Fibijean
Fibijean
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@Boss said:
They might be mistaken in thinking protecting the Generators is the main goal.
Generators are only good to visit cause Survivors, the true main goal, have to be on them constantly.
Surely common sense would tell them otherwise, though.
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@DeKillerKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/907420#Comment_907420
Well, the aura reading and bonuses would obviously only be given to the obsession. If you ahve the perk and you're not the obsession you wouldn't get either.
And maybe the aura reading is a bit too narrow.
I want there to be an inherent risk just bringing a perk that gives a lot of bonuses with the risk of not being the obsession and wasting a perk slot. Which is why I think these bonuses should only be given to the obsession.
Sorry, I should have been clearer. What I meant was, does the obsession get aura reading, or the killer, or both? And what are they reading the aura of? Each other? I know I could make educated guesses here, I just want to make sure we're on the same page.
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@DeKillerKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/907293#Comment_907293
How about the bonuses I mentioned and reduced aura reading?
Instead of 44/56/64, it's 32/44/56 with a larger minimum range of around 20-25 meters.
That way it can still synergize with Sole Survivor and gives the perk more use without it being too broken.
You might need to expand on the aura reading idea a bit more. Reduced aura reading of what exactly, and for whom?
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@DeKillerKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/907207#Comment_907207
What if OoO is less about Aura Reading and more that it gives the user advantages in exchange for a heavy downside.
Like for example, the Obsession has 10/20/30% more repair speed and has 10/20/30% more healing speed.
Basically be the "Final Girl" of the group in exchange for having a permanent Exposed effect.
Hm, could work. I'd still like to see it have something to do with being the obsession, since that's kinda Laurie's thing. Perhaps if you are the obsession, you'd get a bigger boost, and/or the killer would be able to see your aura from a certain (long) distance away? That way there's still synergy with her other perks, like Sole Survivor in particular. (As you can probably tell, I'm a big fan of characters having unique perks that work well as a set.)
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Medium vaults were added for a very good reason. Looping is too powerful a tool to have a low skill threshold, and now it takes a lot more skill to do than it used to.
I don't want to just say "git gud", but really, that's what it amounts to in this case. If a fair proportion of other players are able to achieve something that you're not, it's usually a matter of skill level, not bad game design.
If you think medium vaults are an issue, you need to improve your skills at looping and outsmarting the killer. Maybe find some gameplay footage of a good survivor main and watch how they handle loops and vaults, or find someone who knows what they're doing to practice with in a KYF.
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Your comment above with the builds perfectly exemplifies the problem with such a system. Avoiding people just for bringing certain perks? Can you imagine how quickly that would get out of hand?
Also, since you brought up the Overwatch system, this article explains why this would be a bad idea, using Overwatch as an example, better than I ever could.
Catching up on the Overwatch forums, there's a post by the game's director, Jeff Kaplan explaining a little more about matchmaking. The part which stood out to -
... A message from literally every killer player, and every reasonable survivor player as well.
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I'm sure that in an ideal world, the devs would like to limit matchmaking to a hard cap of a couple of ranks either way. The problem is that matchmaking, rank and queue times are all inextricably linked, and adjusting one will have an effect on the other two.
Bear in mind that the matchmaking system is universal, and therefore needs to work for all players at all times and in all regions, including ones where there isn't a large playerbase to begin with. So adjusting it to be stricter could have the effect of making queue times far longer in some more populous regions, but in others it might make it impossible to find games at all. Basically, it's a delicate balance to which there is no perfect solution, except to simply expand the playerbase. I expect this is one of the main reasons why the devs are looking into the possibility of implementing crossplay between platforms.
It's also worth noting that grey ranks (17-20) have no matchmaking cap due to the general lack of players at those ranks in any region. Although it would be ideal to be matched with new players like yourself, the game assumes that ultimately you'd rather have a badly matched game than no game at all. Once you get to rank 16 or above, you may find that matchmaking and thus your overall experience improves significantly.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/907165#Comment_907165
Yeah neither of those seem like they could work. Have any other ideas?
Honestly I'd be fine with just a complete rework rather than just a sidegrade/nerf
So would I. Even with a rework though, I would want it to maintain the spirit of the original - that is, it should still have to do with being the object of the killer's obsession, thematically - and ideally to have some synergy with Laurie's other perks.
Those two were just random ideas off the top of my head, but if I have any better ones I'll come back and post them here.
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This seems like a bug. You short report it in the Bug Reports section of the forums (link below). Make sure to follow the instructions and include your platform, a detailed description of what happened and steps to reproduce the issue (like what you posted above) and how often the bug occurs (sporadically, or every time you perform those steps?).
Also include any other information you think might be useful to know, such as what perks or addons you're using, if you're always using the same ones when this happens.
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You got your answer - I'll just add for the sake of clarity that if there is any possible way for you to end the game without disconnecting, then the game isn't being held hostage. In this case, you were free to do the generators and leave, so the killer wasn't doing anything wrong in that regard.
The only other way the killer in question could possibly have been breaking a rule is if they worked with one or more survivors to find and/or kill the others. If they just got their first kill normally and decided to let the rest of the survivors go, that's also perfectly acceptable.
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That might just be a rumour that's going around. As far as I'm aware, matchmaking isn't bugged, and if it is there's no known way to "abuse" it.
I expect some killers see what they assume to be a SWF party where the highest ranked player is more than 6 ranks above them, and assume that the survivors must have orchestrated that situation deliberately. In reality, the survivors are probably just as clueless about what's going in with the matchmaking as the killer is.
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This is the first I've heard of it. What have you heard people saying about it?
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Were you accessing the settings from the main menu? That's the only place you can adjust that particular setting. It won't work if you're "in a lobby".
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@DeKillerKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/905481#Comment_905481
My main point with this change is to keep Object of Obsession as a strong high risk and high reward perk. It isn't a perfect change which is why I very much appreciate your suggestions.
For one, I didn't really think of adding a minimum range to the perk. That would solve the problem of stealth killers or perks like Nemesis which gives the survivor the Oblivious effect to be safe from aura reading around a loop or a pallet. 20-30 meters does seem fair, however I wouldn't want it to be extreme either.
I do want this perk to be useful for both solo and SWF players. As gutting it would just mean less people using it and defeating the purpose of balancing it.
The point of the noise notification (like Premonition) is to give the Obsession (like I mentioned in my original post, only the obsession gets to have Aura Reading as the name implies that they are an Object of Obsession) an advantage against Stealth killers. It's basically a stronger Premonition because you also get aura reading out of it, however Premonition triggers despite you not being the obsession.
My suggestion requires you to be the obsession for the perk to even work at all. Which plays into the high risk part of the perk.
I don't necessarily think that this will give SWF teams a lot of information as SWF teams with OoO tend to also run Decisive Strike. And getting Decisived is almost guaranteed, rendering the OoO user useless without aura reading. It would make Decisive a counter to Object of Obsession, if that makes sense.
I really appreciate you giving feedback and I hope to see more people adding to this idea and maybe get the attention of BHVR.
The main reason I suggested a 20-30 metre range is because it's around or just under the average terror radius for most killers, so it maintains the spirit of the original perk without making stealth killers vulnerable.
The noise notification makes sense, although I still feel that the perk is too powerful in some ways. I had a couple of ideas, but they seem problematic. I'll chuck them out there anyway for criticism.
One idea I had was that the perk could reveal the auras of everyone on the team, making it higher risk, even for SWF, and in some ways giving it better synergy with Sole Survivor if you want to be really selfish. It would also make the perk user less of a target. The obvious problem here is that the other survivors aren't in control of their own visibility, which doesn't seem fun or fair to them.
My second idea was that in order to make it a riskier perk to carry in terms of being a target, not just in terms of the risk of having a useless perk in one's loadout, it could apply a status effect like exposed or hindered to the user whenever they activate the perk, which persists for a certain number of seconds after the perk deactivates. The problem with this is I'm not sure how dangerous this would actually be in practice, and it's possible that this could backfire and make it even more of a meme perk by making the user an even more attractive (but still equally untouchable) target for the killer.
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@NoShinyPony said:
@Fibijean With Devotion 1, lvl 50 the OP most definitely doesn't have quite a few thousand hours in the game.
Yeah, that is an excellent point. I got confused because of the way he ordered them and thought he meant devotion 50, level 1.
In that case OP, ignore everything I said above, your total ingame hours is probably more like 200-250.
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Firstly, the new system (PC and Switch only) will not ban you if you disconnect from a game. It will just lock you out of the matchmaking queue for a short while, and the lock-out will only escalate if you continue to disconnect from multiple games within a short space of time. The current system (which will remain in place on Xbox and PS4) will ban you for disconnecting, but only if you disconnect from a high proportion of the games you play (I believe the threshold is around 75%). I'm not going to encourage you to do it - unless there's literally no other way for you to leave the match - but rest assured, you will not be banned immediately for a single disconnection.
To answer your question, it depends on what the player is being reported for. It's not public knowledge exactly what information BHVR does and does not have access to, but they generally will not punish players for anything they do ingame without video evidence to back up the report. What they have said in the past about the way they review reports is that they do process every report they receive, and they do investigate the report if it appears to be legitimate. Exactly what form the investigation takes likely depends on the type of report, and as I said, the details aren't public knowledge.
So in your case, if you believe someone is doing something reportable, such as working with the killer to grief their teammates or holding the game hostage, you should file a report in the post-game screen, but you should also submit a support ticket with video proof of their wrongdoing. The devs as a general rule don't ban anyone if there is any doubt whatsoever that they might not have done anything wrong, so it is very unlikely that the person will be punished unless you back up your claim with solid evidence.
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I had to facecamp a guy on his first hook for this challenge. Hooked his teammate that was on death hook to activate BW, and then downed him with NOED. His other two teammates came and tried to rescue him, saw I was facecamping, realised they had no choice and left him to die.
I felt terrible. I tried to apologise to him after the game and explain that it was for the challenge, fully expecting him to be salty about it, but he just said it was all good and he totally understood, and even said it was his fault for being cocky. Him repaying my bad manners with completely undeserved kindness totally made my day π
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I agree that some sort of nerf to OoO is necessary to make it less broken for SWF, and I think the changes to its range are good, although I think there should still be a minimum range (maybe 20-30 metres) as well as a maximum.
I was curious about one thing - what is the point of the noise notification feature?
Also, I wonder how much of an impact this would really have in terms of the perk's viability for use with SWF. I feel like it doesn't address the main issue there, that being that if the perk is active and working correctly, the user can still feed their team huge amounts of information on the killer's position and activities with few repercussions. This scenario may be less likely with the suggested changes, but in my opinion the fact that it can happen at all is still something of a problem.
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Assuming you started playing after player levels were implemented (June 2018), I can give you an extremely rough estimate. If you started playing at any point before then, it's impossible to tell.
According to the wiki, it takes around 579 games to achieve one full devotion level. If we say a game takes 10 minutes on average, one devotion level takes 96.5 hours played to achieve.
So if you have gained 50 devotion levels during your time spent playing DBD, your hours played in matches is probably somewhere around the 4.8k mark. If we factor in an additional 10 minutes between games to account for disconnects, waiting in lobbies, looking at the Store, etc. that adds another 4.8k hours. So your total time spent with the game open is probably around the 9.6k mark.However, again, this is an extremely rough estimate. If we had factored in only 5 minutes between games, that would put your total hours at more like 7k. So maybe we'll just say "quite a few thousand" and leave it at that, because, as the first comment rightly said, there are far too many variables to make a really accurate estimate.EDIT: Or go with one of the suggestions above, depending on your platform, to see exactly how many hours you have and skip the maths altogether.
EDIT 2: I misread the original post. See my comment below for corrections.
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It actually only saves about 2.7 seconds, so it's even worse than you thought.
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Pretty much everyone wants cross-progression to be a thing. Even among those who wouldn't be affected by it, I have yet to meet someone who isn't in support of the idea. It's probably just a matter of technical considerations, since it's up to Microsoft, Nintendo, Valve and Sony whether they want to even allow something like that.
Also, the way most games handle cross-progression is with a player account of some kind, so if BHVR were to implement something like that they'd probably have to first set up an account system and transfer all our data onto it.
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Some people like to go for a stealthy rather than an aggressive playstyle. I just wish the game didn't favour one over the other.
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Good lord. Having played the game since soon after release, I always wondered why people thought Meg looked terrible, cause I've always quite liked her design. Now I realise that it was because I had an image of her in my head from before she got goblified.
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I would say the main reason to have a build for tunneling survivors is because it's simply the most effective strategy to use. The only reason not to tunnel is if you care about the other players having a good time as well.
As a side note though, targeting a specific survivor across multiple games because they were a jerk to you isn't tunneling, it's against the rules and could get you banned.
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@TogzogTheTits said:
Thank you all for the fast and thorough responses. I had a feeling this would be the case, especially with Easy AntiCheat. I'll wait and see if an official response comes in, but I feel like I've gotten a good answer so far. Does anyone have a good idea on a non-bannable alternative? For instance, a way to mute only the heartbeat. Since the killer's music plays when they get close, my friend could probably use just that if they have to mute the heartbeat.
As the others said, there's no way to adjust individual volume levels.
DBD is often stressful and scary for new players. It is a horror game, after all, and it's not for everyone, but it does get much better once you get used to it. There are things your friend can possibly do other than modifying the game itself, however. If it's too stressful for them to just keep playing and get used to it, I would recommend that they find a streamer or YouTuber that they like and watch some gameplay footage. This should help them get used to how the game plays, including the sound design, from a less intense second-person perspective, and will likely have the added benefit of helping them to improve their own skills faster.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/904398#Comment_904398
No need, it says plain and simple from the link he provided.
"All Challenges and their rewards will remain playable. However, Rift Fragments will no longer be available as rewards from this Tome."
But please do provide those as well if you wish, I can use them as source material if anyone wants an official statement from one of the devs themselves... in comment form.
Yeah, that was my thought process, because some people consider those quotes up for interpretation and would prefer a clarifying statement from a developer. Here's one I found from Peanits:
Also sorry for the delay, I forgot and was busy with other stuff.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/904427#Comment_904427
Look - you're trying to be a white knight here. As it happens, you're not doing a good job (so far). If he is being camped "literally every single game", I would like to see some proof of it, cause the claim itself is outlandish. Something you seem to keep ignoring, which pulls the rug out from under your pseudo-intellectual counter retorts.
Basically, just stop. This is the real world.
The claim is outlandish. I never denied that. Doesn't make it a lie, or give you the right to throw names like that around without any actual proof.
In "the real world", statistics requires that outlandish things happen. That's how bell curves work. A fact is something that is certain or can be demonstrated conclusively to be the case. By definition, therefore, probability does not deal in facts. You shouldn't use statistics to back up your argument if you don't understand how they work.
As for proof, you're the one making accusations, so the onus is on you to back up your claim, not them. I'm trying to protect someone else from an unjust accusation. If that makes me "a white knight", so be it.
I'm going to end this here in the interests of not derailing the thread any further, and since all you seem to have done so far is call people names, I suggest that you do the same.
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How is this hypocrisy? It can basically be simplified as:
Person A: I love X!
Others: Yeah X is fine.
Person B: I hate X!
Others: No, X is fine.
I fail to see any inconsistency in anyone's behaviour here.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/904369#Comment_904369
I do know that, actually. Unless there is some mystical, cosmic anomaly at work, he is not getting camped "literally every game" unless one of the 4 things I listed is happening. Logic and the odds are on my side here.
It's not just my conjecture, it's statistically based fact.
Anyone who knows anything about probability would tell you that no conclusion drawn on the basis of theoretical probability can be considered "fact". Likelihood is not evidence. You do not know for a fact that he is lying unless you've been watching his games, because what he's claiming is a technically possible occurence. So, for the last time, please don't call people names without a factual basis for such an accusation.
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Unlike things like character portraits and perk icons which is a "do it at your own risk" scenario because it doesn't affect actual gameplay, sound is a key feature of DBD. Editing the sound files in any way would therefore likely come under "[attempting to gain] an unfair advantage that wasn't intended by the game", which would most likely get you banned.
Basically, it's not okay to modify any game files which affect the actual in-match gameplay.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/904292#Comment_904292
Right, but he still didn't really give me a statement on if they do give Rift Fragments after a new Rift is made or not...
@SilentSpectre Please do provide that information, as I would like to get my info right for the next time this is asked. (The part where Tomes will not give Rift Fragments for every new Rift that's made... I've never seen that being said anywhere UNLESS I missed something).
Peanits has also said it in a comment or two I believe, I'll try to find them for you.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/892773#Comment_892773
If they are going to use that logic, they should be hiding survivors items in lobbies as well, but they've used the opposite logic justify that being there. I'm not saying they should remove visible items, obviously, but it's just a testament to how wishy-washy BHVR is. Absolutely abysmal in their PR and reasoning.
Personally, I agree with you that the logic is flawed. Nevertheless, they seem quite set on it, so it's not likely they're going to change their minds no matter how many requests are made to reverse the decision.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/902716#Comment_902716
Statistical probability. How probable is it that this person is getting camped "literally every game, and it has happened 35 times in a row", while, quite frankly, that is more than likely (even then, I'd say its nigh impossible) not happening to everyone else. I accuse them based on pure logic and rationality alone. It's not a matter of comparing my games to his, it's a matter of his claims being outlandish enough to make the accusation necessary.
What is probably happening is either:
- They're doing something to warrant that treatment, whether it's being toxic or attempting to bully the killer.
- They have a grossly skewed idea of what camping actually is.
- They're facing literally the same killer over and over again and camping just happens to be how they play.
- They are flat out lying to either try and get sympathy or attempt to get attention.
Either way - yes, camping exists. No, it doesn't happen on THAT outlandish of a scale (except for events, for some reason, it can get pretty bad). In ANY CASE, camping is a legitimate playstyle. The DBD instructional videos from BHVR themselves even promote it as such. There's even a perk made for it (Insidious). But there is NO WAY in hell it's happening that much to him without one of the reasons stated above being the case.
https://forum.deadbydaylight.com/en/discussion/comment/902691#Comment_902691
Quite the contrary, sir. If you are getting camped "literally every game" as you ridiculously claim, there's clearly something wrong with you. You're not telling us the whole story.
You don't know that, though. You haven't necessarily played the game as their role, at their rank, in their region. It's quite possible that you're right, but it's still out of line to call someone names when you have no actual evidence apart from your own conjecture to justify it.
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Yes, they're using powerful items to complete their challenge - just like you're using a powerful perk to complete yours. I understand it's frustrating, but it's not the end of the world either. And no, I'm not suggesting that keys and NOED are equivalent, just that you're both just trying to complete your challenges so you can't really blame them for it any more than they can you.
Having said that, the idea that keys are a free escape is a myth. In order to use one, the survivors have to first complete a certain amount of generators, then they have to actually find the hatch before you find them - which is probably a lot harder if they're all still alive and you've got NOED.
A lot of the time, a survivor who brings a key ends up dying or losing it to Franklin's Demise before they even get a chance to use it. Even if the person with a key is the last one, they can use it to get out through the hatch after you've closed it, but again, they still have to find it and they only have two minutes to do so. I have died to EGC about 50% of the games when I've been put in this situation and attempted a hatch escape.
Saying that keys are a free escape is like saying that moris are a free kill, even though the killer has to win two chases before they can even use an ebony or ivory mori.
I don't want to debate whether or not keys should be removed from the game or rebalanced or whatever, because that's an argument I'm tired of listening to if I'm being honest. I just wanted to debunk the idea that a key equals a free escape, because it's not actually true, and if you're going to have discussions about balance it's important to have an accurate understanding of the mechanic you're proposing changes to.
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I don't believe they ever said they would add more time to the Tome, just that they were going to push the dates back a few weeks due to the delay in releasing the Archives.
That update is the most recent information they've given us, so Level IV should still be due to release on the 18th, and the Rift will close three weeks later on January 8th.
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This isn't a bug. The protection hit changes were intentional, as was their effect on MoM. You may simply need to adjust your gameplay style. The good news is that protection hits are much more consistent now, so you shouldn't need to go looking for unusual ways to get your MoM stacks anymore.
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@Bunnie said:
https://forum.deadbydaylight.com/en/discussion/comment/903063#Comment_903063
I don't think they were working with the killer. I think they're just trolling honestly. The killers switch but ill definitely check if i run into them again. At first i didn't realize it. I just thought someone disconnected but they do the exact same thing and then once one dies they DC. And ty for the link ill look at that and check it out.
Griefing teammates through things like consistent sandbagging or making noise to draw the killer's attention is still reportable, I believe. In a sense it's still working with the killer, even if they're not personally in league with them. I would see what you can do about recording them ingame if you run into them again, and send in a report both at the end of the game and via a support ticket afterwards with the video evidence attached.
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@Thesaviour119 said:
https://forum.deadbydaylight.com/en/discussion/comment/903003#Comment_903003
1.Silence is golden (when beside the killer your heart rate lowers, making harder to be detected)
2.vison pulse (being able to know the killers location for a few seconds at the start of the game)
Thanks for the explanation! I'd go for this one, then, since I've always been fond of a stealthy playstyle.
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I know it's not objectively his best one, but I just love this perk so much.
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It is against forum rules to link to people's profiles here. We don't report people or "name-and-shame" on the forums, so you did the right thing by asking about it first.
Reporting ingame does work. The devs do check every report they receive, it's just that sometimes things can take a while, mostly due to the amount of false reports that get filed that the team have to sift through.
It sounds like your issue is one of Survivors working with the Killer to sabotage their teammates, which is definitely a bannable offence but not an easily provable one. Submitting a Support Ticket would definitely help if you have additional evidence to back up your ingame report, such as gameplay footage or screenshots of conversations with them admitting to cheating.
You can find more information about reportable offences and how reporting works in this post about Game Rules and the Report System - https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
Here is a post detailing the best way to gather additional evidence for a player report, which as I mentioned is usually necessary for an offence like griefing or working with the Killer - https://forum.deadbydaylight.com/en/discussion/66835/recording-evidence-for-your-player-report#latest
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@WillWolf76 said:
https://forum.deadbydaylight.com/en/discussion/comment/903024#Comment_903024
Yeah, I edited my response right before you posted this as I didn't read that part until after the initial post. Then I went back an edited it because I realized I was a fool and should have read your explanation first before commenting on the article.
No worries, all good. Glad it makes sense now!
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@WillWolf76 said:
https://forum.deadbydaylight.com/en/discussion/comment/900434#Comment_900434
That web site I saw, but if you look at Gatekeeper, you need 900 points for Iridescent and while reading all the ways of getting points, you can't earn 900 points. You can get 600 points if 5 gens are left at the end of a trial which would leave you 300 short and only 225 award for 9 minutes of all 5 gens not done after 9 minutes giving you only Gold with a total of 825 max earned. This is why I didn't trust this web page, because the information is definitely not accurate at least for this category.
As I explained towards the end of my original comment, I think you may be misunderstanding the way the "5 points for each Generator remaining for each elapsed minute" thing works. The formula is more complicated than it seems, because you actually receive more points per generator for each minute that elapses. Instead of a flat rate of 25 a minute with 5 gens remaining, the 25 is multiplied by the number of minutes that have elapsed. I'll quote what I said in my comment above and hopefully that will clarify it.
If one minute has elapsed and 5 generators still remain, you receive 25 (1 x 5 x 5) points. If two minutes have elapsed and 5 generators still remain, you receive another 50 (2 x 5 x 5) points. After 3 minutes, 75 points, etcetera. So it is possible to receive Iridescent Gatekeeper even if no generators remain at the end of the trial, if you managed to prevent any generators from being completed during the first 8 minutes (25 + 50 + 75 + 100 + 125 + 150 + 175 + 200 = 900) of the trial.
So basically, the information on the wiki was totally correct, it was just badly explained.
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@thatcarbonfox said:
6 votes and its 50/50 I thought itd atleast show one way or the other
From what I've seen on feedback threads about it, it's pretty split. And a highly controversial topic, too, so making the vote anonymous was probably a good decision ποΈ
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@WillWolf76 said:
Thank you, this makes more sense. So coop only giving half is why I will get gold instead of Iridescent sometimes. Every website never mentioned this part yet it explains a lot. Thanks!
No problem! Feel free to ask if you have any more questions about it π
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Could you elaborate on what the last two are?
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I assume from all the balance posts that this is an unpopular opinion, but I am personally a fan of rare, overpowered mechanics as long as they are actually rare. I think they add flavour and variety to the game.
The only thing that needs to be reworked about either keys or moris, in my opinion, is that neither item is as rare as it should be. The only change I'd like to see made is for them to actually become "ultra rare".
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/902962#Comment_902962
3 months later, the answer is still Myers, lol.
Of course. How could it not be? π
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@anarchy753 said:
Yeah, in the past couple of days I've been accused of both "only playing killer" and being "an entitled killer main," as well as "only wanting to remove everything that's fun for killer players."
You can't have an opinion without someone taking personal offence to it, and suddenly you're Satan and out to ruin their game.
What a surprise, some people play both sides and want things to be balanced rather than just wanting to play nothing but the most overpowered killer that removes the other team's input and skill as a factor, or wanting free escapes as survivors.
I was recently told "Yeah right, you're a survivor main? Nice bait!" and "What would you know, you play survivor" both in the same day by different people. The first because I dared to suggest that killers had as much right to a victory as survivors do, and the second because I said that many people enjoy playing killer.
Make up your minds, people! Am I a toxic survivor main or not? I'm on the verge of an identity crisis here.


