Fibijean
Fibijean
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- Fibijean
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Voting for things makes me happy 😊
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It's nice to keep speculating, as long as everyone is aware that this thread is over three months old so OP has probably already bought whoever they decided on.
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I believe it has been confirmed by the developers that Breakout doesn't stack if multiple survivors have the perk active at the same time, if that's what you're asking.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/902638#Comment_902638
I'm going to straight up call you a liar, then. You're either blatantly lying about being camped every game, or there's more to this than you're letting on and you're literally doing something that deserves the camp.
I have been camped once in about the last week - and it was an insidious Bubba (which is kind of what he's made for and I totally respect it).
On what grounds are you accusing them of lying? Because your own games play out differently?
Just because they haven't had the same experience as you doesn't make theirs any less valid, and it certainly doesn't give you the right to insult them on the basis of mere speculation.
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@mmain said:
https://forum.deadbydaylight.com/en/discussion/comment/902669#Comment_902669
I see your point. I'm not totally sure I still wouldn't like to have the option, but it's got me debating. The bottom line for me is I'd like to see something done to make those who intentionally abuse unhooking not be rewarded for it. I think I'd modify something you said. Instead of giving someone double points for safely unhooking I'd propose the same amount of points for unhooking, but you only get them if you safely unhook.,
That would still allow for an unhook in an unsafe circumstance if it's strategic, but would remove incentive for those only doing it for cheap points.
I agree that disincentivising unsafe unhooks is probably the best way to approach things. There are a lot of different possibilities as to how that could work, and your suggestion is also a good one. But I don't want to get too swept up in discussing them since it's not really the topic of the thread 😊
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Because he's ANGRY, DAMMIT! 😡
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So essentially, if I understood you correctly, this is Adrenaline but activates on every generator completion except for the last one?
I don't think this would work well, it seems far too powerful. Adrenaline is already a top-tier perk as it is, and for good reason, because particularly at higher ranks it can take a lot for the killer to get even a single hit on a survivor. A perk which has the potential to passively and instantly heal every survivor five times per match (at the survivors' discretion, no less) would pretty much guarantee a 4-man escape every time.
EDIT: I reread the post, and I think I mistook the "you" as a general "you" rather than a personal "you" the first time around. In that case, I understand that the idea is that the perk would only activate when the perk holder finishes a generator. I still feel that this would be, though not quite so broken as it seemed initially, still essentially a more powerful version of Adrenaline, which really doesn't need a buff of any kind.
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@rch614 gave you the answer.
I'll just add that it's a known issue according to the latest Patch Notes, so the developers are already working on a fix. In the meantime, though, it's probably best not to use any medkit addons which increase charges, since they will just be wasted.
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As @TheRockstarKnight pointed out, they don't answer the questions in the thread itself. The thread is just there to collect questions for an upcoming Q&A livestream.
As for when the livestream will happen, we'll have to wait a short while. The thread was only opened two days ago, and it's the weekend now so the developers/community mangers aren't at work. Once they come back to work on Monday, they need time to go through all the questions, select the ones they are able to give answers to, talk to the rest of the team and gather information, and prepare the answers for the stream.
Last PTB, there was a delay of around 2.5 weeks between the posting of the Q&A topic and the stream where the questions were answered, so I wouldn't expect to see anything for another week or two at least.
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@mmain said:
I would absolutely love to have this option. I do agree with Fibijean that there are definitely ways this could be abused or that survivors may not always use it in their own best interest. However, I would still love to see it.
Here's my reasons for that:
1) For the abuse part.... unhooking is so badly abused right now for cheap points that whatever abuses would come with the ability to deny an unhook couldn't be any worse than what we see now.
2) As for the not using it wisely part... that's true. If I had the ability to deny an unhook there would definitely be times I'd unintentionally not utilize it the best way possible. But I would rather it be my choice to make that bad decision than allow another survivor to choose whether or not it's a good time to unhook me, because let's be honest there's a large percentage of survivors that will unhook for cheap blood points knowing they are throwing you under the bus. They don't give a #$@! whether or not they are making a good decision for you.
So this suggestion gets an enthusiastic 100% vote of support from me. Maybe it would make selfish survivors think twice before unhooking right in front of the killer if they knew it could be denied and they would instantly become the target.
I would agree with your second point, if it weren't for the fact that going for an unhook is a very risky move for the rescuer. They have no choice but to do it if they don't want to let a teammate die and be at a disadvantage for the rest of the game, but they're still sticking their neck out to save someone who's only in that situation in the first place because they got outplayed.
So I don't believe that decision should be in the hooked player's hands, simply because they're not the only one that decision affects. I think the solution to the farming problem is instead to more heavily incentivise safe unhooks. Making the "Safe Hook Rescue" score event net double or even triple the bloodpoints of the "Hook Rescue" score event would be a good start.
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The servers are constantly undergoing fixes and updates. That's why they're live all the time. We don't notice it because it's all backend stuff and it's happening gradually. The servers are still far from perfect, it's true, but they're miles better than what they were two months ago.
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@LordRegal Oh hey, you got it spot on! ^ XD
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@RakNieborakYT said:
https://forum.deadbydaylight.com/en/discussion/comment/902620#Comment_902620
When I read my 2nd perk, I start to think that I wrote too soon :P but thx for opinion
It's not a bad idea at its core, it could probably just use some adjusting 😊
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Depends on your platform. If you're on console, yes, lag switching is possible.
If you're on PC, it might have just been the server acting up for a second. Did you check your ping in the lobby, and/or were you playing with friends? Because it's also possible that you were connected to a server which isn't close to where you live, which could easily cause lag issues even if your internet is fine.
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Pros - Larger playerbase, shorter queue times, ability to play with friends from other platforms. Also a gateway to cross-progression.
Cons - Issues which affect one platform will now affect all others by association. There are also technical issues to consider, such as KMB support for consoles, sensitivity and FPS issues, and just the superiority of PC hardware in general. However, I think most of the technical concerns can be mitigated by careful planning and adjustments made in advance.
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@dopy said:
its actually the opposite - you can hold yourself in lowrank matches vs lowrank killers a lot better in a 3v1 - but its kinda impossible on high rank and there is probably a lot more dcs in high ranks than in lowranks... but thats w/e - the mainissues still stay the same... you need all 4 people to fight equally against the killer, as a solo survivor your ability is limited (thats how it should be but they started to balance the game around as swf and thats not helping for sure) and there is still no punishment for dcing - even after the praise "with dedicated server we will get rid of the dc problem" - yeah, yeah keep talking... you cant do anything against people who let themselves die on the hook because people on lowrank often dont want to let themselves die - they are just to bad or overwhelmed and dont know how to press spacebar and it would be wrong to punish them for "being bad". on high rank you could do that easily but hey, thats a dream i am not even able to think about - it would be alright if they would start to punish ragequitters how they promised
The DC penalties for dedicated servers haven't actually been implemented yet and we don't even have details about how they function, so it's a bit too early to start complaining that they don't work.
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I think the first one is a cool idea, but it would be an enormous amount of work to create a functional AI just for one perk. If they ever have the chance to make AI for the game for an expanded tutorial gamemode or something, they might think about implementing a perk like this at that stage, but probably not before.
The second seems very powerful, and honestly is probably not a solution to the problem it's trying to address. When it comes to camping, it can already be countered by a healthy survivor with BT if they play their cards right. In the case of facecamping, the killer is likely to try to grap the rescuer during the save animation rather than hit them first, in which case Endurance won't help them regardless.
If something like"Failure Begets Victory" were to be implemented, however, I think it should only grant Endurance to nearby survivors, and it should only last for a very short amount of time, like maybe 5 seconds, after the save is made, to keep the perk balanced. Original Borrowed Time worked for both the rescuer and the rescued, and there were good reasons why it was changed.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/902578#Comment_902578
It doesn't. Trust me.
I'm not trying to discourage him from sharing his ideas. Just trying to make sure he understands the reality of the situation.
It may. Neither you nor I is a BHVR developer, so we don't actually know what they do and don't do, or what goes on behind the scenes. Given that we have no actual evidence to suggest that they don't regularly accept and consider player feedback and suggestions, I choose to take their word for it that they do.
Of course OP shouldn't expect the devs to respond immediately and enthusiastically, but neither should they expect to be ignored entirely, because it is actually the case that the Community Managers frequent that subforum and read the suggestions that are made, even if they don't always have the time to respond.
I understand the sense behind tempering expectations, but I don't think they need to be quite so tempered as you're suggesting, based on what I know of the developers and CMs.
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@thesuicidefox said:
@Fibijean gave you the spots to go, but I'd like to give you some advice.
Don't get your hopes up.
It's great that you want to present your ideas but the chances any developer would take them is very very low. Like below a fraction of a percent. It's only if your idea is both incredibly novel and easy to implement would they even consider it.
Not trying to rain on your parade, just trying to keep your expectations in check. Share your ideas but be realistic about it. Otherwise you may be seriously disappointed.
I wouldn't discourage them too hard. The devs love to see new ideas on the forums, and they do take the ones they like back to the design team for discussion, and some get implemented into the game. Also, I get the distinct impression that this happens a lot more often than many people realise.
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My definition of camping is staying close enough to the hook that any attempted save would be either prevented completely or heavily punished, with the express intention of doing so - which means that chasing someone near the hook doesn't count as camping as far as I'm concerned. (This is also not to say that a killer is always camping if they manage to prevent an unhook or down someone immediately afterwards, because there are many ways of achieving something like that without staying within close proximity of the hook.)
I would define tunneling generally as focusing a particular player from the first time you find them until their death, including choosing to follow them rather than the rescuer every time they get unhooked. Hard tunneling is focusing a single player to the point where the killer ignores everyone else, even if other survivors go out of their way to bodyblock or attract the killer's attention.
Just as a disclaimer, even though I'm not personally a fan of doing or experiencing either of the above, I do consider them both to be perfectly legitimate (if somewhat "unfun") tactics.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/902437#Comment_902437
of course. That item is broken
Made me LOL 😁
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This has been proposed before - it's not the best idea because it's very easily abused.
Rescuing someone from a hook is a dangerous position to be in, and you could be completely screwed over if the killer is nearby by the hooked player deciding not to let you get the unhook for whatever reason - maybe they think it's unsafe, or maybe they're just salty for something you did earlier in the game or they want to let their friend unhook them instead.
Speaking of safety, in the same way that many people don't know how to unhook someone safely when they're the rescuer, many people don't have the information or experience necessary to know, as the hooked player, whether it's in their best interests to let themselves be rescued. They can't tell if the rescuer has BT, or a Stypic Agent they're planning on using straight off the hook, or We'll Make It, or a friend distracting the killer or coming to bodyblock, or any one of many plans that could make the rescue safer than it appears.
On top of that, there are some situations where even an unsafe unhook is better than no unhook, such as if the player is about to die or enter second stage, but not every hooked person is going to realise that. And if someone is trying to kill themselves on hook, a teammate who is quick enough can prevent them from doing so under the current system, in a way that they couldn't if the hooked player refused to let themselves be rescued.
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Welcome to the forum! You don't sound like a fool at all, there are no stupid questions here 😊
If it's an idea to do with the game or a feature you'd like to see added, the best place for that is Feedback and Suggestions https://forum.deadbydaylight.com/en/categories/feedback
If it's something like a new perk idea or killer concept, the place to go would be Fan Creations https://forum.deadbydaylight.com/en/categories/Creations
Hope that helps! Feel free to ask if you have any more questions.
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It was due for release on December 5, but they delayed it due to emergency bug fixes. Basically, they want to make sure they're introducing the new system into a stable environment.
I expect we'll get an official announcement on the forums/social media when they decide it's time to roll it out.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/902265#Comment_902265
You know keys are OPi when killers feel like they have to dodge them. 😂
I typically never dodge unless it is key mania in my lobby! 😕
I know right, that Broken Key.. absolutely gamebreaking 😋
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I believe it's actually 73.4 seconds (if the time is 80s at 100% speed, then 109% speed is 80 / 1.09 = 73.4). It's a slight difference, but there is one.
Just as a bonus, with Resilience T3 and an Engineer's Toolbox without addons, it would take just under a minute (59.7 seconds).
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/901867#Comment_901867
But ironically, they are also the best killers for focusing someone down. I feel like spirit especially doesn't care much about DS because you can immediately phase walk back onto them and continue to tunnel. Then DS is gone and they can be freely tunneled to death.
Sorry, my comment was worded ambiguously. What I meant was the best killer players are able to do that, regardless of which character they're playing (although of course, some characters, like Spirit, are easier to achieve highly with than others, which is why they're considered stronger).
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@Undeadbear13 said:
https://forum.deadbydaylight.com/en/discussion/comment/900046#Comment_900046
Funny enough body blocking survivors as wraith is the best way for him to get a hit.
That's why I specified that it's only reportable when done for an extended length of time. Bodyblocking survivors to get a hit on them isn't an issue.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/900793#Comment_900793
The problem is most people only see pressure as downing 1 person at a time while racing the other 3. If you can chase multiple people off a gen, or juggle multiple survivors... thats a thing too, lol. Thats one reason discordance is so handy, it tells ya which spot to prioritize so you can pressure the most survivors at once.
Exactly. The best killers can apply pressure to multiple survivors at once, not just focus one and let the others do whatever they like.
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@Smichaels82 said:
https://forum.deadbydaylight.com/en/discussion/comment/900743#Comment_900743
There still are times when, as a survivor, you don't learn killer has NOED until after EGC has started. But even without NOED, it still happens sometimes that there is not enough time.
I understand the strategy of 99ing the gates, but it does feel counterproductive since the objective is to get them open and escape. On top of having no control over what the other 3 survivors are doing or if a survivor has to open the door cause the killer is on their tail.
Although an extra minute may seem like it benefits the survivors more, the killer can benefit too by getting actual hooks.
When it comes to 99ing the gates, that's a matter of strategic thinking. In order to do well, it's sometimes necessary to adapt one's playstyle, and rushing the objective is, perhaps counterintuitively, not always the best way to achieve it.
This is particularly true if the killer is running an endgame build involving perks like NOED, which is designed to punish survivors for being one-track-minded, not thinking ahead and just banging out generators as fast as possible.
Sometimes rushing to the finish line isn't what actually gets you over it. Being able to analyse situations, adapt to changing circumstances and outsmart your opponents is how you do well in a game like this.
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You can't pop 3 gens in one minute, and a good killer can down someone in 30 seconds. Not all the time, but it's definitely doable. Pressure is not a myth, it's an essential skill if you want to do well at killer. It's not a matter of making the survivors fear you, but rather of forcing them into a position where they have no choice but to make certain strategic decisions, which you can then capitalise on.
I could go into details of how it all works, and I will if you want me to, but this comment was long enough already. Basically, keeping up pressure is the most important part of winning the game as a killer, and any good killer will tell you the same thing. There's a reason why the killers who are considered the strongest are those who excel at applying pressure to the survivors. So it's not really a stupid argument when you think about it - the whole killer gameplay experience revolves around preventing the survivors from getting the gates powered and escaping, and pressure is the way you do that.
If you chase one survivor for two minutes without downing them and ignore everything else going on in the game, you can expect to be at a disadvantage. On the other hand, if you manage to keep up the pressure through consistent downs, hooks, injuries and strategic patrolling in between, you can expect to do well because the survivors won't have the opportunity to get generators done.
The reason people bring it up so much is because it is the difference between playing well and playing badly as killer, and so when a killer does do badly in a game, 90% of the time it's an issue of not applying enough pressure. Basically, people don't necessarily say it to be mean - they say it because it's usually the truth.
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/900733#Comment_900733
Yea it work for me. I went up against a trapper on lery and pretty much bodyblock and drop the firework. Sure enough it work. There a slight delay in it startup. Just like flashlight killer can look up i think.
Okay, thanks. Good to know 😊
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@katoptris said:
If you have fireworks from previous events you can use them instead.
Did this work for you personally? A friend of mine tried it and said it didn't work for her, but maybe she was just doing it wrong 🤔
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If we accept the devs' definition (and I do, personally) of a 2K being a tie, then anything less than a 2K is a loss for the killer and a win for the survivors, and anything more than a 2K is a win for the survivors and a loss for the killer.
However, an argument could equally be made that since the survivors are not a "team", a "win" is defined on an individual basis, which for a survivor means an escape. In some ways that's the more accurate definition of a win condition, but I believe that when it comes to game health and balance it's more true to the spirit of an asymmetrical game to look at it as a 4v1 rather than a 1v1v1v1v1.
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@Smichaels82 said:
https://forum.deadbydaylight.com/en/discussion/comment/900617#Comment_900617
Yes I understand this but there still are situations where there is not enough time for saving survivors and high tailing it out of there. Not often, sure, but enough times for me to notice.
I know tough decisions must be made but it really does stink when the EGC is halfway through and the killer happens to down someone across the map.
I'm simply asking for a little more time, or a mechanic that would allow for a better chance to escape in these situations.
Most times, during the end game collapse, if the killer only has that 1 person hooked, hes probably camping the survivor. Which leads to even less time for us remaining survivors to coordinate and get them out safely, especially when the killer is able to down someone else after that survivor is unhooked.
I never thought asking for MORE time to play in game would get me such vitriol from the community (not you, Fibijean, but others).
Thank you.
I do understand, but like I said, it needs to be considered from both perspectives. I often feel just as you do when I'm playing survivor, but when I play killer or watch other people play killer I feel the opposite and wish the EGC were shorter. If survivors want it longer and killers want it shorter, that's probably a good indicator that it's balanced as it is.
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"Crashing", is that what the kids are calling it nowadays? 😋
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Like a custom KYF game? No, I don't believe so. You couldn't really call them "challenges" if that were possible.
KYF is just like a sandbox mode. You can't earn ranks or bloodpoints through it, so it would make sense that you can't earn challenge rewards either.
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I usually save my Unbreakable for situations just like that. Perhaps the problem is you're using it the first chance you get, even when you have teammates who could get you off the ground so you don't have to waste your perk, and then you don't have it available when you get slugged for real later on. I just use Unbreakable to get myself to 99% instead of the default 95%, so I'm literally a tap away from getting up. Sometimes I don't even use the full recovery ability.
I'd rather have speedy one-use recovery personally than slow infinite use, because realistically, one chance is all you're going to get anyway. Once the killer knows you have the perk, they're never going to slug you again beyond that point.
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I would have preferred the original version, just because I think he's more intimidating. To me, the Freddy we have kinda just looks like a random guy with a bad skin condition. But I don't mind it so much, since I'm guessing they really wanted the OG Freddy and it was an issue of licensing difficulties more than anything else. If it was a choice between 2010 Freddy and no Freddy at all, it makes sense why we got the chapter we did.
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I'm not sure "lucky" is the right word..
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I've noticed it both with hatch closes and full generator repairs. It's very strange and confusing, not to mention unnecessary. I'm hoping it's a bug, but if it's a new feature I hope they revert it because it adds nothing and just confuses players.
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@Mikey4Hire said:
https://forum.deadbydaylight.com/en/discussion/comment/899407#Comment_899407
So essentially that's kind of a no for changing adepts
It's more like a "possibly, but not immediately". They can't change the trophies, but they can change the conditions for a merciless victory - it's just that they have more important things to worry about right now than achievements, like game health and bug fixes, so it's not going to be top priority.
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The EGC is designed to put pressure on the survivors and force them to make tough decisions.
It was never meant to give them all the time they needed to tie up loose ends, maybe cleanse a few extra totems and dance out the gates in a conga line (I'm exaggerating for effect, of course, but I hope you get the point).
I think the timer is a good length. When I play survivor, it often feels too short, but when I play killer, it often feels too long. In my opinion, that's how we know it's balanced!
If it's something you're really having issues with, that's why 99ing the gates is a thing. If one of your teammates opens them anyway, you might need to make some tough calls, especially if NOED is involved. Most of the time though, you should still be able to get people off the hook in time.
The EGC is not a time for standing around and healing unless you're already safe and want the points. If someone has been rescued, you all should be hightailing it to the gates and bodyblocking for the wounded if necessary. There's no time for anything else - and that's the whole point.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/900387#Comment_900387
Its happened before. Borderlands is more graphic than DbD gore/dismemberment/worse language/sexual themes and jokes...
Crossed over with fortnite
https://www.polygon.com/fortnite/2019/8/27/20834871/fortnite-borderlands-characters-claptrap
That's between 2K and Epic, but also I would argue it's a bit different. Although Borderlands 3 has the same rating as DBD, first of all it's not marketed as Horror, which is a traditionally "adult" genre, much more so than Action RPGs. Secondly, the atmosphere of Borderlands is different in the way it portrays gore - it's much more lighthearted and cartoonish, even though there's a lot of blood and guts, whereas DBD is not played for laughs in any way - it's a dark depiction of what we're meant to view as real people being brutally tortured and executed. And the way violence is depicted does actually matter in terms of how it affects an impressionable audience.
It's also a matter of how the developers perceive their own game, which is why I said the crossover was a matter between 2K and Epic. The DBD developers seem to take the ethical side of being involved in the development of such a mature game very seriously, which is why they refuse to include children in the game, for example. I'm not saying that 2K are not responsible developers - I'm sure the DBD devs' attitude has as much to do with everything I explained above as it does with their own personal views - but there are a lot of good reasons why DBD has an age-gated website and Borderlands 3 does not.
Borderlands is also thematically much more akin to Fortnite, but that's a far less important issue.
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@Nyaren_Chan said:
https://forum.deadbydaylight.com/en/discussion/comment/900500#Comment_900500
Thank you! that's a very reassuring answer. I am crazy about Lore and i was scared i wouldn't be able to get it after some time.
No worries! Glad I could help 😊
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@Boss said:
That's how it used to be at one point.
Dwight's Leader was red, Claudette's Self Care was, Meg's Sprint Burst & Jake's Saboteur.
Trapper's Agitation, Wraith's Shadowborn & Hillbilly's Tinkerer.
Nurse & Nea also followed the principle of 1 red, 1 purple, 1 green.
Then the Halloween chapter broke the "rule", with no green Perks on either character.
Anyway, not the point.
As much as i love purple, seeing 2.5 pages with nothing but purple is pretty dull to me.
It's also becoming noticeably harder for me to find Perks.
I mean, it's not dozens of more seconds, but it's taking longer, excluding the time it takes to switch pages.
As long as they continue to order the perks alphabetically within their colour groups (for some inane reason), I honestly wish they would make them all the same colour. It's so hard to find perks for my loadout when I have to not only remember where in the alphabetical list it sits, but also what colour it is so that I can look on the appropriate page.
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@Bloodwidow said:
Ok, sorry was misreading it.
No worries, I realise my comment wasn't worded very clearly!
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All Tomes will remain open and completable indefinitely, even after their associated Rift has closed, or a new Tome gets released. You will always be able to come back to Tome 1 in the future to complete challenges and explore any lore you've unlocked whenever you like.
You will also be able to continue earning rewards for completing the challenges in the form of bloodpoints, lore fragments and level completion charms. The only exception is Rift Fragments, which will only be rewarded for completing challenges as long as the associated Rift (that is, the one which was released at the same time as the Tome) remains open. Once the next Tome and Rift are released, you will be able to earn progress in the new Rift by completing challenges in the new Tome only.
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Disconnects have always been punished using a ban system. If a person disconnects from a certain percentage of their games, they will receive a ban, but the threshold is quite high (I believe it's something like 75%). The length of the ban escalates for each offence - the first ban is 1 week, the next is 2 weeks, then 4 weeks, then permanent.
However, a new penalty system is about to be implemented on PC and Switch only (Xbox and PS4 will keep using the system described above for the forseeable future). It was meant to arrive on the 5th of December, but has been delayed due to stability issues with the game. The devs want to make sure that all the biggest bugs that came with the latest patch have been resolved before implementing such a significant change.
The new system punishes disconnects using a "lock-out" method. Not much is known specifically about how it works yet - the following quote from the developers is the most information we have about it so far:
"This feature is designed to penalize players that are disconnecting from matches.
Users who disconnect from matches will be prevented from joining a new match for a predetermined length of time, which increases after each instance of disconnection. Our objective with this feature is to discourage players from quitting games and will serve a double purpose of excluding users who are already in a negative mental state from re-entering matchmaking until they’ve had a chance to cool down.
The system will also apply if one or more players in a group has an active disconnect penalty, preventing the entire group from joining the matchmaking queue until the penalized members have either cleared their penalty or leave the group.
The incremental penalties will decay naturally over time, starting after the most recent matchmaking ban has completed."
Source: https://forum.deadbydaylight.com/en/discussion/108882/release-information-3-4-0#latest
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You're correct about the bloodpoints - rank has not been bloodpoints-related since the release of the emblem system.
The system has been changed several times, so many of the websites you used may have had outdated information. The best website to use for up-to-date information on emblems, in my experience, is the official wiki on Gamepedia. I have used this to get emblems in the past and have always found it accurate to the ingame experience. I've put together an explanation of the emblems below which should hopefully address all your questions, but feel free to ask if you have any more:
Lightbringer
For the Lightbringer emblem, you need 190 points to achieve Iridescent. That's the equivalent of repairing 1.9 generators solo. If you're repairing a generator cooperatively, you'll only get half the emblem points you would if you did it alone. Dull totems are worth 20 Lightbringer points, and Hex totems are worth 50, unless you cleanse them while "in a chase" (which can happen if the killer discovers you cleansing them) in which case they are worth significantly less. You also get points for other things in this category, but those are the most reliable methods. Check the wiki for details.
Unbroken
For Unbroken, as you may know, you need to escape without being downed to achieve Iridescent. If you escape but were downed at any point, you receive Gold. If you don't escape but survived more than 9 minutes, you receive Silver, if you don't escape but survive for between 5-9 minutes you receive Bronze, and if you survive for less than 5 minutes you receive nothing in this category.
Benevolent
Benevolent is the easiest emblem to do well in. You need 80 points for Iridescent, and you start at 35 points, which means you can achieve it by safely unhooking two people (20 points each) and healing one of them (10 points). Bear in mind that, like generator repairs, you will receive a lot less emblem points for healing if you do it cooperatively. This is the easiest way to achieve Iridescent Benevolent, but you can also get points in this category with things like protection hits and strategic hook sabotage. Again, see the wiki for details.
Evader
Evader is the most difficult emblem. You get points by being near the killer and being chased by them, but the maths is more complicated than just "action = X points". Honestly, I still don't fully understand how Evader works. Even if you do, it's very difficult to keep track of how well you're doing in this emblem while ingame, because so many of the points are accumulated incidentally rather than through intended actions. I would advise checking the wiki yourself for this one.
Killer emblems (gatekeeper)
Regarding your postscript: I think you or your friend may have read a website like the wiki and misunderstood how the Gatekeeper emblem works. Admittedly, it's not very well worded. You need 900 points for an Iridescent emblem. Five generators remaining at the end of the trial nets 600 points, and you receive 5 points "for each Generator remaining for each elapsed minute (capped at 9 minutes)". The part that the wiki doesn't explicitly mention is that the generators increase in value the longer they are defended. So the way I understand it is this: if one minute has elapsed and 5 generators still remained, you receive 25 (1 x 5 x 5) points. If two minutes have elapsed and 5 generators still remain, you receive 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.
Here's a link to the wiki page on Emblems for your reference: https://deadbydaylight.gamepedia.com/Emblems
