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Fibijean

Fibijean

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Fibijean
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  • People dislike SWF groups because they have the ability to coordinate their movements during the game using third-party voice communication apps, like Discord, in a way that solo players can't. This has the potential to give them an advantage over solo players in normal gameplay, and make them harder to face for killers.

  • Currently, if a player disconnects from a certain proportion of the matches they play (I'm not sure of the exact number but I think it's something pretty high, like 75%), they receive an escalating ban penalty. This is the case for all platforms. The penalty starts at a one week ban, and will escalate to two weeks, then 4 weeks, then permanent, with repeat offences.

    However, this system is about to be overthrown in favour of a new system. The new system is PC-only, as it is reliant on the dedicated servers to work. As far as I'm aware, we haven't been given any specific numbers for the DC penalties under the new system. This is all the information we've really been given officially (from the June/July Dev Update):

    "This new system will feature a growing “lock-out” timer for each time a player disconnects from a match, preventing them from re-queuing until their timer expires. Survive With Friends groups including a player who is currently locked-out will be unable to queue until the lock-out timers for all Survivors in the lobby have expired. The length of the timer gradually decreases so long as the player does not disconnect from additional matches."

    Source: https://forum.deadbydaylight.com/en/discussion/73858/

    The system is planned to go live later today, so hopefully we will receive more information about exactly how it works when that happens.

    in DC Comment by Fibijean
  • I'm enjoying the third level. I would have enjoyed it more if they hadn't made it easier, since I don't think the grind was really an issue and the only challenge that really needed adjusting was the Last Minute Hero one. I would have liked to not run out of challenges within a few days.

    However, I'm not losing sleep over it, and overall I'm a fan of the Tome so far.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/893293#Comment_893293

    I have only one problem with huntress' lullaby, get cleansed before even 1 token TT

    Can happen with hex perks, yes. Whether you want to accept the risk and try it anyway is a matter of personal preference, and I won't blame you if you'd rather stick to more "reliable" perks. I've used it to great effect on Doctor in the past, though.

  • @Karaage said:

    @Fibijean

    Hi, I always considered old Kindred to be a selfless perk and it was still used so I think there are some selfless people out there.

    But yeah, I'll think of some buff.

    It is for the most part, but the advantage of old Kindred wasn't so much that it helped other survivors as that it helped other survivors to help you. It gave them information about whether the killer was camping, who was closest to you geographically to go for the save, and whether anyone else was trying to save you. So in practice, its effect was at least partially a self-beneficial one, because it gave the hooked player a higher chance of being rescued, and being rescued safely.

  • Huntress' Lullaby is a great perk on Doctor in my experience, especially at low ranks. It also synergises well with Overcharge.

    Unnerving Presence is also a good low- to mid-rank perk on Doctor, especially when combined with Distressing (which is good at all ranks), since his passive madness effect is tied to his terror radius.

    I've also seen people use Iron Maiden to great effect on Doctor (I haven't personally because I don't own the perk). This works particularly well at higher ranks where survivors are more likely to hide in lockers to avoid increasing in madness.

    An interesting tip for Doctor that a friend who used to main him gave me is don't use your shock power right at the start of the game. You can find survivors working on generators in the early game without it, and it's much more useful for revealing survivors' locations (because it's so easy to go from tier 0 to tier 1 madness once in his terror radius) later on in the match.

  • It's a pretty cool idea, but unfortunately I feel like no one is really selfless enough to use a quarter of their loadout on a perk that does absolutely nothing for the person using it. In practice, all it would really amount to would be a SWF buff (probably not even that, come to think of it, since an alive teammate is almost always more valuable than a speed increase).

    Perhaps you could add something like bonus bloodpoints in the Altruism category, so that people are incentivised to not only take the perk but also to play the game normally and not just kill themselves on first hook to buff their team.

  • The impression I got was that one of the main reasons they were planning to release those particular cosmetics in the first place was technical, because they didn't have a reliable means of attaching them to particular player accounts and not others without the cosmetics randomly disappearing. It was easier at that point to just give them out to everyone and have done with it.

    As they mentioned in the Release Info, though, they recently discovered a way to securely store the cosmetics so that bugs like that don't happen, so just giving the cosmetics to everyone was no longer the best solution to that particular problem, and thus they were able to decide whether or not they wanted to give them out to all players instead of feeling like they needed to for technical reasons.

    So it was less a matter of them going back on their word, and more a matter of their decision being affected by changes in circumstance.

  • That's understandable. I get that it feels really disheartening when you've been fighting for something like this for so long.

  • @UlvenDagoth said:

    Also, none of the Devs or any of the Community Leaders have bothered to look at this. 68 upvotes on the first post and they don't care.

    Just because they haven't replied to it or given it a "BHVR read" doesn't mean they're ignoring it completely or haven't bothered to look at it. It's okay to be frustrated, but it's not fair to make assumptions like that without actually knowing what's going on.

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/893099#Comment_893099

    Ok, here's the scenario that happens a lot for me: I run up to the downed survivor, start healing, tank a hit, finish healing, and then tank another hit for them leaving me on the ground and they escape. Old MoM/WGLF would (potentially) grant me 2 stacks for that situation, but now it only grants one if I go down for that survivor when it should grant 2. Regardless if they get up or not, I'm still sacrificing myself for another person and it leaves me screwed anyways so there's no reason why it shouldn't grant a protection hit.

    Well, I don't know what to tell ya 🤷 I think both arguments have their merits, but really I'm just speculating as to what reason the devs might possibly have had for changing protection hits the way they did.

  • I use it when I don't have a lot of good perks on a killer, mostly. Once you build up your collection a bit, there are many other builds which work better than NOED depending on the killer.

    That said, if I'm trying to be really sweaty because I need a 4k for a challenge or something, I might equip NOED, because I'll be the first to admit I'm a bad killer who sometimes needs a bit of insurance.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/893081#Comment_893081

    just noticed. pallet illusions are all visible though despite me not running addons for them

    That's odd. Perhaps it's another upcoming change that slipped through.

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/892767#Comment_892767

    But they can though, I have gone down for a lot of people and they've been able to get to safe ground without using any perks.

    As I said, they can't actually escape the killer unaided even if you go down for them. They can crawl away, sure, but even if the killer doesn't find them they're still marked for death until a teammate comes to save them.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/893017#Comment_893017

    Again, no false report imo. I also reported players for abusing the SB exploit.

    With all respect, neither your opinion nor mine matters when it comes to whether something is a valid report. What matters is the opinion of the community team. It's up to you if you want to keep doing it or not, I'm just letting you know that reporting people for things that aren't actually bannable is a waste of your time and the community team's, and could potentially have consequences for you in the future.

  • He hasn't been reworked yet, the changed descriptions are in the game by mistake. It's listed as a "Known Issue" in the Patch Notes.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/893017#Comment_893017

    Sorry but bug abuse goes under reportable actions as an exploit. :)

    Hooking people in the basement isn't abusing a bug, though, because it's part of normal gameplay. Unless they specifically say otherwise, the developers aren't going to punish people for it - a fact which @NoShinyPony already pointed out to you - any more than they would punish survivors for doing generators if a bug turned up that made repairs go faster.

  • The sarcasm and rudeness is unappreciated and unnecessary. There's no need to be like that over grammar. I don't mind if you believe me or not, but if you don't you can look up the term and see for yourself instead of insulting me.

    (EDIT: For anyone wondering what I'm going on about, the comment I was responding to was removed)

  • False reports literally do nothing except make it harder for the devs to punish people who actually do the wrong thing. It doesn't affect the reported players in the slightest.

    You can also get banned for abusing the report system by consistently filing false reports, so it's probably something you should care about if you want to keep playing the game.

  • @hocrux said:

    https://forum.deadbydaylight.com/en/discussion/comment/893006#Comment_893006

    Severe, i'm pretty sure it is use to represent/signify something grave/immediate/of upmost importance.

    It doesn't necessarily indicate importance, just gravity. So a "severe lack" of something just means an extreme or significant lack, it's a perfectly valid way to use the word 😊

  • @hocrux said:

    Am i the only one who's here to see of anyone flame him for using severe incorrectly? (づ。◕‿‿◕。)づ

    In what way did he use it incorrectly?

  • All the killers are either mindless killing machines to begin with, or have been tortured into submission by the Entity. There's no humanity left in them, from a lore perspective.

    So I think, sad as it is, if a killer ran into someone they used to know, they'd likely barely even recognise them.

  • I wish I were seeing a severe lack of Onis.

  • Many people operate to a double standard without even realising it. By nature, humans find it much easier to identify flaws in others than in themselves, and in many cases will happily make external criticisms with total disregard to their own shortcomings.

    You'll find people on both sides do this fairly often. Not all survivors are hypocrites, and not all killers are either, but a fair proportion of them seem to be when it comes to discussing game mechanics.

    Basically - people gonna people. You know you're not doing anything wrong, so just ignore them.

  • According to the official wiki, perks do spawn more or less often at certain levels of the bloodweb, depending on their rarity - uncommon (yellow), rare (green) or very rare (purple) - which in turn depends on the tier of the perk. However, I can't find anything which goes into any more detail than that, but I would assume that generally speaking, rarer perks have a higher chance of spawning at higher levels.

    Beyond that, as far as I can tell there is no difference in spawn rate between specific perks - for example, any two purple perks will have an equal chance to spawn at any given level of the bloodweb.

    As @thesuicidefox mentioned above, there does seem to be a higher likelihood of spawning a perk for which you have already claimed a previous tier rather than a new perk, however there is no non-anecdotal evidence that I can find to back this up.

  • @EverflowingRiver said:

    https://forum.deadbydaylight.com/en/discussion/comment/892735#Comment_892735

    But if the majority doesn't care about legion one way or the other, why not help the minority that paid to have a viable killer?

    In the case of Legion changes, I don't know who's in the minority and who's in the majority. From what I've seen, it seems pretty split, but I intentionally haven't involved myself in that particular discussion because I don't feel that I'm well-informed enough to form an educated opinion, and I'm not going to start now.

    My comment was specifically challenging the notion that the way the developers handle community feedback in general is in any way comparable to racial discrimination, nothing more than that.

  • I agree with you, but the devs have said pretty definitively that the feature will not be returning due to its abuse by lobby-dodgers.

  • @DarthRane said:

    https://forum.deadbydaylight.com/en/discussion/comment/892741#Comment_892741

    I would agree with this if taking a hit while they're being carried didn't count as a protection perk hit but it does

    Perhaps the difference is that in one scenario you're buying them time to save themselves, while in the other you're not so much. People can wiggle off the killer's shoulder and run away if you take hits while they're being carried, but they can't get off the ground and run away without specialised perks no matter how many hits you take next to them.

  • My guess is because you're not really protecting them from anything. You can't take hits for them if it's not even possible for them to get hit in the first place.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/892655#Comment_892655

    Both of you are forgetting a little detail in that the majority can't participate unless the minority shows up at the party. In the case of the nurse, there is a shortage in the upper ranks so discrimination is bad here. Voices have been silenced with no empathy.

    No one is saying that minority voices aren't important. If the minority voices were being ignored, it wouldn't be a majority vote, it would be a unanimous one. All anyone is saying is that it makes sense for the developers to listen to the opinions of the majority over those of the minority when trying to gauge the general community response to a change.

  • I expect the servers will go live on consoles at the same time that they officially release on PC. Right now, they're still in the testing and improvements stage, which is something that they have to keep PC exclusive because PC is far easier to roll out updates on.

    At some point, the servers will be running sufficiently well that they feel comfortable pushing them out to all platforms and letting go of the reigns a little, but no word yet on when that will be.

  • @ASpazNamedSteve said:

    It seems to me like they didn't want people to pallet save, then reset the pallet whilst the killer was stunned?

    Can't think of another reason.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/110046/why-was-any-means-necessary-nerfed

    It’s to avoid trolling 2x stuns in a row.

    It’s purpose is to reset pallets that a killer foolishly ignores breaking, not to troll the killer within seconds of an initial pallet stun.

    Thing is though, this wasn't really possible in the first place. I tested it in the PTB - the killer could get stunned and then break the pallet before the survivor had finished resetting it. I suppose the change was made to make this even less of a viable option, but it was fairly unnecessary all the same.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/892583#Comment_892583

    Purposely ignoring a small subset people and they are disadvantaged because of it is discrimination. Nurse and legion are black sheep.

    Descrimination means acknowledging the difference between two things. It's not inherently a bad thing. So yes, they are discriminating between the opinions of the minority and the majority, because it makes sense to place more weight on the latter than the former.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/892626#Comment_892626

    Imagine.

    Idk anyone that says "tome" as "tomb" but I guess I haven't been listening around that much...

    It's all over the forums, whenever someone makes a topic about it. I assume the confusion happens because people don't know what the word "tome" actually means, similarly to how people mispronounce "colrouphobia" because they don't know the word so to them it's just sounds.

  • Because people aren't bothered to read words properly.

    The amount of people that constantly misspell "tome" as "tomb" depresses me.

  • @assertiveness2 said:

    I was joking about the cables and wifi xD Anyway, any news on repairing and punishing basement exploiters or those are just words as usual?

    Yep, more words. Specifically, the latest words are along the lines of "currently working on testing a fix for the basement bug, which will be implemented as part of a hotfix as soon as possible".

    Soon, they'll be saying words like "the bugs have been fixed".

  • According to what I was able to find online, the Nightmare Edition will include three DLCs: Curtain Call, Shattered Bloodline and Stranger Things. So no Cursed Legacy, as far as I can tell.

    Apparently, the physical retail copy also includes the Headcase, 80s Suitcase, Bloodstained Sack, Of Flesh and Mud and Spark of Madness "addons". I'm not entirely sure what it means by the Of Flesh and Mud and Spark of Madness "addons", as opposed to "chapters", but as far as I'm aware there is no content by that name aside from the chapters themselves so I suppose they're included as well 🤷

    image.png


  • Open the gate and hang around near the exit so that I'm safe even if the killer gets a surprise hit, in order to buy my teammates maximum time to get to a safe place themselves. Let myself be hit out the gate if necessary.

    If someone gets hooked, either sacrifice myself to save them or leave and apologise in postgame, depending on how much I value my own survival at that point (usually I will leave if I have a challenge or daily, am trying to complete an adept mission, trying to farm bloodpoints, or want to keep a nice item I have, otherwise I will happily trade places with my teammate).

    Unless they were a terrible teammate who farmed or sandbagged me, or otherwise behaved poorly during the game, then I'll just leave.

  • Yup... I concur with the title.

  • @ahandfulofrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/890417#Comment_890417

    You act like all of those weren't insanely broken/unfair xD

    He isn't saying that. All he's saying is that those nerfs were objectively disadvantageous to survivors, and definitely weren't requested by survivors en masse, but the devs went through with them anyway because they were broken and unfair - thus disproving the idea that the devs "don't care" about feedback unless it's coming from survivor mains.

  • @concious_consumer said:

    I lost them all due to this game being a big ######### buggy mess. I'm likely one of many that didn't bother with support ticket and it would be logical to just give it to everyone because the same bug will happen. It's just a matter of time.

    Not like I care tho. Those cosmetics were gross imo lol

    They have fixed the bug, and found a way to store the items securely from now on.

    There are plans currently in the works to restore the cosmetics to players who earned them during the events in the near future.

  • @bumbewildered said:

    To be fair disconnecting, either by hitting escape or by pulling your WiFi cord, is a game mechanic. If the devs didn't want us to do it they wouldn't give us the option. And yes these argument look strikingly similar to the slug arguments. Point is, neither is fun. The better way to play killer to maximize your pipping is to "play with your food". You should know that survivors have two objectives throughout the game, repair and save. If you really want the 4k pip let them save each other so you max your books. With 2 left 1 is on the hook and 1 is on the save. If you find the death hook player then give him a whack and go find the one that isn't on death hook.

    The devs have stated many times in the past that the "Leave Game" button is there for players who are bugged out and have literally no other option, or have to abandon the match because of a real life emergency.

    And no, pulling out your router cord is not a game mechanic, because it's not an action the player performs within the game.

    If you're going to turn someone's reasoning on its head to prove a point, your own reasoning needs to make sense.

  • I think Lucky Break is good as it is. Reducing bloodstains for the entire game would be a bit too strong, in my opinion. It would basically be No Mither with no downsides (yes, I'm aware that No Mither also grants the ability to pick yourself up from the dying state, but this ability is practically worthless since the killer knows you have the perk and therefore will almost certainly never give you the chance to use it).

    The way Lucky Break is now, you basically have to manage your injured time. If you keep yourself healthy for most of the game, Lucky Break will see you through most of the time you spend injured and help you to escape the killer more easily during that time, especially if paired with Iron Will. It's a great stealth perk, it just takes some skill to use well.

  • I would say that if your game is bugged and there is no other possible way for you to exit the match, either by escaping or waiting to die, then yes, it is acceptable to leave the match manually.

  • The dedicated servers aren't live on consoles yet, so it's more likely to be your connection that's acting up.

  • If it's the Oni and he already has his power active, waiting until it runs out will make escape easier, especially if you're not injured.

    This is the best strategy I've come up with, assuming the killer is actively patrolling gates:

    If they're not near the gate you're at, go and start opening it, but stop right before the progress bar hits 25%, as this is when the first red light turns on to indicate progress on the gate. Then, hide and wait for the killer to check that gate. The gate will appear not to have been worked on, so once they leave again, open the gate the rest of the way. This way, you maximise the window in which you can open the gate and escape.

    Another strategy for when the gates are close together, which I've considered but never tried myself (so I don't know how viable it is in practice), is to open one gate until the red light turns on, then stealth to the other gate and open it. It's risky, but the idea is that the killer will waste enough time searching around the first gate, assuming you're hiding in that area, for you to open the other gate and escape.

  • The developers are aware of the bug, and furthermore Peanits has confirmed that they are currently testing a solution and plan to implement it in a hotfix as soon as possible.

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