exact same thing. One isn’t greater than the other in my humble opinion.
so to me whether they stealth or loop isn’t the problem it’s what they do outside of it so I’m with you on that.
as far as game play goes some people like info builds to get the stealthers, while others enjoy chase builds as far killer goes. Unless ya know they mix. So a good killer to someone else might be a bad killer to me due to my, their, or your weaknesses/strengths being exposed to an opposition play style.
in my brain I know it just comes down to game knowledge gens/ and opportune save time.
whether or not they are trying to build the game on chases alone is another thing.
im just saying stealth matches are out there where it’s stealth vs stealth and that’s fun for some people.
I imagine if you’re playing a stealth team and have a load out for closing down chases or gens you’re not going to have a good time. But if you have info perks/addons it will be great. Load outs matter.
just because some people think the entire game revolves around 1 playstyle (cough chases cough)doesn’t mean everyone else does.
I can pip just fine stealthing, saving, doing gens , heals , totems, and juking if caught if they aren’t stacked on chase perks
my only complaint is I can do everything but get in a chase and still make less points than the guy that just chased and did a couple of saves. It’s mildly triggering. Umm like hello I just did all that and to be POG I have to do chases with almost an entire map of dead zones and 0 chase perks just to beat that one guy who did 2 things.
Yeah, I do know how you feel. As I said, I personally favour a stealthy playstyle.
I think the distinction to be made is that I'm talking about viability in terms of how each playstyle affects your chances of not getting killed before the gates open, whereas you're thinking of it in terms of how it affects the chances of the gates getting opened at all. In which case, I can see why you'd say that either approach can be equally effective.
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Are you from Brazil?
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@Spooky13 said:
Go Basement Trapper, much better than Basement Bubba. I used Monstrous Shrine, Agitation, NOED, and STBFL with Padded Jaws and Stitched Bag on Campbell's Chapel. Once one survivor came down to the Basement I hooked them and the rest immediately ran down, one got caught in one of my traps, the other got grabbed during the unhook animation, and the other was already injured so I downed them while the other was on my shoulder. I wish I saved a replay of that because it was absolutely magical to watch.
I had a similar experience on my first attempt.
I thought all was lost when I got my first basement hook (Nancy) after 4 generators had already been done. Basement was in shack, so I put a trap on the stairs, a trap at the window and a trap at each door. Then I walked away and waited for Territorial Imperative to pop.
It didn't, but someone disarmed one of the doorway traps so I went back. The person who had disarmed the trap apparently got freaked out by their Bloody Coil injury and didn't go for the save. Instead, she jumped out the window and straight into another trap. Last generator popped as I picked up Jane out of the trap. Hooked Jane next to Nancy.
Steve and Claudette arrived as I was hooking Jane. Claudette got caught in the trap on the stairs. Hit Steve (the only remaining healthy survivor) with NOED, then whacked Claudette as she escaped from the trap, and hooked them both.
I wished I had recorded mine as well. They were quite nice about it in postgame, considering.
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I believe the plan is, as Milo mentioned, to rework every map/realm one at a time, so eventually all the maps will hopefully be more balanced with better totem spawns, similar to what they did on Springwood.
In fact, according to the Year 4 Roadmap, we may be due for another map rework around the same time as the mid-chapter patch and the second Archives, which should drop around the end of January.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/934271#Comment_934271
They could allow customization though for maxed perks since youd have to get them from the bw but then they are personal. On pc you can already bring back ultra rare perk color. Also its kinda annoying to have 3 purples then that green just sitting there kinda messes with my ocd to be honest.
I don't disagree that it would be nice, and honestly I don't remember what the reason was for their being removed. I just remember that there was a reason for it, so it's unlikely that the feature would be reimplemented unless the original reason becomes somehow void.
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@AvisDeene said:
You’ll have to keep trying. Eventually, you’ll get it. I haven’t done it yet, but read it’s probably best to use Trapper. Don’t go for the basement right away, try to hook each of the survivors once before you take them down there, and take the map into consideration. Attempt the challenge when you get a map that has the basement centrally located.
Once you get someone in there, trap the crap out of the basement and anywhere leading to it. Make sure you run the perk that makes it harder from them to struggle from your grasp and the other one that lets you walk faster while you’re holding someone.
If you try this at the beginning of the match, survivors will think you’re just trying to be toxic. Trying it after you hook each of them once and they have 2-3 generators done will give them a little sense of accomplishment.
Some survivors also play killers and will understand you are doing a challenge.
The other option is an Insidious basement camping Leatherface build.
Although the disadvantage of Insidious Leatherface is that most survivors will only fall for it once and after that will try to avoid it at all costs, which can make it a challenge to get them all into the basement once they realise they have no hope of ever getting out. I prefer Trapper for basement builds for that reason, because survivors tend to attempt basement rescues more against Trapper since they feel like they have more of a chance of getting out of there alive.
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@Hex_KillerMainBTW said:
I would've loved to be able to select multiple ones at once. But then it probably wouldn't be much of a grind so it's probably why they didn't do it that way
Yes and no - in a sense, they made the challenges difficult and limited how much progress you could gain in a single match to reduce the grind when it comes to Rift progress. Theoretically, the more time people spend in games trying to complete the challenges, the less time they need to spend grinding XP for Rift Fragments if they still want to progress after finishing all the challenges, and so the less wearisome the grind to complete the Rift feels overall.
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@Runcore said:
https://forum.deadbydaylight.com/en/discussion/comment/934321#Comment_934321
This is wxactly what that game needs. Counter to whinning pll like you. I have enough of everyday crying for some killer nerfs. Nerf this, nerf that, this should be stopped... etc. Ppl like you would love to see killers crying on corner of map with no power or tactics
The OP was addressing both survivors and killers, and talked about tactics like genrushing as well as tunneling. You shouldn't assume that just because someone has a problem with one killer mechanic, they're on a mission to get all killers nerfed into uselessness. That's a huge and unhelpful leap of logic to make.
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I like Claudette's character, personally. She's shy and unsure of herself, especially when it comes to situations or environments she's not accustomed to. Her body language is reflective of that timidity, and her clothes are conservative and sensible for the most part because again, it suits her personality and her circumstances from her previous life.
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@FastestVirginia said:
How could they expect from us to belive it was a bug is beyond me, because they not only removed ranks in lobby but also lvl of other teammates characters and their prestige.
In what way does that make it unlikely to be a bug? I find it entirely plausible that a feature of the SWF lobby interface (in which players do have access to that information) could accidentally have slipped into the public lobby interface as well.
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The players are competing with one another. Definitionally, that makes it a competitive game.
I understand the frustration, but the fact that a tactic isn't much fun to be on the receiving end of doesn't make it any less valid as a tactic. What really needs to stop is players trying to tell other players how they are and are not allowed to play the game.
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@Jukenobi said:
"There are a lot of features that people in the community have requested as basekit – Ruin, for example (which is not going to happen)".
Killers were really asking for Ruin to be basekit? Sweet lord this would ruin the game even more.
Was that a pun? 😉
Also if it helps, the devs on stream had basically the same reaction as you.
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@ShadowRain said:
@Peanits @MandyTalk Any news on this?
I believe the devs have said in the past that they have no plans currently to add ultra rare perks back to the game, for the same reasons that they removed them originally.
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It's not completely clear-cut what it means. There was an interesting discussion about Evan's story and the meaning behind the cutscene in a post here on the forums after level III released if you're interested in checking it out: https://forum.deadbydaylight.com/en/discussion/108668/why-evan
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Whether keys need fixing is debatable (personally I think they're fine as they are mechanically, they just need to be made a lot rarer), but it's a bit of an overstatement to say that no matter how badly you or your team played, you always get out easily with a key.
Particularly in the case of a team game, this isn't really true. For all 4 survivors to escape using a key, they have to have completed 5 generators, which means they've already done most of the work required for an ordinary gate escape. Even if there are only 2 or 3 survivors, they still have to have completed more than half of the required generators for the hatch to even spawn.
Once the hatch has spawned, they then need to locate it, while trying not to get killed at the same time. If they don't manage to all get to the hatch in time, the killer will usually find and close it first, which puts any remaining survivors in a much more vulnerable position. The same applies if you are the last survivor remaining. If neither you nor the killer know where the hatch is, the killer has a higher chance of finding it first. If they close it and you have a key, sometimes you can find the hatch and open it again, and sometimes two minutes isn't enough time and you die anyway. I've personally died around 50% of the times when I've attempted an EGC key escape.
Again, not saying this means there is nothing wrong with keys or that alternate balance suggestions shouldn't be considered, but if we're going to analyse the situation to see how it should be improved, we should be analysing it fairly and accurately.
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Could you point us to where they said that in the stream (like maybe a rough timestamp)? It would probably be easier to explain why they said it if it's made clear exactly what it was they said.
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Come on, everyone loves Elf Dweet.
And those ugly sweaters have been requested all year.
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Ah, the king of loaded poll options is at it again 😋 #GetGudKid
I can say with all honesty that I genuinely enjoy master challenges. In fact, that might even be an understatement. They're the only ones I really have any fun with.
I'm dying (no pun intended) for more challenges that are actually worthy of being called such.
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The game is already on sale on Steam and Xbox, and according to the latest dev stream it should go on sale on PS4 some time this week if it isn't already. The sale will last until early January.
However, the new DLC isn't on sale on Steam, presumably because it just came out, so it probably won't be on sale on consoles either.
(Edit: The game is now on sale on Xbox as well as Steam)
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@TheIdeaMind2000 said:
https://forum.deadbydaylight.com/en/discussion/comment/934219#Comment_934219
Oops I'm very embarrassed but I'll explain.
A rank category is like a level list of inexperience, experience and pros.
Each category is like a rank for people who want an easy or challenging game.
The inexperience will have more fun and have less grind.
While the pros are more challenging and have more grind since they'll earn more.
It'll balance out the ranks more effectively. The more you rank the more you can think about changing to a higher category. But if you chose to go back let's just say earning more will be earning less.
No need to feel embarrassed! A dev might still come along and answer your question, but in the meantime I can try to help somewhat.
I'm having a bit of trouble understanding - maybe it's because I don't play many competitive ranked games. Are you suggesting that they have different categories of ranks and each one has a whole bunch of sub-ranks inside it? Like for example in LoL how they have the categories of Silver, Gold, Diamond, and such but then within that there's Silver I, Silver II, Silver III, etc.? Or have I totally misunderstood lol.
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@TheIdeaMind2000 said:
I have a small question. Might be unanswered or avoided but, do you lot have any plans of adding a Rank Category list that might ease on most parts?
I'm not a developer, just the OP, but could you explain what you mean a bit more?
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@HeroLives said:
https://forum.deadbydaylight.com/en/discussion/comment/934137#Comment_934137
Yeah I mean if you suck in general at stealth and you’re the first found and can’t run at all sure , I highly doubt those people would make it to red ranks though forever stuck in green or yellow maybe due to luck. I personally think the most absolute trash stealth player not being efficient sucks, just as bad as altruists who hook farm before you can get through a single ruin gen, and look you’re all dead 4/5 gens up. both contribute 0 to the overall goal.
the difference is if you’re a trash stealth player and doing all the gens and go down quick you’re not awarded anywhere near as much as an altruist with bt who also goes down quick. That’s the difference in favoritism as neither really contributes Bc either way people are spending more time going for saves whether you’re the altruist immediately getting hooked after saving or first down gen jockey. The altruist or gen person if they both put the an equal amount of effort the altruist is awarded more
I am listening to you, but you’re using just bad stealth as an example compared to the best chaser.
the thing is though if you have 4 of the best stealth players who can do gens and power gates to get out without anyone getting caught you’re not rewarded anywhere near as much as 4 of the best runners who also do gens and get out. Both are viable, actual stealth isn’t rewarded enough Bc it’s much harder to pip, even though it’s hands down if we are talking BEST STEALTH 4 man much more optimal to the goal of survival.
you’ll get iri lightbringer and evader(which is how you get unbroken) at best. with not a lot of points.
where if you max out evader ,and light bringer through chasing over stealth you’ll get a significant amount of more points.
but if throw in saves on either play style shouldn’t be a problem. the overall problem isn’t stealth vs chaser but when either side doesn’t touch gens when they aren’t hiding or being chased. Or poor time management with saves either being too early or too late. I blame the over under altruism personally. Not the optimal stealthers or the runners as a play style if both are doing gens when they should be. That’s where we differ.
I'm more interested in analysing game design as per the OP than I am in analysing the emblem system, which I think we can all agree is flawed. The only reason the emblem system came up at all was because I mentioned that I could see where Peanits was coming from with regards to the decision to reward stealth-based play less, because it's not actually the optimal strategy. I never even said I agreed with him, just that I understood his point.
I think where we differ is on how viable stealth is as a strategy. I know stealth isn't rewarded as highly as boldness or altruism, the point was that there might be a reason for that.
I'm not comparing bad stealth to great looping, I'm saying that no matter how good you are at stealth, the best killers will always find you anyway, and if stealth is all you're good at, you're screwed. Whereas you suck at stealth and you're only good at looping, you have a much higher chance of survival.
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Nerfing or handicapping SWF is never the answer. For starters, it will alienate a large proportion of the playerbase and heavily discourage new players (the majority of whom pick up the game to play with their friends, and will get easily frustrated by both long queue times and being forced to play against highly skilled killers).
It's also bypassable just by queuing solo and dodging lobbies until you get one with your friends, which is not actually as hard as it sounds and would be something I can imagine a lot of people doing in this situation because overall it would probably be quicker than waiting in a killerless matchmaking queue. The lobby dodging would increase queue times across the board, it would be boring and frustrating for the "SWF" group, and the killers would still end up playing against people using voice coms. Everybody loses.
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For starters, I would recommend playing a killer with good basement defense, such as Trapper or Leatherface, or one who is able to return to the basement very quickly such as Hag or Demogorgon. Demogorgon obviously can travel quickly using his portals, and Hag is great for basement builds because the survivors have to either set off your traps, allowing you to teleport straight to them, or try to escape the basement by slowly crouching, giving you time to catch up to them before they leave. Don't use Hag if you see a flashlight in the lobby, though, for obvious reasons.
Whoever you use, equip Agitation and Iron Grasp so that you can get people to the basement more easily. You need to get someone hooked in the basement as early as possible so you can snowball from there.
Territorial Imperative is a very underrated perk for this challenge, since you can leave the basement area (so that the survivors don't see you camping and get scared off - remember you want to lure them all to the basement, so you need them to think that saving their teammates is possible) and still receive advance warning when someone comes for the save. Usually TI will get you back to the basement as everyone is coming back up the stairs. On someone like Demogorgon, it may even get you a hook grab or two if you leave a portal in the basement. It's useful on Hag as a backup plan in case the survivors are smart enough not to set off traps.
Particularly if you're playing a high-mobility killer like Hag or Demogorgon, Make Your Choice is also an excellent perk, since it will allow you to down both the rescuer and the rescued survivor one after the other and hook them both in the basement.
Personally, I liked Trapper for this challenge. After you hook your first survivor in the basement, trap every nearby window or doorway so that the survivors will either get caught trying to rescue their hooked teammate, or will be forced to disarm a trap and thus give you forewarning when they're trying to enter the basement. Either way, it's very difficult for them to pull off the rescue under those circumstances.
If you have a spare perk slot, I would also recommend NOED, just to help you secure kills if they manage to get to endgame and to counter things like Adrenaline.
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DBD doesn't have a big enough playerbase to support something like this - queue times get pretty bad as it is.
Even if it did, such a system would still be very much open to abuse. The article below explains why this is a better idea on paper than it is in practice, using Overwatch as an example:
Catching up on the Overwatch forums, there's a post by the game's director, Jeff Kaplan explaining a little more about matchmaking. The part which stood out to -
@HeroLives said:
https://forum.deadbydaylight.com/en/discussion/comment/934084#Comment_934084
I mean I guess if you think being chased is the primary objective WHICH ITS NOT. There’s also a big difference between stealth and being useless, id say say a bunch of people safe hook farming each other with bt and not touching gens is the equivalent to stealth players who don’t touch gens and catch never catch the unbroken emblem.
my point is over altruism(even though also completely useless) is rewarded higher than doing the primary objective and dying first hook.
so you can be the best at altruism and still get chaser And max out both and have an easier time pipping even though you did 0 to power exit gates,die and be highly awarded for it
while if you were on the opposite end of the scale and did all the gens, and stayed away from the killer (essentially unbroken) , and pip, but if you did all of that and get found and die on first hook Bc the whole team skips out and leaves you , you safety at best Bc unbroken was nullified and you maybe get a brown silver or gold in evader depending on how long you lasted in the chase, which by the time your found if you are good most of the pallets areas are barren.
So from one extreme to the other altruism is favored over stealth Bc how emblems work.
if you’re balanced between the two like Monto or pugs play style then you’re well rounded however most players are either one extreme or the other. You can see this if you integrate both play styles the huge disadvantage that both give.
Of course a mix of both is ideal, that goes without saying, but when it comes to stealth versus aggression I feel like you're not listening to what I'm actually saying. I never said that stealthy players are useless or anything close to that, in fact I said the complete opposite in the comment you initially replied to.
While it's true that being chased isn't the objective of the game, neither is doing generators. Escaping is the objective, and that can be achieved in a variety of ways. But stealthy players are more vulnerable to being caught in the open and killed (thus failing their objective) than players who are good in chases and therefore don't need to rely on not being seen to survive. Good killers will always find the survivors no matter how stealthy they are, so it makes sense that an aggressive playstyle is favoured over stealth in high-ranked play, not just by the players but by the design of the game itself.
Stealth is simply not as reliable a tactic as looping, because it is much more heavily reliant on one's opponent making mistakes. Once again, I am personally a fan of stealth. It's my preferred playstyle, and I wish it were more viable than it is. But the fact is that, because of the way the game is currently set up, stealth alone is just not as viable against good opponents as the alternative.
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Personally, I'd rather keep it as it is. Playing a killer without perks or add-ons allows you to get a much clearer idea of how the killer actually plays at base level without the addition of extra mechanics, which is the purpose of the offering, after all - to give a preview of how it feels to play that killer.
The only change I would like to see made to these offerings is to stop them appearing in other killers' bloodwebs when the relevant killer is already owned, because at that point, they're worse than useless.
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@HeroLives said:
https://forum.deadbydaylight.com/en/discussion/comment/933112#Comment_933112
Keeping the stealth players in lower ranks is why you end up in red ranks with a bunch of loopers looking for action and hook rushing not doing gens.
id argue that aggressive play style is less efficient in quantity than stealth.
I can do about 3-4 gens solo while the other three run around “playing ring around the Rosie“ Bc they can’t seem to stay away from the killer long enough to not kill each other off before I can finish them by myself, if they haven’t hook farmed each other to death by quick saving and being not as good at looping as they think they are. it’s kind of annoying. Bc if atleast even 1 of them also touched a gen we’d be done with the objective before you all killed each other off.
Well yeah, if your teammates are distracting the killer then obviously that frees you up to do generators, but it doesn't always work that way. If you're the first to get found, or if you go for an unhook and get chased, and you can't loop, you're going to die pretty quickly. That's why that kind of aggressive playstyle is valued at high ranks, because no matter how good you are at stealth, a good killer will find you eventually and then you're screwed.
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@RyanFox said:
I'm confused, the title is saying "Buff" but you talk poorly about it, like it's too strong and that you always die because of killers using it. Did you mean nerf or am I just not being smart right now?
I think it would be fairly safe from the content of the post to assume that they meant "nerf".
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I liked the feature too, but it was pretty clear the devs are putting their foot down on this one and it's not going to happen.
The only way I can ever see them restoring it is if the playerbase grew so large that queues were practically instant, making lobby dodging less of an issue, and/or if dodging penalties were ever implemented.
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I'm pretty sure either Billy or Wraith is going to be next, because they were the other two killers who were in the game upon its full release. If they're going strictly by release order, Wraith will be next, but of the two I'd prefer Billy.
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@RepliCant said:
https://forum.deadbydaylight.com/en/discussion/comment/933699#Comment_933699
Hey, I read what you said :) thanks for giving the time to explain some things.
- About cosmetics
I see, I guess I was wrong there. I just believe when releasing the amount of content they do, while the game is in the current state, can give a false prejudice when giving feedback (which is what clearly just happened, Lol). Sometimes you look at the tremendous amount of content and say, "hey, why doesn't bug fixes and stuff that matter more get done before cosmetics" but I will achknowledge I am wrong in this aspect :)
About hotfixes:
Maybe that's the core issue then? That *if rumours are true*, the code is messy, which leaves more problems than not. I know how developing works, it's not easy, and in no way disregarding their work put into it, but I'm not going to lie when I say, it's a bit ridiculous how much gets broken when they try to fix other things. I will also just achknowledge, it's pretty hard so props for them for trying atleast. I just see other games I won't name, release hotfixes within 12 hours if not a day at max for *game breaking* bugs.
About matchmaking:
I have an email from DBD customer support saying Matchmaking is their top priority, and it does seem like matchmaking problems are an issue across the board. Now, you're also right though, my particular issue seems only relevant for me, but it's kinda frustrating when you realize nothing is going to be done about it for a while, and you don't get an answer other than "we are making small tweaks, and matchmaking is our priority". That's all.
Glad we could have a discussion about this, and I'm also personally thankful you aren't disregarding how I feel about the current state. Everyone is allowed to feel different, and I tried to remain my comments down to constructive criticism and tried not to exceed in such. I hope my comments came across as an criticism and not an attack on the game (That I actually love)
Edit:
also i'd like to point out to no disregard what the ending of the post says specifically. :)
Yeah, I think you're right in that the main issue when it comes to bug fixes is probably the programming. Badly organised code makes troubleshooting ten times harder, and it's unfortunately not something that can be fixed very easily either.
I totally understand about the matchmaking thing. I think we've all had enough bad customer support experiences that we can relate to the frustration you're feeling. When you're being told that your issue is top priority but it's still a problem after months, those assurances can start to feel pretty hollow.
And I think you came across very well in your original post, so props to you for that. It's a rare person around here who can complain about things in the game that they're unhappy with without coming across as rude or obtuse. It's nice that you can acknowledge the hard work they're putting in and know that they still care about the community, even during times like these where communication is scarce and emotions are running high.
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I rate a win or a loss by whether I meet the win condition. Meaning a win as survivor is an escape, and a win as killer is 3+ kills.
I don't care about rank in either case, in fact I really dislike ranking up because it usually feels undeserved. So this is a difficult question to answer because I usually don't pay that much attention to it, so I couldn't say whether I usually rank up with a satisfying loss. I'd hazard a guess at about 50/50.
Satisfying losses happen maybe 25% of the time as survivor, a lot less as killer (maybe 5-10%) because I'm quite a low killer rank so I'm usually very much in control of the game. When I lose as killer, it's usually on purpose.
As a survivor (which I usually play in a SWF group), I'd say a satisfying loss is one where I feel like I had a chance or played well, but was ultimately outplayed by a skilled killer who played fairly and showed good sportsmanship both during and after the game. This can happen if the whole survivor team loses, but more often it happens when my death saves the life of a player who I thought deserved to win or who saved my life earlier in the game.
As killer, assuming I'm trying to win, I'm generally satisfied with a loss if the person I killed was the most challenging of my opponents, or again, if I feel like I played well, maybe got quite a few hooks in, but the survivor team managed to pull a win together in the end. As long as the survivors were good players and good sports, I am generally happy to accept defeat at the hands of worthy opponents.
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@Avilgus said:
https://forum.deadbydaylight.com/en/discussion/comment/933506#Comment_933506
Her mother was killed by a moose.
A moose once bit my sister.
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Maybe it's not the best idea to ban all the new players while we're trying to improve matchmaking and queue times?
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I'm not a developer, but if you are genuinely looking for explanations to some of these, I'll try to address your concerns.
Dedicated servers
The dedicated servers have been consistently improving, they just haven't been announcing changes. While it's true that they're nowhere near perfect and latency is still very much a problem, they're miles better than they were two months ago when people were struggling to even move. It's possible that you could be having trouble with the servers due to you yourself not having a good connection to them, for example if you're in a region that isn't particularly close to a server and don't have incredible internet to compensate for it. I believe there are plans to deliver an update on the dedicated servers in the end-of-year informational post that will release on December 31.
The Rift
While I understand your frustration with the Rift, the 1 hour per day thing was a proclaimed goal, not a promise. This is the first time they've done something like this, so it shouldn't be too surprising that some of their ideas about how it would all turn out were pretty far off the mark. The DBD Rift is unusual for a battlepass system in that the premium track doesn't contain anything in the way of XP or progress boosters, meaning that there is no disadvantage to buying the pass later rather than sooner. I'm sorry that you're disappointed with it, but especially since this is the first pass and there were bound to be some issues, the smart thing to do would have been to wait to see how far you could get along the free track before investing in the premium.
Cosmetic releases and bug fixes
It's been said so many times it's becoming a cliche - cosmetic artists don't do bug fixes. New content and cosmetics are necessary to draw in new players and keep older casual players interested. They also generate the revenue that the company needs to pay the programmers to fix bugs, and to maintain and improve the dedicated servers, which are the sort of thing that can't be skimped on.
DBD has 8 major patches every year, with usually a hotfix or two between each one, and almost every set of patch notes they release has dozens of bug fixes included. The most recent patch had about 80 different bug fixes. The one before that had almost 100. Even though it may seem like they don't pay attention to things like fixes and improvements, that's probably more an issue of cognitive bias than anything else.
matchmaking
I don't know what the solution is to your corrupted files problem, or what it has to do with matchmaking, but it doesn't seem to be particularly widespread, so it makes sense for the developers to be prioritising issues that are affecting all or most of the playerbase over those that affect only a few. When it comes to matchmaking and queue times, I can't tell you anything more than what they themselves have told you - that they know matchmaking has its issues at the moment, and they are working to try and resolve them. It's up to you whether you're willing to take them at their word on that.
Hotfixes
I don't know if you're a programmer or not. If you are, you know that sometimes bugs can be difficult to identify, and even more difficult to diagnose and fix the issue, particularly if your code is irreparably messy and badly organised as DBD's is rumoured to be. They also need to go through testing to make sure the issue is fixed before it goes into the patch. This process could easily take anywhere from a few days to a few weeks. While I agree that the devs could probably do a better job when it comes to QA, once those bugs do get found in the game, the time they take to get fixed is not actually unusually long.
Fog Whisperers
I actually agree with you on this one. I don't know what's really going on there. There are a lot of side projects like the Fog Whisperers program or seasonal events that the devs appear to have been too busy to really pay attention to lately, and I don't have an answer as to why that is.
You are always allowed to be unhappy with the state of the game, and to give your feedback on what parts you're unhappy with. The devs need to hear that kind of thing, and it can only be beneficial when it comes to improving the game. It's also good to be able to acknowledge that we as players don't always see the big picture, so I commend you for that. None of what I've said here is meant to invalidate your feelings or your concerns in any way, just to provide an alternate perspective that might help you to reconsider or at least ease your frustration by providing answers to some of the questions you seem to have.
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@avilmask said:
"This survivor plays like a baby! If I brutally kill them, they'll be discouraged from playing the game. Why not show them some mercy while they're still babies?". Like, seriously, you must that one guy that brutally beats people in competitive games with clueless amateurs.
I'm this way. I can imagine how discouraging it can be as a new player to be constantly beaten down and feel like you don't even have time to improve your skills because you keep dying so fast. So if I come across a survivor who clearly doesn't know what they're doing, I either let them escape cause I don't mind that much and maybe they could use a win today, or if I decide to kill them I at least let them get in some decent gametime first.
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Sound design is a key part of balance in Dead by Daylight because it plays such a large mechanical role in the gameplay. Giving players the ability to manipulate the volume of different sounds in the game would be much more than a QOL change, it would open up a whole sea of sound-based tactics that would be extremely difficult for the developers to balance around.
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The problem is, rank isn't a personal thing like character levels. Its primary purpose is not to be a rewards system, but to be a reflection of the player's skill level so that they can be matched with others of a similar skill level for games. Giving players the ability to reset to rank 20 and be matched against low-ranked players again once they reach rank 1 would defeat the purpose of the whole system and be highly abusable by good players.
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@AAAAA said:
https://forum.deadbydaylight.com/en/discussion/comment/933636#Comment_933636
Or phantasm trap! And maybe also portals? Not sure about that one...
You're right, I forgot about Phantasm Traps, Small Game detects those as well. It doesn't detect portals, though.
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NOED is not as bad as it seems. If you're new to the game it can be challenging to go up against, but you can hard-counter it by cleansing all 5 totems on the map. If you have trouble finding them all, you can use a Map item with a Red Twine add-on, or a Rainbow Map, or you can use Small Game, which is a basic survivor perk that will give you a noise notification when looking in the direction of a nearby totem (or bear trap).
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No worries, glad to help 😋❤️
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I'm going to assume by "games" you mean "attempts", meaning that the master challenges aren't all just one game by default.
I've done all the killer challenges - all of them I did in one game except for Bloody Good (2 games), Got You (2 games - didn't get any grabs the first time because of ping issues), and Darkly Obsessed (4 games - I don't own any obsession-switching perks and didn't get Decisively Struck at all).
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@Overlord_Will said:
The 60 second wait to use static shock feels like it’s long of a wait to use it I feel it should be a shorter cool down.
It's really too soon to say without trying the changes for ourselves. If I had to guess, I'd say it will probably be available for testing and feedback during the mid chapter PTB.
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/932419#Comment_932419
I'm not contesting the majority of what you said, as most of it makes sense and I can definitely accept the logic, but could you not also say that a survivor who's extremely stealthy but also does objectives and saves should have an equal chance to rank up and go against killers who are harder to stealth against? I have never been able to loop. Been to rank 1 a few times as survivor, and I still can't loop for #########. What I'm good at is not being easily found, even while I'm helping the team. My emblem for chases is usually terrible because I'm bad at them, but I find success in the stealth and intelligent play gameplay...even if there's no emblem that gives me anything resembling a reward for "was only in the killer's terror radius twice all game"
I'm exactly the same way. Personally, I wish that stealth were a bit more of a viable option, both gameplay-wise and emblem-wise, than it currently is, because I like to think of stealth and aggression as the two main playstyles in DBD.
Considering how much harder and more unavoidable chases become at higher ranks, though, I can see Peanits' point that it's better for people who don't do well in chases to be deliberately kept lower.
Of course, one could argue that the game could just be rebalanced a bit such that choosing to avoid chases altogether is a more viable option at top ranks, but if every survivor is doing that it can get really boring and frustrating for the killer, so it starts to become a problem in that regard.
So as Peanits said, perhaps there's no definitive answer either way.

