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Fibijean

Fibijean

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  • @wydyadoit said:

    https://forum.deadbydaylight.com/en/discussion/comment/926308#Comment_926308

    my biggest concerns right now are:

    1. does it prevent the killer from rage quitting or at least reward me for my efforts
    2. does it punish survivors that rage quit
    3. does it allow survivors with crappy internet to realize they have crappy internet
    4. does it allow killers with crappy internet to realize they have crappy internet
    5. will it prioritize the BEST connections over the WORST connections?

    if it does those things then I don't see how it could be worse.

    The answers are:

    1. It doesn't prevent anyone from rage quitting, but it's supposed to reward survivors for their efforts if the killer ragequits. It doesn't happen to me very often, so I'm a bit hazy on the details, but I'm pretty sure that you get any bloodpoints you had already earned during the match, and you at least safety pip. I believe that's how it's supposed to work, at least. Someone else with a better memory can correct me if necessary.
    2. Survivors that ragequit are currently punished by the same system that is in operation on consoles (players get banned for excessive disconnects), however a new system is about to be implemented on platforms with dedicated servers - PC and Switch - whereby survivors who disconnect from a match will be locked out of rejoining the queue for a certain amount of time. Details of this system were described back in the July Dev Update (https://forum.deadbydaylight.com/en/discussion/73858/)
    3. That is one advantage of the dedicated servers, that if any one player, survivor or killer, has bad internet it affects that player only. People still can and do blame the servers for their bad connection, but at least they can't blame each other anymore.
    4. See above.
    5. I assume by "prioritise" you mean when it comes to deciding which ingame actions register as far as the game itself is concerned. Generally, the servers are set up to prioritise the killer's connection when it comes to any interaction between killers and survivors, such as hit detection, because there were a lot of problems originally with latency which made killers like Nurse, Huntress and Plague basically unplayable. When it comes to interactions between players and the environment, however, such as jumping into or closing the hatch, or interactions between survivors, such as healing, whatever information reaches the server first tends to get prioritised.

    Overall, I wouldn't say it's necessarily worse than peer-to-peer because there are a lot of good things about the servers in theory, it's just that a lot of the changes that need to be made in order for the dedicated servers to be superior haven't yet been made, which is why they're still in the testing phase. But they're definitely getting there - the servers are miles better than they were two months ago - so hopefully it's only a matter of time before they're ready to go live on consoles as well.

  • Dedicated servers will likely come to consoles when the testing phase is over on PC and they're ready to be officially launched on all platforms without needing constant backend tweaks and updates. Like @Cornpopers said, there's no confirmed date yet on when this will be, because testing is still ongoing at the moment.

    If it makes you feel any better, the servers come with their own set of problems and are definitely not as great as they might seem for someone still living in peer-to-peer land.

  • @mmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/926212#Comment_926212

    I am going to admit to lacking knowledge on what you just said. What do you mean "activating your trap early"?

    The countdown timer on the trap only starts when a generator is completed. Before that, you have infinite time to get the trap off your head. So basically your teammates screwed you over by completing a generator against Pig, knowing you had a trap on your head, without giving you time to at least search a box or two first.

  • RIP ๐Ÿ’”

    In that case I would probably recommend a slugging strategy with NOED, Deerstalker and Nurse's Calling. Slug one person right before the last gen pops, down another using NOED, wait for a gate to open and hook them both, using Deerstalker and Nurse's to keep track of them and make sure they don't get healed. Try to kill at least one of their teammates in advance, and chase the other out the gate. It's not as reliable a strategy as Blood Warden, and it's a little mean, but it's the next best thing I can think of that could work.

  • Blood Warden is your friend for this challenge. Most people won't run out the gate straight away even after they realise you're running NOED, especially if they're a SWF.

    Ideally, you get everyone on death hook before the last generator pops, and bonus points if you can down someone before NOED activates so the others don't know you have it. You can wait for the gates to open, or open one yourself if you're close and feeling daring, and then hook them to activate BW. At that point, they can't escape, so it's just a matter of getting a single hit while they're all waiting for the gates to open.

    Side note - I don't believe NOED needs to activate in order to complete the challenge, you just need to have it equipped.

  • It sucks when that happens, but it is pretty rare to actually get killed by an RBT, even if you do get unlucky and your key is in the last box. And honestly, it's not a game design problem - it's your teammates' fault for activating your trap early.

  • @NoMitherPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/926163#Comment_926163

    I forgot to mention the why I want this slight buff. Currently, bond is the best healing perk in my opinion. 3 survivors potentially at different locations who can heal you at a fast speed, unlimited times. Inner strenght, 1 time use. 2 or 3 if you have a map. So I find it useful when you carry a map only.

    I don't necessarily agree about Bond, but that's a bit beside the point.

    If I understand you correctly, you're saying that you wanted to buff perks like Inner Strength a bit because of its limited usability, recognised that seeing totem auras would be much too strong, and decided that allowing IS users to see locker auras instead would be a good compromise? I could get behind that.

  • I'm not sure Inner Strength needs the buff, even though it's a fairly small one, but I wouldn't mind something like this, especially since there isn't currently any other mechanic in the game by which survivors can see locker auras.

    Off the top of my head, I can't think of any way such a feature could really be abused. It could be used to make countering BBQ easier, or predict a Huntress' movements more accurately, but most experienced players know roughly where the lockers spawn anyway, so I feel like it would amount to a QOL change more than anything else.

  • As mentioned above, it's basically a balance thing when it comes to ingame sounds. Sound design is such a huge part of the gameplay in DBD that they need to keep it consistent for all players in order to be able to balance around it.

    That said, I would like an option to turn down menu sound effects in general. Or just have the devs adjust the bloodweb sounds.. please. They're so darn loud.

  • I'm guessing they mean he streams at times that are inconvenient for EU viewers, like in the evenings for him which would be the middle of the night for Europeans.

  • Neither of you will get punished. The devs are very careful about banning people - the general policy is, if there is even a small amount of doubt that the person may not have done anything wrong, they won't punish them.

    People say that sort of thing at the end of the game because they're salty and they want to scare you or make you "pay", but 95% of the time they're just talking out their rear ends.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/926056#Comment_926056

    Yeah cause I've seen people say he's third worst killer or next to clown when it comes to effectiveness and I just don't see how thats plausible.

    People like to exaggerate with stuff like this.

  • Good lord, I thought that was hours, minutes and seconds until I read the comments.

  • I've come to really love these posts. I'm not even entirely sure why - they're so much fun to participate in ๐Ÿ˜Š

  • If you'd like an explanation as to why this isn't as plausible as it seems, here's a comment I made on a different post about the same topic:

    They can use animation tricks for that, though. The Oni's mori only has to work visually from one angle, and if you look closely on different survivors, you'll notice with some models and/or outfits it clips in weird places or doesn't show up quite as well. That's the sort of thing you can get away with in a 10-second animation with a fixed camera angle, but not a cosmetic that has to look good and realistic from all angles and while performing twenty different animations throughout the match.

  • @Science_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/926056#Comment_926056

    He's been out for over two weeks now, and playable for nearly a month. We're well past the point of survivors simply not knowing how to play against him.

    Not everyone has been playing non-stop during that time. Personally I still feel like I don't really have a handle on how to counter him, because I've only faced him maybe ten times since the patch release. It's possible that I just suck as a survivor, of course, but I typically hang around red/purple ranks so I suspect I'm in the majority in this case.

  • I think the reason people feel like he's weak now is because for someone who knows what they're doing, it seems pretty easy to loop him normally while he's using his power because he can apparently no longer flick around corners with Demon Strike. That said, his tracking ability and mobility is still intact and ought not to be disregarded entirely. He's not a terrible killer by any means, he's just not as good as he used to be.

    It's also possible that part of his success rate so far is simply because most people haven't really learned how to counter him yet - the same problem we see all the time at grey ranks, where killers dominate because survivors don't know how to play against them. So it's a bit early to tell, practically speaking, just how effective a killer he is. As long as most people don't know how to counter him, the possibility remains that he's actually a lot weaker in his abilities than he seems currently.

  • I would assume not, since it specifically affects Dream Snares and doesn't mention pallets at all. I'd recommend not using the two together.

  • I don't know if this is an intended feature and you're just doing it wrong, since I've never used the perk myself, but I have a couple of friends who frequently use Dead Hard and have reported similar issues. Half the time they hit the button, the dash doesn't even activate, and they end up exhausted on the ground.

    The only possibility I can think of it is that it's a latency issue, meaning that as far as the server is concerned, the killer has already hit you before you activated the dash, even if you couldn't see it on your screen.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/925996#Comment_925996

    I never was implying that you said I was being mean to them, i'm just speaking in-general. I don't know why people just automatically assume that when I say something they didn't bring up... but it doesn't really matter.

    Anyways, I don't see eye to eye with you on this one. I personally don't suggest he use perks as a last resort, as he'll grow dependent on them like so many have before with other issues. For example, someone who uses NOED frequently to get any progress done in-game (aka down Survivors) will most likely not break away from the perk because of this dependency they've developed with the perk...

    As such, no growth is made and they never stop using the perk as a result. They may develop over-time despite using the perk to mainly down people, but they'll usually use that perk for a lot of their Killers... despite not needing it anymore if they've gotten better at the game. This could be because the perk is just strong or they prefer using that perk to counter this issue... despite figuring out how to circumvent it with a less "easy" strategy.

    What i'm getting at is, if he relies on say... Mad Grit to counter this issue, than he'll take a longer time to move past it as a result... mainly because he will grow used to the modified swing speed when holding Survivors RATHER than knowing the base-kit swings and cool-down from personal experience.

    Basically

    He'll never know what it's like to play without this perk... because he'll never attempt to play outside of the modified version. It's like if you came across a Billy who only uses insta-chainsaw add-ons and never played without it... if you take that away than he'll have a really hard time adjusting back to the base-kit.

    My argument is that he'll have an even harder time adjusting back to base-kit if he crutches on these perks as a way out of his problem... which is why I don't suggest this and this is why I advice him not to do it.

    But its his Killer, he can do as he pleases of course... despite my warnings.

    I understand your argument, I just think that an imperfect solution is better than no solution. Regardless, this isn't about us, and OP has received several valid answers to his question already, so whether or not the two of us see eye-to-eye at this point doesn't really matter ๐Ÿคท

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/926000#Comment_926000

    It's probably someone without a credit or debit card, just using cash. Pretty likely if OP is a kid.

    I'm not sure why you'd say that, unless you either didn't read the OP or just assumed he's lying ๐Ÿ˜•

  • @Sushi_x2099 said:

    most of the challenges isnt easy since most killer mains block messages and dont care about what u wanna do

    You don't need to farm with the killer to complete the challenges - some of them can be a bit challenging if you go at it alone, but most are pretty simple if you just work together with the other survivors.

  • Rather than putting money in the wallet in advance, have you tried/are you able to just purchase the auric cells and add the amount needed to your Steam wallet when prompted during that transaction?

    If that doesn't work, aside from winning a contest or something (or the above suggestion regarding Steam cards) I can't see any other way to get auric cells on Steam. Your only other hope would be to contact Support and see if they can help you out somehow, given your exceptional circumstances. Here's the Support link: https://support.deadbydaylight.com/hc/en-us

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/925965#Comment_925965

    I don't see how they can't, it isn't really... that hard to overcome.

    Using a perk to fix a problem will only make you crutch on said perk, that's why I suggest he still power through and overcome this, rather than band-aiding the problem with something he'll become dependent on.

    I'm not being mean to him, I'm just suggesting that he not go the old "use a perk to fix the issue" route and instead try to overcome this obstacle with trial and error.

    This issue rarely even happens, and its even more rare for the entire team to come line up for hits... usually 1 or 2 Survivors do this and that's it, and unless you came from a far off area than you should 100% be able to hit them both and hook that Survivor.

    If the entire team wants to line up and go into the injured state than let em, it'll just make it easier to down them and you'll most likely get another down if it's mid to end game... mainly because most of the loops are probably destroyed and turned into dead zones.

    His issue isn't very common and isn't really that hard to fix with trial and error, i'm sure if he keeps at it that he'll figure out how the hook hitboxes work.

    I never suggested you were being mean. I was just pointing out that, as unbelievable as it may seem, apparently bodyblocking is a problem for them in spite of all their efforts to circumvent it normally. That's why, even though it's true that ideally one shouldn't rely on perks to counter certain tactics, I recommended perks as a last-resort type of thing because it seemed nothing else was working.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/925954#Comment_925954

    Locker Mains. How have you not heard of that one before?

    Dwight hides in a locker all game, Meg is a toxic tryhard runner, Claudette is invisible in tall grass, and all Jakes are only in it for the sabo build.

    Every OC meme/negative stereotype from the start of the game.

    Yeah, I've heard of it, but I don't think anyone actually takes it seriously. The impression I get nowadays is that Dwights are just generally clueless sweethearts.

  • @FireHazard said:

    @TheWestFringe

    As much as people are saying to use Mad Grit, Iron Grasp, and Agitation... you don't need these to handle this issue.

    For one, this happens to me a lot and I rarely get wiggled out because of it. The idea is to simply focus on walking to the hook and than hit the Survivors while you're holding the downed Survivor... than afterwards you look for an opening while mashing space to hook the Survivor.

    Sometimes, every Survivor will body-block to save the downed Survivor... but tbh, this just wastes everyones time saving that Survivor AND gets them all injured. If by chance they wiggle off after you hit every single Survivor, than simply just re-chase another injured Survivor and than down and hook them.

    I don't personally know why Survivors do this, it mostly just injures their entire team and keeps them off generators while also healing each other to recover from that giant waste of time...

    the bottom line is...

    Don't be discouraged by a Survivor wiggling off your arm, if it took the entire team to take hits for that one person... than you can easily down someone else out of the 4 Injured Survivors and just hook them instead.

    You don't need to crutch on perks like Mad Grit, Iron Grasp, or Agitation to counter this issue... you just need to be determined and know where to go with a downed Survivor to avoid this issue. Not every team is going to line up and take hits for this one Survivor, so this issue shouldn't be impacting you.

    It's nice and all to have a counter to this in perk form, but it's in my opinion a waste of a perk slot. You just need to focus on getting to the hook, hitting any Survivors under said hook, than look for an opening to hook them by pressing space, if there's none than in that moment hit another Survivor to find another opening.

    The hitbox for hooking Survivors is not that big, but because it requires the entire body of the Survivor to block... it's very easy to find an opening mid-hit, mainly because another Survivor has to line up or block the right spots to avoid that Survivor from being hooked.

    Trust me, I hardly have an issue with this problem because of this... it really isn't that hard when you start to understand the mechanics.

    It shouldn't happen that often that all three survivors cooperate to bodyblock, but apparently it was in OP's case. As good as it is to just be able to power through (or drop the carried survivor, as someone else suggested), they apparently tried doing both of those things already and it wasn't working out for them.

  • @Bloodwidow said:

    Beside the camouflage and toxic thing.

    I think all hate against other character or specific perks are mostly created by rant posts in the forum.

    Actually you answered your question a little yourself. Claudette is mostly the first character because she has useful perks among other things. Beginners do stupid things and get bullied by other player.

    Weirdly, Dwight seems to be the only one of the original characters who doesn't have a bad reputation.

  • @Peanits said:

    There is no date on it just yet, but it is coming soon at this point. We showed off a work in progress version in our last(?) stream. I think it was the last one, at least.

    It was, it was during the November Q&A ๐Ÿ‘๏ธ

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/923225#Comment_923225

    While i can agree that refund is a nono, they should make a "last stretch" kind of thing. Give some tiers for completing some challenges outside of tomes.

    Because i do play the game pretty regurarly and almost finished all 3 levels yet im only tier 40.

    So unless im counting it wrong there's no way i'll be able to reach tier 70 unless i only play dbd daily for 3+ hours atleast.

    They did warn us when they changed the Level III challenges that a consequence of making them easier would be that we would have to grind additional games beyond the challenges to complete the Rift.

    If the challenges they made aren't enough, then they could just as easily add more, or add another level to the Tome. If they find that the number was inadequate this time, I expect adding more challenges is exactly what they will do for the next one.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/923610#Comment_923610

    Unless you test it yourself, than you won't find that answer.

    I don't know anyone that's willing to sit the entire game in the basement while their teammates are slaughtered... just to get 8k points in boldness.

    While yes it can be done @ocafghanistan the amount of time it would take is unknown at the moment, and even if we found that out... you would require us to sit in a basement and do nothing for like... way too long while our teammates die.

    In-general, you can get 8k boldness points by any other means than just sitting in a basement... I mean heck, breaking totems will give you 5k (if you do them all) and after that you just break hooks or get chased for the full 8k...

    The idea of doing this is so unrealistic lol.

    It wouldn't take that long, you'd just need to find out the rate at which Basement Time points are calculated and multiply it. I just haven't had a chance to look into it yet.

  • @MerGirl2003 said:

    https://forum.deadbydaylight.com/en/discussion/comment/924948#Comment_924948

    Thank you.

    I've considered doing that, but I'm not very good with social interactions(hence why I relate so heavily to Claudette), plus I told my parents that I'd considered doing that and I think they'd rather me not get help from people I don't really know, so I try to avoid stuff like that for their sake.

    That's fair enough. Do your best with the suggestions above then, and good luck! Don't forget, if you get too frustrated, it's okay to take a break and come back to it, and you'll probably have an easier time completing the challenge if you do.

  • The perk Mad Grit (teachable perk of The Legion) was designed to be a direct counter to this kind of situation. Not only do you suffer no cooldown on missed attacks, but any successful hits will pause the wiggle timer so bodyblocking isn't effective at all in helping the survivor to wiggle off. Using Mad Grit, the only thing bodyblocking will do is get more survivors injured.

    If you don't have access to Mad Grit, you can also try running the Iron Will/Agitation combo and just go to a different hook if you notice that survivors are trying to bodyblock the one nearest to you. They can't catch up to you if you have Agitation, so unless they have a head start you should reach the hook before they can get into bodyblocking formation. You could also run Sloppy Butcher so that getting hit will be more punishing for any survivors that do get in your way.

    If all else fails, the best you can do is try to get hits on them so that they're vulnerable for next time and/or have to waste time healing, and comfort yourself in the knowledge that at least if they're doing this, no one is working on generators.

  • @MerGirl2003 said:

    I would just like to apologise for the very whiny nature of this thread, I was angry after a particularly bad game and didn't think much before posting, I'm sure I could have made this thread more constructive.

    @sulaiman @Fibijean thanks for the advice, I'm just gonna try and get this challenge over and done with, so than I can put this behind me. The only challenge I have left that I want to do will be the spine chill one, and after this madness, I wouldn't mind being a Blendette for a few games.

    Fair enough. Don't worry about the thread - everyone gets angry and frustrated every once in a while, especially when there's something that's really important to you and you can't seem to do anything about it. I totally understand where you're coming from, and I genuinely hope you have good luck with the challenges! ๐Ÿ˜Š

    If you get really stuck, you can always post in the Looking For Players section on the forums (https://forum.deadbydaylight.com/en/categories/looking-for-players), and see if there are any forum members who would be willing to SWF just for a match or two to help you complete the challenge.

  • @AAAAA Sorry for derailing your thread XD

  • I'm really sorry you're having such a hard time. @sulaiman gave you some great tips for getting the challenge done ingame. Genrush, then when the exit gates are powered, hide. Let someone else work on a gate while you wait for the killer to find and down someone. If they 99 the gate, open it to start the EGC and go in for the save. Borrowed Time can be helpful, as they mentioned, as can Adrenaline, so you can be sure to be at full health in case you need to tank a hit on the way to the hook, and No One Left Behind, which will help you get the hook save and keep an eye on what's going on with the other survivors after the gates are powered.

    It could also be helpful to let your teammates know in the pregame lobby that you're going for the challenge and to leave endgame hooks to you. Most people will be understanding, since we're all in the same boat here and everyone knows how difficult some of these challenges can be.

  • @AAAAA said:

    https://forum.deadbydaylight.com/en/discussion/comment/924865#Comment_924865

    Oh god is Matthew gonna sic The Demogorgon on him?

    Only as a last resort. The Demodoggo is a vicious beast, his one weakness known only to a select few. We are contractually obligated to reveal it to no one, on pain of... well, not death, but something pretty bad probably.

  • @KillermainBTWm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/924833#Comment_924833

    Don't fret! It is a curse anyways! The fact that they tell you to trust them is a lie! ...I've said to much I must go back to my underground bunker to protect myself from these trusted demons! *proceeds to sprint back to underground bunker*

    DON'T LET HIM GET AWAY!

  • Thanks, that's kind of you to say ๐Ÿ˜Š I do my best!

  • That's classified information. I've said too much already...

  • @SpookyJeff said:

    https://forum.deadbydaylight.com/en/discussion/comment/924711#Comment_924711

    Yeah, but language evolves because we discuss what it means enough until we can all loosely agree to some base concept, at which point it finally hits the dictionary. I just don't want folks to feel scared to share their opinion on this, because some people really like to gatekeep who gets to have an opinion and whose opinions are valid. Toxicity is definitely overused and for the wrong reasons a lot of the time, but I don't think people should be scared to use the term referring to gaming either. That being said, I'll throw my own idea of it into conversations, and with some luck, people will agree with us and stop ragequitting every time they see a flashlight or as soon as NoED lights up ๐Ÿ˜

    I understand about the gatekeeping thing, which is why I suggested to the first guy that he ease up a little. He's not wrong about the fact that there is no such thing as toxic game mechanics, though, and allowing that idea to be perpetuated is only hurting the community in the long run.

  • @Boosted_Dwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/924215#Comment_924215

    Wait what? Damn it I should have read between the lines before I signed that contract.

    Always read the terms and conditions. I hope you at least read the part that stipulates breakfast in bed for Peanits and daily footrubs for not_Queen?

  • @Xetoil said:

    I'd like to lay down a few definitions because I feel like it would be helpful here:

    Game design is the art of constructing rules which govern play, it's not a videogame exclusive term.

    Game Theory is a school of economics which is concerned with decision making in scenarios where decisions made by other people have direct influence over the decision a person might make. This is pretty much the basis of mindgaming in both fighting games and DBD

    There's also a third element which is Game Feel. This is basically how does it feel to play a game, and includes things like movement etc, but also more subtle things like how does it feel when certain mechanics come in to play. An example would be gauging the player reaction to discovering the killer is using NOED with an ebony mori, compared to discovering the killer is using Devour Hope. In theory both can potentially be experienced very similarly, but the Game Feel associated with them is very different.

    Now to join the discussion. Yes most peoples input is worthless when it comes to balance, but provides valuable feedback when it comes to Game Feel. However, it is often the case on games with high complexity and a high skill cap that dedicated players are able to pinpoint and observe problems in a game which developers aren't able to find themselves, simply due to being better and more experienced players. Look at Super Smash Bros. Melee if you want extreme examples of this.

    Moving on, you can imagine that the main hurdle to balancing Dead by Daylight is to properly balance high end play, whilst also maintaining Game Feel all around. This is very difficult when you consider that, to all appearances, it does not seem like DBD was conceived with high-end play in mind and, now that the game has gone in that direction, a lot of existing structures need to be remade around that concept alongside the games important marketing and content release schedule.

    Thank you for providing those definitions. Just wanted to say that, and also that I think that was a very intelligent and well thought-out comment, and I appreciate your input on the discussion.

  • @SpookyJeff said:

    https://forum.deadbydaylight.com/en/discussion/comment/924574#Comment_924574

    That is absolutely how language works. Oxford and Merriam-Webster add words/change the definitions of words CONSTANTLY because language is an ever-evolving social construct. That being said, toxicity is defined currently as an extremely harsh, malicious, or harmful quality (Merriam-Webster). This, applied to a gaming context, can be interpreted in a myriad of ways. You could say taunting, even in-game like Fortnite's dances, has a very negative effect on the social interactions in a game, but also has a part of gamesmanship to it. I would argue then, the line between gamesmanship and truly toxic behavior is when it's done and if it's still in the context of a competitive match, or if it's rubbing in an already sure win. Any intentional attempt to make your opponent feel terrible about themselves is definitely malicious, and then falls under the definition of toxicity. That isn't inherently tied to any mechanic in-game, but certain tools in the wrong hands can enable greater manipulation of an opponent's confidence/expectations, which definitely amplifies the effects of trolling/BMing.

    That being said, am I complaining about toxicity? Absolutely not. I loved playing Dark Souls, whose devs openly said to be as toxic as possible while invading and wanted that to be a part of the challenge of their world. I just wanted to play devil's advocate for a bit about the definition of that word. It certainly has in the past had more real-world/malignant implications on the level of mental abuse, and maybe the term will be further evolved for gaming over the years.

    We're in complete agreement about the definition of toxic - all I've ever said is that there's no such thing as a toxic game mechanic, just toxic behaviour.

    Also yes, while language is constantly evolving and definitions of words do change over time (something I never contested), that doesn't mean that the definition of a word at any given point is totally open to interpretation. The process of how a language evolves is very complicated, and it doesn't happen by one person just deciding that they're going to ignore what a word means and make up their own definition because words can mean whatever you want them to. When I said "that's not how language works", that's what I was referring to.

  • @LordRegal said:

    the achievement itself actually has a super misleading description. In fact, the thing that advances your progress for it is when you pick the trapped survivor up out of the bear trap. If they escape or you smack them out, the achievement does not increment. Getting the same survivor twice does count so long as you keep picking them up out of the traps.

    Source: Iโ€™ve completed the achieve.

    That's really interesting. The more you know!

  • An excellent strategic choice. A daring bare leg suddenly appearing from behind the nearest tree catches survivors off guard and throws them off their game completely.

  • @Cornpopers_Evan said:

    I remember three things very specifically. I remember wanting to become a paleontologist, astronaut and a marine biologist.

    You could study aquatic dinosaur bones in space. Boom. Dream job.

  • @chase131119 said:

    Stranger things, Cursed Legacy can be bought with shards

    This is an excellent point. Spend your money on things that you can't get for free.

  • @KillermainBTWm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/924509#Comment_924509

    You get it once you die by natural causes or other. Your soul is then merged with a forum bot where you then get the "Trusted" tag and are forced to spend your eternity on the forums with no free will. You will be assimilated soon enough!

    @GrootDude We need to neutralise this one. He knows too much.

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