Fibijean
Fibijean
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Depends what you mean by juking. Outplaying the killer by tricking them into thinking you went a different way and then losing them in a chase, or pulling off fancy moves to make them miss a hit, are definitely still things that you can do. Some specific jukes from back in the day may no longer be as viable as they once were, though.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/910894#Comment_910894
I'm aware of what he was saying yes...
Despite the loud noising ruining the concept of stealth with the teleports... you can still fool people into not knowing where you'll be with many tactics.
You can stand still for 3 seconds after teleporting to make them think you went somewhere else (with Red Moss not base-kit), you can teleport to a hidden portal with plenty of walls that block you from being seen, you can also teleport to a generator as a means of travel RATHER than stealth.
@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/910982#Comment_910982
Well you aren't running red moss if you are using teleports primarily for travel. But I would instead point out as a counter argument that his footsteps noise can only be heard within 8 meters.
As interesting as this conversation is, it's probably not the best place to have it since this subforum is meant to be just for answers rather than discussions and OP's question has been answered already.
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@BigBubs said:
https://forum.deadbydaylight.com/en/discussion/comment/910448#Comment_910448
OP never asked anything about basic attacks. He asked about the speed boost. I answered why the speed boost probably doesn't work either.
I'm aware of that. You brought up basic attacks when you compared the NOED speed boost to the fact that NOED doesn't work with FF hits.
I was pointing out that there's a reason for NOED not working on FF hits which has nothing to do with the perk or the power itself, but specifically with how FF hits are defined by the game as not being basic attacks. So the fact that it doesn't work on FF hits has no bearing on whether or not it would affect FF movement speed, which is the premise on which your conclusion was based.
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If you would prefer to play a different game instead, that's perfectly fine.
Given how many people do still enjoy DBD for all its flaws, though, and want to keep playing it, I don't think a boycott attempt will have much of an impact.
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Popular characters get the most cosmetics, it's that simple.
Partly because that's where the greatest demand is at (i.e. that's how they can please the most players at once) and obviously, partly because those cosmetics are going to draw in more revenue.
Adam has the least cosmetics because he's the least popular of the original characters. It sucks for the few who do like him, but it makes a lot of sense.
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@BigBubs said:
Pretty sure it does not.
You don't 1 hit down while in frenzy with NOED in effect , so you probably don't get the speed boost either.
That's not necessarily because the perk doesn't work on Feral Frenzy at all though, it's just because attacks while in FF don't count as basic attacks.
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@Nyaren_Chan said:
Thank you for the answer, I will make sure to get the perks i want the most first (Pop Goes the Weasel, Corrupt Intervention..) since I already got Ruin, Nurse's Calling, BBQ and Thana.
Better have my build already done before getting all the other perks!
Sounds like a good plan 😊
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If you are at all interested in any of the non-licensed DLC characters, I would recommend spending your shards on those rather than cosmetics because in my opinion characters are better value.
If you don't want to spend any money on the game, I would also keep some shards aside in case a good licensed perk turns up in the Shrine. Perks are not as good value as characters, but they're better value than cosmetics.
But if you have that many shards and there are no characters or perks you want available, then go ahead and spend them on cosmetics. As I say though, if you want to be safe, you should keep a couple of thousand in case a good perk turns up in the Shrine next week.
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It doesn't seem to. My brother had that same issue trying to complete the challenge as Hillbilly. I'm assuming it's an oversight on the part of the devs because there's really no reason why that should be an exception.
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Just letting you know that the person you tagged is a random forum member, not the dev who I'm assuming you meant to tag.
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Larger, competitive games like the ones you listed above do tend to have a higher level of "toxicity" simply because of the sheer size of their communities. That, and the fact that at least two of them are actual esports so people tend to take them a lot more seriously, especially in ranked play.
It's possible that the DBD community has a higher proportion of "toxic" players considering its relatively small size, but that is mainly because of the way the game is set up. Two opposing roles, with very different playstyles, meaning that most people favour one or the other. So there's a lot of "us versus them" going around. Also, because the roles are balanced individually and compete with one another, a buff to one is an indirect nerf to the other and vice-versa, which is why everyone gets so defensive and up-in-arms every time a change is made or even suggested.
People everywhere are jerks, but the game itself naturally doesn't do a lot to promote a wholesome and unified atmosphere.
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Very slim. The devs have basically confirmed, on several occasions I believe, that he will most likely not be added to the game. It's less the fact that he's dead and more the fact that the Entity simply didn't choose him as far as we know. Nothing is absolutely certain, though.
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@DontNerf said:
https://forum.deadbydaylight.com/en/discussion/comment/910032#Comment_910032
I 100% agree not all streamers are like that plus true has over a 1000 hours in DBD that must make his opinion worth something
I have over 1000 hours and can't loop to save my life (literally). Play time means something, but not a whole lot. It's always a good thing to consider other people's opinions, especially those with more experience, but streamers are just as fallible as the rest of us.
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It would be a good idea to take some screenshots the next time this happens to you and post it in the Bug Reports section of the forum (link below) with your platform, description of what's happening and when, and any additional information you can think of such as what role you're playing, your loadout, the map, etc. The more information you can give, the easier it is for the bug team to identify and fix the issue.
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Tier 56, and I believe 28 days remaining. I haven't been playing much lately because I know I'm still on track to finish it, and I'm sure I'll get most of the remaining progress when Level 4 comes out so I don't have to force myself to play now if I don't feel like it.
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It's a matter of personal preference. If you're very concerned about unlocking specific perks and don't want your bloodwebs diluted with perks you'll never use, it's find to hold off on getting them.
Personally, I would advise you to just get them so that at least you have them in case you want to try an interesting build, or maybe if they get buffed in the future. The truth is, there is no such thing as a worthless perk, so unless you only ever use the same four perks and would never consider anything else, I'd say most of the time even the weaker perks are worth owning.
However, having said that, it does depend on a couple of things. For example, if you have only leveled that character up for their teachables and don't plan on leveling them further, there's no harm in waiting to get the weaker teachable perks until you have the perks you actually want on your other characters. Then you can buy the teachables and unlock them on your other characters afterwards without worrying about diluting your bloodwebs.
If you are planning to continue leveling the character whose teachables you are considering ignoring, I would advise you to just get the teachables, because otherwise they will continue to show up every level in slots that could otherwise be filled by different perks that you want to unlock.
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/910229#Comment_910229
I think it's just like any games DLC storylines. They saw a way to link a certain aspect and did it. A good example is CoD: Zombies. Their storyline is pretty much 'linked' to older DLC's and people always make the assumption that they planned it years in advance, but the reality is, they just saw an opportunity to make the link. So, Oni being linked to Spirit could just be another one of those 'Oh, Spirit has Japanese legacy, let's link Oni to her ancestors'
Did the COD developers officially state that they did plan it in advance, though?
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/910211#Comment_910211
I messaged the killer and asked him why the hell he tunneled me when I wasn’t even on death hook and he told me everything
As everyone else said, that is reportable. You need to do so in the post-game screen, and probably also submit a support ticket with video evidence if you want to make sure they get punished. It sounds like you probably missed your chance this time, but you said this happened several times so hopefully you'll be able to do something about it if it happens again.
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Sounds like the problem was your teammates, not the challenge. What makes you think the killer had a challenge in the first place?
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@Astrian said:
https://forum.deadbydaylight.com/en/discussion/comment/910046#Comment_910046
I mean, I really doubt that they planned on Oni being a killer since the release of Spirit. Nothing about Spirit lore implies the existence of Oni, literally the only connection they have outside of family name is the katana.
Do we even know that they're the same sword?
What most likely happened is that the devs just decided to make a character based off of an Oni and felt like tacking it onto the family lore of Spirit just because they could
That was my assumption as well, until I read the map lore that Auron linked above. That, and the fact that the devs said in their Cursed Legacy BTS video that they had this idea from the time when they were creating Spirit. So unless they're flat-out lying, which I see no reason for them to do, the connection has been planned for a long time and we just didn't pick up on that tidbit in the lore until now.
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You don't, as long as you're either recovering or crawling around.
You get a crow when slugged for the same reason that you do any other time you're not doing anything - because the game assumes that you're AFK and not participating in the match.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/910047#Comment_910047
Actually, 5 generators divided evenly into 4 survivors = 1 and quarter of a generator per survivor. Doing 1 and half of generator is pulling your weight, so this is fair in my opinion.
The hook saving part is intentional, but you're not accounting for the points lost every second that a survivor remains on that hook. If you save a hooked survivor last second (before death or next phase), you will lose 15 points that aren't refunded back to you, and your bonus for a safe hook rescue has to fill in that gap. If you don't make a lot of hook rescues, you will have to make up for those lost points.
Finally, when you die, you're also going to lose points, so you, in a way, need to get a little over 100 points of things look dire, and I added a rank buffer because there are things like mori in the game. 😁🤗
The issue is that simply pulling your weight should grant a safety pip, not rank progression. Because if you're performing at the same level as all your teammates at the same rank, that means you're at the rank you should be at. You should have to go above and beyond to demonstrate that you are skilled beyond your rank and thus deserve to progress higher.
Also, I think it's problematic that survivors lose points for every second that their teammate remains on the hook in the first place, because it's not reflective of actual strategic gameplay. There is no strategic disadvantage to allowing someone to stay on the hook until it's a good time to unhook them, as long as they don't die or reach second stage. In fact, more often than not, there is a strategic disadvantage to unhooking someone as soon as possible. What you're doing with a system like that is artificially punishing people for playing the game normally, and encouraging them to adopt a particular playstyle for the sake of their rank. That's one of the main problems with the current rank system, so if you're seeking to improve upon the current system, you should be actively eliminating such features.
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Iron Grasp is effective for what it does, and is a solid mid- to even high-tier perk. A buff is more than just a QOL change, and I don't think Iron Grasp needs one.
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That's really cool, so basically they've been planning this since the release of the Spirit and none of us realised.
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The purpose of the Shrine is not to let people access DLC perks without buying DLCs. The purpose is to allow people to buy teachable perks without spending a million bloodpoints to do so, whether that's on a base game character or a character that they have to buy first.
Allowing base game teachables in the Shrine is even more important now that we have the Archives, since it grants newer players in particular access to perks which are essential for challenges and which they may not have the bloodpoints to get on their own.
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The purpose of the EGC is to force survivors out once the gates are open. If they've 99ed the gates, you can force this as the killer just by opening them yourself. If you believe that 1% doesn't make a difference to the survivors, then surely it shouldn't make a difference to you either.
Particularly if you have Blood Warden, it's often a good idea to open a gate yourself to activate it, instead of leaving it to the survivors, because the vast majority will not run out as soon as a gate is opened, but will stick around in the safe area to buy time for their teammates.
Just because something is counterable doesn't mean it needs to be buffed, or the counter nerfed. Neither survivors nor killers are entirely satisfied with the whole endgame setup, which is how we know it's probably balanced as it is.
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They return to the campfire. The only advantage to escaping the trial, lore-wise, is that you don't have to go through the ordeal of being brutally murdered. And you get to keep your items, which might help you survive the next trial.
There is no known way to escape the Entity's realm, although I believe we do have confirmation that some people have done it. None of those people are on the current survivor roster, though. The survivors we play as are still stuck in an endless cycle of trial after trial, but still retain some hope, which is why they are still in the trials and not floating around as useless husks somewhere in the void.
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@Auron471 said:
The Oni is like... The spirit's great great great great great great great great great great grandfather i think. Oni got mad that spirit's dad destroyed the yamaoka legacy that he created. Hence Cursed Legacy.
That's interesting, where does it say that in the game?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/909988#Comment_909988
All good.
I was just being argumentative for argument sake, but nothing personal.
Ruin just rustles my feathers, lol.
Fair enough. You seem like someone who particularly enjoys exploring unique builds and discovering underrated perks, so with how hard everyone fixates on Ruin as the one perk you MUST have if you don't want to LOSE, I can understand why.
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I may not agree with all your arguments getting there, but I do agree with your main point, which if I read you correctly is that the meta is too well-defined.
This is actually the case for both sides, but more so for survivors, because killers are much more varied in power and playstyle. Different perks synergise better with different killers, so you'll see a lot more variety generally in killer loadouts.
Particularly in the case of survivors, therefore, I definitely agree that the perks need rebalancing. It would be nice to see certain builds and playstyles adjusted to be equally rewarding, so that people like me who prefer a stealth build, or people like you who prefer an altruistic one, can explore that without placing themselves at a disadvantage.
The good news is I'm fairly sure that this is an issue the devs are aware of and are working to change. With almost every patch they release, there are changes to buff lower-tier perks and nerf some of the most powerful ones to make the perk roster on the whole more balanced, because they too want to give players the option to enjoy the game by exploring different and creative builds and not feeling like they're forced to stick to the meta.
Having said that, keep practicing. Even with a well-defined meta, if you continue to improve your skills there will come a point where you're good enough at the game that you can experiment with different loadouts without being crushed, because your skills will compensate for the disadvantage of foregoing a "powerful" build.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/908035#Comment_908035
Ruin essential?!?! Lol.
Sorry, I respect every other opinion you’ve shared, but I’ll always stubbornly disagree with anyone regarding Ruin.
Fair enough. As I see it, Ruin is an essential perk in the same way that BBQ is an essential perk. It's not, you can definitely play without it, but it's top-tier for good reason, because it makes a lot of things, most notably the bloodpoint grind (in the case of BBQ), much easier.
I intentionally said "such an essential perk" not just "an essential perk" because like you, I believe that Ruin is not essential for a good killer, however it is more essential to the average killer than most standalone perks because it makes exerting pressure in the early game so much easier. And the fact that, for whatever reason, certain perks or builds are so highly regarded above others is a problem for which the design of the game is at least partially responsible.
However, I realise that a lot of that probably didn't come across as well as I might have liked in my original comment, so I hope I've explained myself better by expanding on it here.
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/908395#Comment_908395
I agree with your logic - in the early game. Early on, survivors won’t have much cause to leave their found gens, except maybe to go find ruin if you’re running it. Later on, there’s a lot more reason to be on a gen briefly and then run off. Maybe they want a save, maybe they just realized they’ll 3 gen themselves if they finish that gen, etc. The longer the game goes on, the more frequently I find discordance only exploding once before shutting off. In those circumstances it’s extremely helpful to know you’ll only be pressuring one, or possibly none, instead of the 2+ you were hoping for, which means you have less time to dedicate to that area of the map than you would have otherwise.
That's fair enough. Thanks for taking the time to provide such a reasonable explanation 😊
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/908360#Comment_908360
Yes I get that. But that would imply that the ranking system reflects the skill level of a player, which is not the case imo. Ofc there are players that dont even get to rank 1. Still you can make it by understanding the emblem system and go for these scoring events. So I think its not really skill based, its more about understanding how to pip.
That is the case at the moment, I agree. Like I said though, the ranking system is still better to base matchmaking off than hours ingame in the long run because even though it isn't currently set up very well, it's something the devs are able to rework such that it could become a more accurate reflection of skill level.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/908195#Comment_908195
Issue is that bug is unavoidable. Holding the 2nd blink into fatigue is very common.
At first I thought it was a random server bug but discovered its consistent issue. A bug report has already been submitted but issues like this don't get fixed quickly.
Fair enough, but going out of their way to encourage someone else to take advantage of it is different to just acknowledging its existence, and could get both people into trouble.
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The question basically boils down to, is it more advantageous for the killer to have a longer window in which to notice that the perk has activated, or to have a more accurate idea of how long ago the perk activated?
I would argue that the former is actually more valuable, since the vast majority of the time, in practice, if two survivors start working on a generator together, they will still be there 12 seconds later. If not, at least one of them almost certainly will be. So knowing that the survivors started working together 8 seconds ago as opposed to 12 seconds is actually less important than having a larger window in which to take note of the fact that there have been survivors working cooperatively on said generator recently, particularly considering all the other things the killer might be trying to pay attention to at the time.
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/907623#Comment_907623
Lol yes. Im pretty sure that game experience is connected to time spent in a game. I dont think we have a skill based rank system. Anyone can make it to rank one, even new players with little playtime, doesnt mean they are good or are skilled
@silverwolf4455 said:
https://forum.deadbydaylight.com/en/discussion/comment/907623#Comment_907623
Anyone can get to red rank survivor. All it takes is time and with the new rank reset more and more potatoes are gonna make it to red ranks because they get set back less. So in the grand scheme it doesn't matter much.
Even if rank is not currently an accurate reflection of skill, it is a very rough one, and the ranking system and how it reflects player skill is much easier for the devs to manipulate than a player's hours spent ingame.
So although they didn't phrase it in the kindest or most productive way, they do have a point. Hours ingame means very little in terms of player skill, and it would be a bad idea to base a matchmaking system off that rather than a different system which is specifically designed to test and rank players according to their skill level.
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Every update they make to the game has to be screened and approved by the console platform owners, regardless of what is being changed. I don't believe it's possible to update game files the way they need to for the PTB without a required download.
One of the main reasons that they make the PTB exclusive to PC is because they can roll out small tweaks during the PTB for additional testing without needing to go through the same screening process with Valve. It's a much more flexible setup, which is what they need in a testing environment.
Forcing everyone to download an update for the PTB would also mean doing away with the current opt-in system, which is in place for several reasons, player satisfaction among them. Some people simply aren't interested in trying out new, probably buggy content before its release, and they should have that option.
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/907172#Comment_907172
Ive heard alot of my friends and people saying "of course urban evasion now" and similar things and was curious if anyone knew what was up with it.
I'm not sure. I don't believe there's a bug with it, or changed to the perk or anything like that - my best guess is that perhaps more people are starting to adopt a stealthy playstyle since (a) it's the best strategy against The Oni, who is quite prevalent in-game at the moment, and (b) several of the maps seem to have been darkened recently, making stealth a more viable option.
Probably best to ask your friends or whoever you hear saying stuff like that the next time you get the chance, since whatever they're referring to doesn't seem to be general knowledge.
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@dont_ask_me_again said:
Learn to flick with her while charging her blink so the survivor has to guess the direction you want to blink too.
I’m nearly at red rank with her already no add-ons...
Also take thanatophobia and slug... I’m using BBQ, M&A (so you can close gaps easier), Ruin, Thanato.
Also make use of that weird bug where you kinda sprint burst for over-holding the second blink. Always keep 1 blink in your pocket till you know you will hit.
Good advice, but I would edit that second-last line if I were you. Encouraging someone else to exploit a bug is against forum rules and could get you punished and/or banned.
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Not like there was this year. The devs have stated that for the foreseeable future, events will no longer have unique objectives, but rather will be more along the lines of this year's Withering Blight - essentially just a bloodpoint boost, with event-related cosmetics available via the active Rift.
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There's no way for any of us to know when the update will be until it comes.
With regards to the content, I think it's likely that they'll address ongoing topics such as the Archives and the dedicated servers, and probably give us more details about what their plans are for celebrating the holidays ingame. It's also possible that they will address the results of the recent Player Satisfaction Survey, although that might have been too recent for them to have solidified all the data and made any decisions based off it just yet.
They probably will address the Chapter 14 release in some capacity, although I'd be surprised if they go into details since they also have an upcoming Q&A specifically about the 3.4.0 patch.
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Everyone is allowed to have their own opinions, of course - personally, I believe that buffing solos, not nerfing SWF, is the way to go for several reasons.
But the developers have already stated what their plan is when it comes to closing that gap, and that is to buff solos to SWF level and then balance killers accordingly. So coming up with additional solutions is great, as long as everyone is aware that it's pretty much hypothetical, because an official statement on the topic has already been made. I'm sure the devs are open to feedback and suggestions on how they might go about carrying it out, but I can't see them just abandoning a plan that is probably already in motion to change tracks completely.
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Generally speaking, if you want a character's unique perks, it's fair that you have to level that character to get them.
In the case of perks like Ruin, though, it's a bit different. I'd say the problem here is not so much how the leveling/perk acquisition system is designed, but rather the state the game is currently in such that Ruin is such an essential perk in the first place.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/907898#Comment_907898
Not the first. Well, she technically was during the release of the SAW Chapter, but since the release of Jigsaw, we now know that it was a different guy, who's name escapes me. Also, probably a bit too much detail here, but she was told the guy was dead, when he was just paralysed.
@Peasant the main thing with Amanda Young being the one of the Entity's killers is that she actually failed John Kramer and his teachings, and as a result was shot to death in SAW III. She designed and implemented completely rigged games, that the "test subjects" could not complete. She is actually more of the sadistic killer type that the Entity desires. While an argument could be made for Hoffman from the later movies, I have my own theory about the Entity that Fibijean could totally debunk, but it has to do with her canonically dying.
I have only seen the first Saw movie personally, but I know most of what happens in the later ones and how Amanda's story develops, although I didn't know about the other guy being the first victim. I did know about the details of her cellmate, but I didn't mention it because I was trying to be as vague as possible spoiler- and gore-wise.
I would be curious to hear your Entity theory, but the lore section is probably a better place to talk about it, since ATC isn't meant to be a place for length discussions 😊
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@Peasant said:
@Fibijean Thank you for the quick response. I just have trouble forgetting the significance of her presence sometimes.
While I've got you attention though, I'd like to ask you a question. Do you think that the community would benefit from some map generation layouts? I'm making a survivor guide and plan on including some overhead imagery of trail grounds. I'm just not sure if folks will find the images helpful or confusing.
No problem!
By map generation layouts, you mean like diagrams of how the tiles are laid out on different maps? I think that would definitely be helpful for a lot of people, especially new players who don't really understand how everything is put together yet and find the procedural generation confusing. That sounds like a great idea to me 😊
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It is good manners, of course, to say thank you, but unless they're actually being rude about it in the chat, there's not really anything to hold against them. You shouldn't do nice things for people because you want to be thanked, you should just do it to be nice. Yeah, it's a bit annoying, but I wouldn't read too far into it.
It's also worth noting that you may not have been doing all of those survivors a favour. Some people like to play competitively even if it means they get killed, and they hate being let go or forced to farm. So if some of the survivors you faced were of that mindset, from their perspective there was nothing to be grateful for, and you shouldn't hold that against them either.
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For the memes, if nothing else.
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Warning: SAW Spoilers
The Pig is Amanda Young from the Saw franchise.
As I understand it, she's essentially the Jigsaw Killer's apprentice. The Jigsaw Killer traps people into gruesome death trap puzzle "games" that test their will to live, forcing them to do something terrible to themselves or to someone else in order to save their own life. Amanda was the first person to survive one of these "games", and was so impressed by Jigsaw's philosophy that she joined with him.
She put on the pig costume to kidnap new victims for the game that took place during the first Saw film.
The Reverse Bear Traps that The Pig uses ingame are a feature from the trial Amanda survived, in which she had one placed on her own head, and was forced to locate the key by cutting open a man's stomach.
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@DeKillerKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/907498#Comment_907498
It would be the same as the original OoO, just with a nerfed aura reading and more bonuses to repair speed or healing.
And exposed?
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More specifically, you can't hear phasing noises if you're within the terror radius left by her husk. So if she's phased halfway across the map to get to you, you'll be able to hear the phasing sound when she's right beside you.