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Fibijean

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  • @Micheal_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/923279#Comment_923279

    True, it's just I dont get what the Devs were thinking.

    This game is a Paid game. $30 litterally on xbox without a discount sale, and maybe $15-$12 on steam if there is a Sale.

    So I just dont get why they dont make the rift easier to do, or make it free for everyone. Like many others stated above I agree that it brings variety. But the challenges are so dang hard (even after their supposed, "We made them easier" Update.)

    They dont get why people were outraged.

    It is RNG based for some Fragments and bloodpoints (and some with lore that can easily be searched on YouTube)

    And that's why we hate it. It's not because we're not trying the challenges [Because we are] it's just it's too dang hard to get to 1 freaking tier in the rift.

    I'd rather spend $80 just to buy the premium and bypass litterally every tier.

    Like.. come on this Rift is outrageous and the devs need to treat it as such.

    Well, as you know, the Rift is free for everyone. If you want an extra $200 worth of cosmetics, then you need to pay an extra $10. That still seems like a pretty great deal to me.

    As for the challenges, I'm not sure what to say. I personally haven't had much trouble with them, and neither have a lot of people I've seen comment on the forums or spoken to in person. It's not even a veteran thing either, because my brother, who started playing the game a week after the first Tome released and works full-time during the week, has completed all the challenges in the first two levels and all the killer challenges from level 3, and is already at about tier 40 of the Rift.

    If you would like tips on how to complete certain challenges you're having difficulties with, I'm happy to help, but otherwise I guess we can just chalk it up to the Archives not being everyone's cup of tea 🤷

  • The devs have addressed this on many occasions. They can't do a single "blood overlay". In order to make this work, they would have to manually apply blood splatters to every single cosmetic that exists, which would be a huge amount of work for minimal reward.

    Prestige cosmetics do still mean something to some people, especially for characters who don't have that many Store cosmetics. Some people would rather save their shards for characters or perks, and so they like being able to buy an outfit with bloodpoints. Some just genuinely prefer the blood-splattered default outfit to anything in the Store.

    If it makes you feel any better, given how easy prestige is to get now, you're not really missing out on much in the "showing off" department by not using the prestige outfit. In fact, if you care about that sort of thing, Store cosmetics are probably more of a flex than a prestige head.

  • I like the challenges, but if you don't care much for them or the rewards they offer, that's fair enough too. That's why they're optional.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/920199#Comment_920199

    except it wasn't a bug. Why nerf a bug when you could simply remove it? No dev nerfs a bug unless they want too make it an actual mechanic.

    I'm not a member of the dev team or anything, but is it possible that they thought they had fixed the issue the first time? Maybe what they changed during what looks in retrospect like a nerf was actually their attempt at a bug fix, not realising that players were still able to use it in a way that the devs hadn't intended, so then they had to go back in and "fix" it again. Not all programming issues get solved on the first pass.

    It's also possible that we're getting what appears to be conflicting information due to the "flick" not being clearly defined. Does it refer to the fact that the Oni can turn at the end of his dash at all, or the fact that he can turn more than 180 degrees, or the fact that players could manipulate their controls to turn him much more quickly than they could using just the mouse, or a combination of the above? I'm not convinced that all the devs, let alone all the community members, are on the same page about what exactly "the flick" refers to, which could be causing a lot of miscommunication on both sides.

  • Part of the problem is the widespread idea (unhelpfully perpetuated by certain streamers) that a pip is a win. People who subscribe to this belief feel like if they don't pip, they've done something wrong, which is why they may feel like a 2k, 3k or even a 4k under certain circumstances is a loss.

    The reality is that Dead By Daylight has a clearly defined win condition which has nothing to do with how you score - kill people, or escape, depending on your role. An argument could be made that the ranking system doesn't reflect that as well as it should, but when it comes to game balance, internal mechanics and external things like the ranking system should be balanced around the central objective or win condition, not the other way around.

  • I think every killer has the potential to win most games in the right hands. That's what I call "viable". I don't think any killer is so strong that they can reliably defeat any team of survivors, and I think that's as it should be, because I don't think survivors are so strong that they can reliably defeat any killer either.

    Basically, my belief is that any killer can do just as well as any other in the hands of a masterful killer player. Some are just much easier to achieve that level of mastery with, which is why tier lists exist.

    It's very hard to say whether any killer, played perfectly, would win 100% of the time, nor whether a team of survivors playing perfectly would win 100% of the time because the reality is no one pays perfectly, so all we have to go on there is conjecture. But theoretically, if a perfect killer went up against four perfect survivors, the result should be either a tie or an RNG-dependent victory for one side or the other.

    I don't agree with those who define a "viable" killer as one who would always win against any survivors they come up against - partly because that's not what the word "viable" means - but mainly because such a killer would be the clear winner in the above scenario and I don't think that's a balanced game.

  • I'm sorry you're having a hard time with it - although that sounds more like a matchmaking/queue time problem than an Archives problem. Unfortunately, that's something the devs can only do so much to fix, and messing with the Archives certainly isn't the answer since such a change would affect everyone and not everyone is having the same problems that you are.

    I assume from what you're saying that you already bought the pass. It sounds harsh, I know, but I'm telling you now you're not going to get a refund just because you regret your purchase. The Rift is distinct from battlepass systems in most other games in that the premium track doesn't contain any kind of xp or progress boosters, so there is no disadvantage whatsoever to buying the pass further down the line instead of straight away. If you weren't going to be happy unless you completed the whole track, that would have been the smart financial decision - wait to see if you could complete the whole track before investing money in it.

    You still have 20-ish days left of the Rift. You'll probably get to at least tier 40 and maybe tier 50 in that time if you continue at your current rate. That will get you more than half of the cosmetic rewards (so over $100 worth), all the putrid serum for the Halloween cosmetics, and most of the auric cells you originally invested back. Even if you don't get to finish the pass, that's still a pretty good deal for $10.

  • They were around last Friday. I don't think they're on holidays, they just don't work on the weekend.

  • You're right in that the way to increase queue times is by attracting more players, but while making the game free would do that, they might not necessarily be the type of players we want to attract. The best way to do it is just to work on improving the game. People tell their friends, the game gets good reviews, more people buy it and it snowballs.

    Basically, the best way to get people to invest in your product isn't to reduce the investment required to nothing, it's to make a product that's worth investing in.

  • The game gets eight major updates every year, and usually several hotfixes and minor patches in between each one. That is actually a fair amount for a game with ongoing support.

    As for why perks and such don't get a whole lot of changes every patch, there are a couple of reasons for that. Firstly, they're probably reluctant to adjust too many game mechanics at once because they want to monitor the new changes to see how they fit into the current game and whether they need additional adjustments, and that's difficult to do when you make a whole lot of changes all at the same time.

    Secondly, the design process takes a lot of time to do well. From brainstorming to honing ideas to realising those ideas, prototyping, iterating, making adjustments, going through several rounds of testing, gathering feedback from testers, fine-tuning... and all that could happen before the change even gets implemented into the game for the players to try. And after that, they still need to gather more feedback, maybe make additional adjustments, before the perk or mechanic or rework or whatever it is can be considered "done (at least for the time being)".

    Basically, it's a lot more work than it looks like from the outside, and if you're not a programmer or a designer it's very easy to underestimate the amount of time and effort that goes into what may seem like a pretty minor final product.

  • A couple of reasons. People like to make sure that there will be enough time even if someone goes down or gets hooked. They want to make sure to counter Blood Warden on the off-chance that the killer has it. They don't want to give the killer more information than they need to by letting them know that at least one gate has been opened. They want extra time to do totems or search for the hatch. They don't want to open the gate all the way just in case someone else is trying to get a gate-opening daily ritual done (I do this).

    But you're right, 99-ing the gates does come with its own set of risks, however small they may be. It's just another tactic that people like to use because the upsides outweigh the downsides in most scenarios.

  • Unfortunately, DBD Mobile doesn't really have its own forums, but neither are you likely to get a definitive answer on this forum because it's run by a totally separate team.

    Your best bet would probably be to check with DBD Mobile Support here https://dbdmobile.helpshift.com/a/dead-by-daylight-mobile/?p=all

  • @jiwix said:

    https://forum.deadbydaylight.com/en/discussion/comment/921802#Comment_921802

    all the people I played with all told me the same thing, so I think you'd be surprised too: D ^^

    I would be genuinely interested to see the results 🙂

  • @jiwix said:

    https://forum.deadbydaylight.com/en/discussion/comment/921708#Comment_921708

    In this case where are the dev? since he doesn't answer the forum message?

    The devs do visit the forums - some more often than others. Peanits is probably the most active, and not_queen and Almo are also around a fair bit. However, all of them have jobs that keep them busy outside of the forums, and so they don't have time to reply to all or even most of the posts that get made. They do look through the Feedback and Suggestions subforum fairly frequently, so there's a good chance they'll see your post even if they don't respond to it.

    However, if I had to guess, I can say with reasonable confidence they won't be removing slugging from the game. If you think it would help to prove to them that many people want it to happen, then by all means make a poll like you mentioned, but as I said I suspect you may be surprised by the results.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/921616#Comment_921616

    So why is Scott using it? Someone who put over 1k hours into Huntress still feels the need to use it.

    Because Scott is the kind of person who will unabashedly use whatever is (legally) at his disposal to do as well as he can in a game. I never said crosshairs didn't make things like this easier, just that they aren't necessary in this case because you don't need crosshair levels of accuracy, you just need to know where the middle of your screen is.

  • @jiwix said:

    https://forum.deadbydaylight.com/en/discussion/comment/919701#Comment_919701

    I understand what you mean, and I just answer in this case, it's very toxic, it damages the user experience, the majority of players no longer want this in the game, if you listen to your community I let you do an official poll, on your forum, YouTube or other. And you will see for yourself the answers of the community, because currently justice in the game and very badly done, all the players I meet complain about this. It's a real shame for a game with such good potential.

    Ps: I'm doing this post to help all the players who complain about this system

    .

    I'm part of the community. I'm not a dev, nor am I affiliated with BHVR in any way.

    Just because a mechanic isn't fun for some people doesn't make it toxic, or indicate that it should be removed from the game. Being hooked isn't much fun either. Neither is being stunned with a pallet, or being left behind to die by the other survivors, or watching all four survivors escape at the last minute. But none of those things are toxic either, and I don't think any reasonable person would argue that they shouldn't be part of the game.

    If you really want to do a poll on how many people want the ability to slug removed from the game, go ahead, but I think you'll find that the majority will vote to keep it.

  • @SyntheticAesthetic said:

    https://forum.deadbydaylight.com/en/discussion/comment/921674#Comment_921674

    it's not foundational just because it was there day 1, it's like saying adding a melee attack in call of duty would ruin the game because it wasn't included in the games design originally. And the fact they have more awareness by default is just frustrating. It means they can spot me much easier. It's not balance it's silly.

    It is foundational. Not because it was there day 1, but because as I said at the start, pretty much every mechanic in the game was built off it. If you don't understand that, there's not much else I can say on the topic.

    I'm sorry, but given the amount of killers who have zero problems working around the survivor POV, it really sounds like this is more an issue of your skill as a killer than the way the game is designed.

  • @SyntheticAesthetic said:

    https://forum.deadbydaylight.com/en/discussion/comment/921654#Comment_921654

    so why even add the ability to yank people off gens if the chances of that happening are like slim to none? And why make it so they can knock me out of nightshroud by whipping their enormous FOV camera around to spot me. I bet if they knew maps well they could knock me out of it during a chase by whipping it behind them and spotting me. It's poor game design since like a lot of things in this game it just trivializes the game with 4SWF.

    To answer your first question - it's like wiggling off the killer's shoulder, it's not supposed to be a common occurrence, but that doesn't mean the fact that the possibility exists serves no purpose. If I had to guess, I'd say it exists so that survivors have a reason not to brazenly do generators right in front of the killer's face.

    To answer your second question - balance.

    I understand you find it frustrating, and you don't think it should be a thing, but there are good reasons for its existence. Just because you, or even you and a bunch of other people, are struggling with Ghostface doesn't mean that the entire foundation of the game needs to be shifted to accomodate that.

  • @SyntheticAesthetic said:

    https://forum.deadbydaylight.com/en/discussion/comment/921641#Comment_921641

    it's the survivor role, it makes stealth killers a bit annoying to play given they have a large FOV with anti stealth perks it's a wonder anyone whines about ghostface.

    Stealth killers, like everything else in the game, were designed with the third-person survivor setup in mind. I'm sure killers would perform better if the survivors were forced to play in first-person, but again, that would throw off the balance. If certain killers are weak, that's a problem with the design of that particular killer that should be addressed, not a core game component that has existed since release and is foundationally linked to every other feature in the game.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/921629#Comment_921629

    Oh you mean like the rift?

    That is why I feel they should come back.

    I miss them too, but I understand why they were changed. The devs want the dailies to be small, easy bloodpoint boosts that you can do by playing a game or two in a day. The Rift was designed for the average player (whether or not it meets that goal is debatable, but that's a topic for another thread), but dailies are meant to be for all players.

  • There are a few things that have been in this game since the very beginning, and changing any one of them would throw the entire thing off-balance. First-person killers and third-person survivors is one of those things.

    The fact that mediocre survivors can get to rank 1 is a problem with the design of the ranking system, not the survivor role itself.

  • You mean the old dailies like these ones?

    image.png

    Not likely, unfortunately. They were changed because the devs felt that they were too inaccessible to casual players, because they weren't the sort of thing that you could complete with a game or two once a day.

  • It's not really necessary. You don't need pinpoint accuracy, the hitboxes are the size of Mars.

  • @SyntheticAesthetic said:

    https://forum.deadbydaylight.com/en/discussion/comment/921574#Comment_921574

    yeah playing games at high ranks is probably a soul crushing grind, the same perks the same outcome the same strats the same tech the same characters and you have to play the same killer with the same perks to stand a chance. Sounds like this game has horrible late game issues.

    https://forum.deadbydaylight.com/en/discussion/comment/921583#Comment_921583

    Not likely, I live in the east USA and places like NYC and Chicago are there 2 big cities.

    Sure, but it's not a matter of population, it's a matter of proportions. And not everyone lives in the USA. I don't, for example. That's why I'm saying that your experience might be different to mine or to someone else's who might have much shorter queue times for one role and longer ones for the other.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/918909#Comment_918909

    It's also the fact that killers have hook vaccuum. (which nullfies any wiggle that you could still do till they get to the hook fully)

    https://forum.deadbydaylight.com/en/discussion/comment/919002#Comment_919002

    be similar to how you can get locker grabbed while using headon, it only triggers once you're FULLY out of the locker

    Old facts, buddy.

    I assumed that at first, but 3 seconds seems like an awfully long time, even taking hook vaccuum into account.

  • @SyntheticAesthetic said:

    https://forum.deadbydaylight.com/en/discussion/comment/899705#Comment_899705

    well your source might be a survivor main, cause I often wait 5+ minutes for queues and given the main issue is finding killers since from my experience the game dumps me in lobbies that are full of survivors rarely am I alone in a made lobby.

    It's just something I've heard said in general, although some things have changed in the week since I wrote that comment. But as I also mentioned, it varies a lot according to region, so that could be why your experience has been different.

  • I agree with you - killers shouldn't be punished for killing people. I'm personally not in favour of railroading people into a particular playstyle the way the emblem system does.

    If you managed to kill all four survivors, you completed your objective and you should be rewarded for that, no matter how you got it done. And yes, it's true that it takes less skill and effort to kill someone with a mori, but that shouldn't matter as far as the ranking system is concerned because moris shouldn't happen every game (at least in theory - I've said for a long time that the only problem with ebony moris is that they're not actually "ultra rare"). And if you're not good enough to 4k without a mori, you probably won't be getting enough kills on average to rank up anyway. But if you are, and bringing a mori just makes it easier to reach your objective every so often, that shouldn't be something you get punished for.

    I went a bit off on a tangent there because I anticipated responses along the lines of "but moris take no skill so you shouldn't rank up with them", but I hope all that made sense.

  • Assuming both perks are at Tier III: the default aura reading range of Bond is 36 metres. Each instance of Open Handed increases aura reading range by 8 metres, and nothing I could find online or on the official wiki suggests that Open Handed has a cap (except as it relates to Kindred, but that's irrelevant in this case).

    So if everyone on the team is running Open Handed, it would increase the Bond aura reading range almost double to a total of 68 metres.

  • No one aside from the devs can answer that, and you probably won't get anything more from them than "we're thinking about it". Generally, these sorts of things get officially announced when they're about to be introduced and not before.

    Having said that, the subject was broached in the most recent Player Satisfaction Survey, so at the very least they are "thinking about it".

  • @TheDiz said:

    I just saw it when I got on and wanted to add to it. Didn't realize it was an issue.

    It may not be, but for simplicity's sake and to avoid confusion over old comments, starting a new discussion on the topic might be a better option 😊

  • Moris don't need fixing. It's okay to lose sometimes.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/921026#Comment_921026

    It IS their thread. Points are still valid though, it's not like they're discussing balance of something that's been altered since then.

    There's a very knee-jerk response to necroing thread even when it isn't something that's no longer relevant.

    Even when it is still a relevant topic, it's still better to make a new thread. I've come up against this issue before and generally mods seem to prefer to lock old threads that get resurrected because it can get confusing for people.

    Having said that, I'll admit I didn't check who the OP of the thread was before I made that comment - since it's their own thread it might be okay after all, although an argument could also be made against it on the grounds that bumping threads is against forum rules (which is what this was - he didn't add anything new to the discussion, just repeated what was said in the original post).

  • It used to mean "I'm being camped, don't bother" back in 2016-17 but now I see it used much more often to mean "please come get me as soon as possible". It's possible that there are regional differences in how it's used as well, which makes it even more confusing.

  • @TheDiz said:

    I just think it's unfortunate that you really don't get to see all the different skins because people don't typically buy them as much since they are so expensive. If they lowered the price or gave some trade-in value I would be way less hesitant to buy them. I think other people would agree and they would make a lot more money and people would see more skins in game.

    Generally, we try to avoid resurrecting old threads on here that no one has commented on in months. If you have opinions about the cosmetics in the game, it's better to make your own new thread to share them 😊

  • @SpiritLover1133 said:

    LOL Mind gaming potential? By removing her ability?... like making her move like Trapper without Traps?

    Yes! Now, for the low, low price of 5000 bloodpoints, you too can be an M1 killer!

  • @humanbeing1704 said:

    It's shocked me how they've never done a school map in dbd

    Do preschools not count?

  • I main Feng - it used to be because she's small and pretty, but while I still appreciate those things about her, now it's mostly just because she has all the perks unlocked.

  • When will they stop adding expensive cosmetics? Probably never.

    When will they start fixing bugs that are ruining the experience? They started doing that when the game launched and haven't stopped since.

    Cosmetics and bug fixes are done by two different teams, both of whom earn their paychecks.

  • Just as a minor correction to the above, the timer is no longer terror radius-dependent - it will now deplete unless you are either sprinting or mending. So yes, if you stop to slow vault windows or pallets, whether you are inside the terror radius or not, the timer will deplete then.

  • @Masusder said:

    https://forum.deadbydaylight.com/en/discussion/comment/917314#Comment_917314

    What do you mean by "impossible to change the achievements themselves"? Can't they just change goal from 2 pips to kill 4 survivors in one trial? It's pretty damn dumb if they're not able to change already implemented achievements or maybe they can and I misunderstood you.

    See the post @Milo linked you above. They can change the Steam achievements, but because of how trophies are policed on consoles it's pretty much impossible for them to negotiate changes to those. The only way that Microsoft/Sony will allow changes is if the trophy is no longer possible to achieve.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/919810#Comment_919810

    I understand, but the problem is they do a patch every six weeks, and there are always bugs that pop up... So if the first couple weeks (which is what we are so far) after the patch aren’t a good time to implement penalties it seems well never get them.

    I don't think that's necessarily true. I get where you're coming from, but bugs this gamebreaking are not common. There will be plenty of time to implement the new system after they're fixed (which the majority of them already are).

  • @StrodeWins said:

    https://forum.deadbydaylight.com/en/discussion/comment/919812#Comment_919812

    oh okay. nvm i was just curious. i play often.

    https://forum.deadbydaylight.com/en/discussion/comment/919802#Comment_919802

    those windows were so weak though. they need to fix macmillan loops instead.

    Well, as I said, it's more likely that it was just a matter of procedural generation.

    They are planning reworks for every realm eventually, I believe, like they did with Springwood, so most likely any overly strong loops on other maps will be addressed at some stage.

  • There seem to be a lot of players in central Eurasia that are having connection problems due to being halfway between the Germany and Japan servers and not close enough to either of them. If BHVR can afford it, it certainly seems like a server in Russia or the Middle East would be beneficial.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/919784#Comment_919784

    of course cote is free for that, just it looks a little bit hypocrite to tell everyone no more exclusives, let's give them to everyone and a month later do this

    Except it's not hypocritical at all because there's no deception or double standard going on here. If you're going to call the devs out for doing the wrong thing, that's perfectly fine, but at least call them out for something they actually did wrong.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/919717#Comment_919717

    While I get it... got stuck in generator last week and had to DC... It'll also be nice to do something about ppl who DC as soon as they go down. Just had a game where 3 ppl DCed all at once after I downed 2 of em in the beginning. After looking at their perks...I'm guessing one of em was going for the spine chill tome challenge cuz they DCed as soon as I picked THAT guy up.

    It would be nice, but with the amount of people that are being forced to DC at the moment, I believe they made the right call. DC penalties are a good thing and will most likely be implemented soon, it's just that right after the patch turned out to be a particularly bad time for it.

  • Without knowing exactly which window(s) you're talking about, it's hard to say.

    It's possible that some vault locations have been closed permanently to disable strong loops.

    It's more likely, however, that it was a case of random luck - many of the vault locations on different maps are blocked or unblocked on a match-by-match basis as part of the procedural generation of the map. So the vault you're talking about could be one that simply happened not to generate as "open" in that particular match, but might be open at other times if you were to play on that map again in the future.

  • @Mellow7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/919729#Comment_919729

    They're still owned by BHVR so it does have to do with the game.

    Thematically, perhaps, but not to the degree that decisions made about one game should necessarily have any impact on the other.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/919744#Comment_919744

    that doesn't mean that the guy who got up with creating these didn't need to ask to the main game director

    btw deathgarden has stopped being on work.

    Whether Mathieu Cote (I assume that's who you're referring to) is the director of both projects is unclear from what I could find, but regardless, it doesn't matter. Even if he is also in charge of the mobile port, he is free to make different decisions in each case. The two are still separate games and any information about one or intentions declared by the developers of one game have no bearing on the other, even if there is overlap between the two teams, which we don't know for a fact is even the case.

    (Also, I'm aware that development has ceased on Deathgarden, but that's entirely beside the point and you know it.)

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/919729#Comment_919729

    https://forum.deadbydaylight.com/en/discussion/comment/919730#Comment_919730

    Even if it's run by other company, the license is still from behaviour. They had to ask them before posting these cosmetics in the game, and I doubt that the game director is different. Anything implemented on pc and consoles is later developed in mobile except characters. So no, it's not their business.

    It's not done by another company, it's still BHVR, but BHVR is big. Just look at their website - they've got four different games currently advertised on there, all independent of one another and run by entirely separate teams. DBD Mobile is a "sister game", if you like, to DBD, but my understanding is the two are as distinct from a development perspective as any of those other games they've created.

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