Fibijean
Fibijean
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@asergioam said:
https://forum.deadbydaylight.com/en/discussion/comment/885061#Comment_885061
HEHE
https://forum.deadbydaylight.com/en/discussion/109135/wasnt-it-supposed-to-release-today
If it arrives at the same time as usual updates and so, it will be in 1h38min from the time I post this answer.
Usual updates are at 11am ET - it's currently 10:24am ET, so you've got an hour less to wait than you thought you did ๐
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@yermom said:
https://forum.deadbydaylight.com/en/discussion/comment/885039#Comment_885039
That's another option! I avoided that, though. So much competition for unhooks due to challenges. Well, that and getting the killer on your buns... I feel like the killer always goes after me. XD
Fair enough. Ultimately, you should do whatever works for you!
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@LordTohes said:
https://forum.deadbydaylight.com/en/discussion/comment/885015#Comment_885015
Exactly, the game has many errors!! and putting a ban system before fixing the errors is something that shows that it is only a placevoid effect to please the players, when from now on the survivor will simply commit suicide (which is almost the same to disconnect) and the killer will remain without moving making the survivors get no points (which is almost the same as disconnecting), then the current solution I think does not make any sense, because if a ban is applied by pressing the disconnect button but the other players are given a reward for staying in the game would be different, in addition many people are forced to leave the game because the killer's hit is from 5 meters away, then it is a problem of the game and not of the player and not the killer's fault too, and between disconnecting or committing suicide or running out of movement there is no difference because that "solution" does not affect anyone in nothing it's just a way to sell a bottle full of air ๐ค
Once again, players choosing to disconnect because something in the game feels unfair is their decision - the game is not "forcing" them to do anything in that scenario. They are being selfish towards the other players and should rightfully be punished. I don't know how I can make that point any more clearly - we're just going around in circles at this stage.
And you don't seem to understand what I said before about disconnection handling. It doesn't actually matter whether some disconnections are justified or not, because there are some, like someone ragequitting just because they're losing, that are completely unjustified no matter how you look at it. And it's literally impossible for the developers to know which one is which. They cannot differentiate, so they have to punish everyone who disconnects rather than let things like ragequitting for being a sore loser go unpunished. It's not a matter of their priorities, it's a technical and psychological limitation that they cannot pass.
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@yermom said:
Everytime I repair 2 generators, I get 1 iridescent emblem even if I die. So, do that, then try to get others by healing/chasing/surviving? No worries if you die :)
Or use legion like others have said.
Repairing 2 generators solo is one way to get an Iridescent Lightbringer emblem, yes. I would say that Lightbringer is probably the second-easiest survivor category to do well in, surpassed only by Benevolence, in which you can get an Iridescent emblem just by unhooking two survivors safely and healing one of them.
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Whichever role you're best at is probably easier. If you're equally good at both, survivor is probably the easier role to earn emblems with. I can't help you much with killer, since I don't play it often enough to understand the emblem system in depth, but if you need help getting the mission as a survivor I can give you some tips.
In either case, it's a good idea to read up on how the emblem system works and what actions contribute to it, so that you understand what you need to do in a game in order to earn iridescent emblems. You can find all the necessary information here on the official wiki: https://deadbydaylight.gamepedia.com/Emblems
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@LordTohes said:
https://forum.deadbydaylight.com/en/discussion/comment/884945#Comment_884945
I was level 8 and after that forced disconnection because of the game error it was level 9, believe me that I did lose the pip.
I am going to say something a little extreme: if you buy a new car, you are driving at the permitted speed but the brakes do not work and you jam a person, do you think you have to be punished for it? or do you think the fault is from the company that manufactured the defective car? What is happening here is that the driver of the car is being put in jail so that the person who was injured feels better about it, when the real culprit is the company that created the car that does nothing to put better brakes on their cars.
You think that I am against ban for the range quit, but you do not understand that many times that range quit is because of the faulty game, you cannot blame the player for wanting to disconnect if the game malfunctions, you must fix your game and then apply a ban, because the disconnection will not have any justification at this moment there are many range quit that are perfectly justified and it is because of the fact that the game does not work well. I don't say all of them, but most of them.
I believe you about the pip, but it sounds like a bug. You should report it in the Bug Reports section if it happens again.
As for the rest... yes, you absolutely can blame the player for disconnecting because they don't like the game they're playing. People in that situation should be punished, because they're being selfish and ruining the game for others.
If the player is forced to disconnect by the game itself (which is a more accurate parallel to your car metaphor than the above), that would be the fault of the developers, and that's why players in that situation don't get punished.
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Hex perks are designed to be high risk, high reward.
If you take a hex perk into a game, you're accepting the risk that it might be cleansed and become useless moments after the start of the match, for the sake of a potentially very powerful reward.
This is not to say that all hex perks are super powerful as they currently stand - some could definitely use looking at - but for the majority of hex perks, the risk and the reward are fairly balanced.
If the killer were granted the ability to repair hex totems, the reward in the case of certain perks would heavily outweigh the risk, and so the perks would need to be nerfed to compensate.
I voted "No" because I personally prefer "high risk, high reward" to "medium risk, medium reward". I think it makes the game more exciting, for both sides.
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@kcwolf1975 said:
https://forum.deadbydaylight.com/en/discussion/comment/884896#Comment_884896
You are probably right, i guess i just assumed that you would earn the blight cosmetics during the halloween event like last year.
I personally would have preferred that, but I guess they wanted to try something new this time.
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The answer is yes, and no.
Rank matters in the sense that it does make a difference to matchmaking, and is a very rough indicator of player skill.
On the other hand, there aren't really enough ranks to be able to tell a player's skill level accurately just by looking at their rank, and also there are many people who have reached a rank they really shouldn't be at due to how easy it is to rank up, particularly as survivor, as well as other significant flaws in the ranking system. That's why I say it's only a "very rough" indicator of skill level.
So it's an overstatement to say that "rank means nothing", but it's also not a direct reflection of your worth as a player the way some people make it out to be.
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/884844#Comment_884844
Could be, I just usually notice the downloads are available by my lunch time when I go home at 12. Could come at 11 though.
Fair enough, just wanted to check ๐
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The 3rd of December was officially confirmed as the release date, but remember that's talking about the 3rd in Canada, and it doesn't mean it releases at midnight or anything like that. The chapter will likely drop around 11am ET, which is in 1 hour and 20 minutes.
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@LordTohes said:
https://forum.deadbydaylight.com/en/discussion/comment/884905#Comment_884905
If I am not punished why did I lose a pip as if it had been an intentional disconnection?
BTW: I am remembering some, a few weeks ago I was watching a stream and the person closed the game for an easy anti cheat error, and it was obvious that I was not using any program since he was live with more than 200 people, but even so his game was closed at least 2 times while I was watching and I assume that a disconnection like that will also have a ban as punishment, there are many reasons to realize that a ban by disconnection is an absurd solution when the game has so many problems and so different variety, so I say that clearly putting a ban when the game has so many flaws is totally ridiculous and proof that the players are not interested in the players and just want to give a "solution" that really does not help in the form of placebo (I want to say that they are giving a sick patient water with sugar to think that it is actually a medicine and he thinks he will feel better) so people think they are doing something good for the community ๐คฅ
With regards to your own disconnection, that's a bug that a couple of people have been experiencing. Sometimes in the endgame screen it shows that you have lost a pip in that situation, even though in reality you haven't.
If I understood you correctly and you're assuming that the streamer will be banned due to having to close his game or the game itself crashing, that's simply not true.
You seem to be making a lot of assumptions about how the system works without really understanding the facts, which are leading you to all sorts of false conclusions about the developers and their intentions when it comes to punishing disconnects.
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@LordTohes said:
https://forum.deadbydaylight.com/en/discussion/comment/884868#Comment_884868
I do not say that it always happens, but it happened to me be kicked from the server with the killer at the beginning of the game, you could see at the end of the game that the 2 of us had disconnected, and the same thing happened to me when I played as a killer a few weeks ago I lost a pip for that and I am sure that now I will be banned for that, and I was not the one who disconnected from the game, it was the killer and a survivor because of a game error, so they are going to punish me with a ban because of a game failure and that is totally ridiculous and unacceptable, there is no valid basis for doing such a thing. ๐
If you get kicked from the game due to connection issues or another player disconnecting, you will not be punished, either by the current ban system or (as far as I'm aware) by the new one. The system only punishes those who disconnect from the game deliberately using the in-game "Leave Match" button.
So rest assured, you aren't going to be banned.
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@kcwolf1975 said:
https://forum.deadbydaylight.com/en/discussion/comment/884869#Comment_884869
It was originally going to be tied to an 11 day event, so getting 2 full outfits would have been more of a grind than what the rift is.
The Rift has been planned for a long time. I don't believe it was ever their intention to release the skins as part of the Halloween event instead of linking them to the Rift.
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@LordTohes said:
https://forum.deadbydaylight.com/en/discussion/comment/884818#Comment_884818
I agree with that, but here you can clearly see that they are punishing the players and not solving the problems. I'm sure you know that there is a glitch that makes the Hunter's axes go through the walls, but instead of fixing it they prefer to punish the player who disconnects after receiving one of those false blows, you I can say that this glitch is new and in order of priority they will first give ban to people who disconnect, but false hits exist since the game was created and they never cared to fix it, first there was the lag switch and for years they don't mind solving it, now after so much time they put dedicated servers (after taking them out in their secondary game). They are taking the easy path and only punish the player and do not solve the problem, and that is why I think it would be better to first solve the problem and then give a punishment, because currently the ban is not justified if the game works badly, it would be a perfectly justified a ban if the game worked well and there was no such obvious reason to disconnect, so I say that the developers do not think about the users since the solution of a ban will not solve anything, as previously mentioned people now they are going to commit suicide and that is what the ban is not going to benefit anyone, they are doing something to punish a person who disconnects instead of helping people not wanting to do it.
Again though, they're not banning instead of fixing the problems, they're banning for disconnects in general and at the same time they're fixing issues in the game that negatively affect players' enjoyment. For all we know, the hatchet bug is going to be fixed in the next patch.
If they're going to punish one DC, they have to punish all of them, because some disconnects at least do deserve punishment and it's literally impossible for the developers to know what the reason was behind a disconnection. (And no matter what the reason is, the player in question is still screwing over other players by doing so, so arguably a punishment is justified in any case.) The problem is that what you're proposing simply isn't practically enforceable.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/884834#Comment_884834
They said always ET unless they state otherwise so 2 hours.
Yeah, that's what I was thinking. I wondered if there might have been something I missed, or if the person I was replying to was simply mistaken.
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@Keene_Kills said:
*laughs/gurgles in Trapper P3*
Still, I have to wonder... is it not feasible that they're making P3 skins intentionally less appealing with each new release, due to:
A.) our continued moans (rightfully so) about how awful the BP grind is to acquire them;
B.) If P3 cosmetics are less appealing, we'll be more likely to purchase skins from the store.
I mean, it makes good business sense, but splash some blood on them. Not a conspiracy theory, just basic acknowledgement at this point. Even a recolor base-level cosmetic tops most recent killer releases' P3s, and definitely poor Oni. I'd just like to know now before I invest all that time and effort into them for absolutely nada pay-off. Because the PTB Oni P3, I literally could not tell the difference between it and the base.
Perhaps it's all the complaints from concerned parents.
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Usually it drops at 11am ET, unless there's some delay. Was there an official post I missed that said otherwise?
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@konisk said:
Me and my friend always DC when killer is toxic, for example tunneling, so they can enjoy derank for 10-15minute wait
And so you can enjoy deranking even more than they do, losing your items, offerings and bloodpoints and risking a ban?
Sounds worth it to me.
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@LordTohes said:
https://forum.deadbydaylight.com/en/discussion/comment/884612#Comment_884612
I only say that they decided to make a new game before putting dedicated servers in DBD, which was their main game and where they had their entire community, they preferred to make a bad decision because they preferred money instead of doing something for the users. I know that the game has changes all the time without updates, but when you only make small changes that do not affect the real problem it is the same as putting a ban system for disconnections instead of fixing for example the hitbox so that people do not want to disconnect after a false hit through a pallet.
What I say is that the developers do not attack the main problem and blame the players for the disconnections when the game is very false and nobody likes to be hit 5 meters away, and in a game so people will prefer disconnect, as I said earlier I prefer that 1 or 2 survivors escape but that we can all have a good game instead of punishing people for a broken game with a punishment that I as a killer (even as a survivor) is not going to help me in anything ๐คฆโโ๏ธ
EDIT: I found this a few days ago in the Steam community, do you want to punish a person for wanting to disconnect after this? Isn't it better to make that not happen? ๐ค
I said it in my very first comment on this thread, but I'll say it again - of course the developers should be fixing the problems with the game that make people feel like ragequitting.
But it's still 100% that person's responsibility if they decide to disconnect, disadvantaging other players in the process, rather than continue the game. They do deserve the blame for that, and the punishment, because it's still something they have decided, selfishly, to do.
It's not an either/or situation. People should be punished for disconnecting from games, and the devs should be doing everything in their power to make the experience as enjoyable as possible for their players.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/884731#Comment_884731
On side note, i still want them to add his other levels in this info page.
Yeah, that would also probably be helpful.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/884180#Comment_884180
3 of 5 people do not achieve their goal (escape/kill all survivors) in a 2:2 scenario.
The ones doing mental gymnastics into turning this into a win are cmaybe 3/4-man swf's.
I agree that if a 2man swf both escape it's totally their win.
That's because it's an asymmetrical game, with different numbers of players on each team.
In a 2k situation, two people on one team didn't achieve their goal, two other people on that team did, and the one person on the other team achieved 50% of their goal. In other words, both teams got halfway there. If we want to look at it another way, 2.5 people out of 5 achieved their goal.
Nobody said that a 2k was a win - what everyone is saying is that it's a tie, and the maths checks out.
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@Stains said:
https://forum.deadbydaylight.com/en/discussion/comment/884716#Comment_884716
They literally said that it was made for the casual audience and that you need to play about an hour a day to complete the entire rift
I'm not sure the word "casual" was ever mentioned. They said it was their intention that the Rift should be completable by the average player, who, according to their data, plays for about an hour every day. Their estimate seems to be pretty far off, as I acknowledged earlier, but that doesn't make it false advertising because that's all it ever was, an estimate.
They also made the Rift available in the PTB around a month before its full release, so it was available for everyone to examine and do the maths for themselves - yes, even the console players, because those on PC with access to the PTB shared all the relevant information very early on.
In addition to that, the Rift was designed such that players could progress as far as they liked along the free track before buying the premium pass, with no disadvantage to doing so (unlike many other battlepass systems). That, as many people pointed out at the time, was the smart thing to do - see how far you could get along the free track before committing to the premium, because everyone is different and of course completion times would vary. Anyone who bought the premium pass early surely knew the risk that they were taking by doing so, and therefore have only their own impulsivity to blame if they decide later on that they don't want the pass after all.
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Honestly, the challenge is basically just luck and being in the right place at the right time.
Aside from coordinating with SWF, there are a few things you can do to improve your chances.
Try to get the gens done as fast as possible. I know this tactic sucks for the killer, but it will hopefully minimise the amount of hooks they get so everyone isn't on death hook by the time EGC rolls around.
Depending on the situation, you may want to open an Exit Gate ASAP once the gens are done, or keep one at 99% and then open it after someone gets hooked in order to give yourself maximum time to get the save.
Bring BT for safe unhooks, obviously. A Styptic Agent to protect yourself might also be helpful.
Keep out of the killer's way towards the end of the game (when there's one gen left and after the gens are powered) to make sure you're not the one hooked during EGC.
If you are in a chase, you may need to shake the killer off onto a teammate so you can save them after they get hooked. Usually the killer will prioritise whoever is opening the gates.
If you can, try to cleanse totems throughout the game. NOED makes this challenge much harder.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/884738#Comment_884738
They don't call him Dolla Dolla Bill for nothing
(Nobody calls him that)
Everybody should call him that ๐
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@Accullla said:
Good idea.
If I could chip in - a way to jump into a custom trial on your own as killer or survivor without needing a second person would be nice as well.
I would love this. The amount of times I've had to go to a friend and say, "I want to test something on my own, can you go into KYF with me and just... like... stand there and do nothing for 5 minutes?"
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@Kalec84 said:
If it is i'm srry for the error, i have all the dlc so i dont know about that, going to ceck on my girlfriend account when i go back home ๐ค
No, you're correct. You can only use the killers that you yourself own when playing KYF.
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This is the case with a lot of things in the game. I can think of at least a couple of killers whose very rare (purple) addons are better than their ultra rares (pink/red).
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/884563#Comment_884563
Unbreakable has now made it into the stereotypical tryhard survivor build? I must have missed the memo
Clearly, we just need to nerf Bill.
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@ahandfulofrain said:
I love that survivors aren't okay with doing nothing on the ground, but they also don't do anything on the hook. I think you guys just like to complain.
For the record, most survivors enjoy being on the hook about as much as they enjoy being on the ground. So as flawed as OP's premise is, what you're suggesting isn't the contradiction you're presenting it as.
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@Milo said:
6 meters is his basic Terror Radius. Status effect =/= Base TR.
From in-game perspective it doesn't make any sense but logic wise it does.
Still, from a UX perspective if nothing else, it really ought to be clarified.
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The short answer is if the game can't find a good match for you, it gives you a bad match because it assumes you would rather play the game with bad matchmaking than not play at all.
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@Broosmeister said:
https://forum.deadbydaylight.com/en/discussion/comment/884712#Comment_884712
With that logic, i have every right to speedhack because of my right to escape.
Nope, doesn't follow at all. Slugging is an intended game mechanic. Just because you don't enjoy it doesn't make it any less of a valid tactic, and certainly doesn't put it on par with using cheats or hacks.
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@Stains said:
https://forum.deadbydaylight.com/en/discussion/comment/884685#Comment_884685
Not being able to complete the rift as a casual player is not a good marketing strategy and the amount of people running with a bought pass says so. It was falsely advertised to lure in people, artificially bloated with needless 25 auric cells rewards and made somewhat hard to complete by doing challenges. I rest my case
Usually people rest their case when they don't have anything left to prove. In what way was the Rift falsely advertised?
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Because killers have as much right to a 4k as you do to an escape.
And because everyone has the right to use whatever mechanics are available to them to achieve their goal.
This is coming from a survivor main.
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@Dr_doom_j2 said:
https://forum.deadbydaylight.com/en/discussion/comment/884211#Comment_884211
This guy gets it. Survivors aren't actually supposed to survive 50% of the time, like most of the classic horror movies that inspire this game, as well as all the horror games that came before, their should be a Max of one survivor...
Well this would work in theory if the game were fun enough on it's own, but gen repair sim does not make for an engaging game... So basically if the framework for a fun horror game from the outset existed, and it was just exciting/fun enough to exist in this game as survivor, then you could potentially make the higher death rate work as surviving wouldn't matter quite as much as the quality of time you spent in the matches...
Think about Call of Duty black ops zombies mode, you know you'll never survive, you'll have to die at some point, but you still attempt the Easter eggs and see how far you can go and have fun doing just that.
DBD isn't an endless wave game, though. That kind of thing works if you're just trying to see how long you'll last against an AI, but I doubt there are many people out there who are interested in competing against another player knowing they'll lose every time.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/884640#Comment_884640
If you want to view it that way, sure.
I do not care about the charms, not receiving 4 different versions of the same charm, getting recolored cosmetics and getting a bunch of cosmetics for a bunch of characters I do not care about.
For me the rift is not good value for both my time and money. There's one cosmetic I want on the rift, and you know, instead of being able to buy it like normal, I would have to go through a 200~300 hour grind to have the option to spend $10 to get it or be barred from getting it for a whopping 8 months.
How very consumer friendly of them. They're being so generous with this rift idea, aren't they? Totally aren't planning to make money off of it or anything. /s
Of course they're trying to make money off it. No one is pretending otherwise.
All anyone is saying is that they, personally, are a fan of the Archives and the Rift and consider it worth their time and money. They're not "sheep" just because they happen to enjoy a feature the devs added to the game.
And I'm sure I'm not the first person to say this to you, but if you don't consider it a good investment... just don't invest in it. It's totally up to you.
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Killer can be frustrating and difficult, for sure. It seems like a lot of people still enjoy playing it, though - at least in my region, killer queues generally take 5-10 minutes, while survivor queues at the same time of day are practically instantaneous.
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@TunnelVision said:
https://forum.deadbydaylight.com/en/discussion/comment/882361#Comment_882361
Do we know of any changes to oni or his and Yui's perks or would that come with the official release?
None have been announced yet. If there are any changes, we'll find out when they release the patch notes, which usually happens shortly before or after the patch itself drops.
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@yobuddd said:
Do they have to die on the hook for this to count? Iโm thinking Iโll just use blood warden and run a survivor in loops until EGC is low, hook them, and then let all 4 die when the timer expires! ๐
That would probably work as well, since EGC sacrifices still count as sacrifices as far as the game is concerned. Test it and let us know how it goes!
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While I understand and sympathise with the motion sickness argument, and would love to see a different fix for that if possible, I don't agree with forcing players to play a certain way in games in general on principle, and in the case of DBD I don't agree that stealth should be made even less viable a tactic than it already is just because looping and being aggressive is the meta right now.
If there were some way to increase the killer's FOV to help with the motion sickness while simultaneously buffing stealth so that it doesn't suffer as a strategy because of the change, I could get on board with that.
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@LordTohes said:
https://forum.deadbydaylight.com/en/discussion/comment/883498#Comment_883498
The dedicated servers were implemented in their new game before in DBD, we asked for them for years and they decided to add them in their new game and as that game became a total failure they decided to add them in DBD because they already had them. I don't think they try to sabotage the game they just don't care the players. If they were really interested in the players, they would make people enjoy playing it and that no one wants to disconnect from their game, but instead they prefer to leave everything as it is and punish the players who are disconnected, that is a clear example that they prefer to do things easily by blaming players for their own problems.
If the miles of patch notes and pretty much everything they've ever told us in announcements, dev streams, AMAs etc. won't convince you that they're constantly making changes and trying to improve the game to make it more fun (even if they don't always succeed because they're not perfect), then I don't see how anything I say is going to make a difference ๐คท
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This one isn't nearly as difficult as the survivor one was. It's entirely within the killer's control, for one thing.
Bring NOED (it's compulsory anyway) and Blood Warden. Ideally, you want to get everyone to death hook before the last generator pops so that there's no danger of anyone getting rescued at the end.
Down someone either right before the last generator is powered or right afterwards with NOED.
Wait until a gate opens and the EGC begins (or open one yourself if there's one nearby and you're feeling daring) and then hook your first survivor to activate Blood Warden.
Use that 60 seconds to find and down another survivor, then hook them too. If you have to camp to secure the kills, do it. Boom, challenge complete! ๐
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/884537#Comment_884537
I'm not saying either is bad behaviour, I just find it funny that it's so common to have a go at killers for doing basically the same thing survivors do to secure a better outcome at the end.
Yeah, I agree. The double standards get a bit ridiculous sometimes, on both sides.
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For what it's worth, as a survivor, I have zero problems with either slugging for the 4k or 99ing the gates.
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We must join together in solidarity to protest this disgusting injustice.
(Seriously though, this is a joke, right?)
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/884477#Comment_884477
That's probably it, but this states the change was from 2016...
From the sound of it he's probably referring to a more recent time. So I wouldn't say this is really what he's looking for.
I guess he's asking if they changed when the blindness effect happens and the timing for it. Basically, you have to time it right around the end of the animation to get the blind off... From what he's saying he basically just dodged it before the blind was 100%.
That isn't uncommon, I've done it a lot when being hit with a flashlight... if you're fully blind before the animation ends than the Killer won't drop the Survivor.
this is confusing now honestly...
He's asking if he dodged the blind before it was at 100% or did flashlights get nerfed again.
The answer is, no... they weren't nerfed recently... what you told him is like... a change from 2016 from what i'm reading. I think what he wants to know is if the flashlights were nerfed because he was able to dodge it before the 100%...
That's what it sounds like tbh, so this is kind of a "nowhere" question. Basically @Monlyth you did dodge it before he was able to 100% blind you, it just sounds like he messed up the blind...
If you were 100% blind during the animation than it doesn't stun you, unless he blinds you again after the animation. If he tries to do that... than all you have to do is look up to avoid being blind.
He could have taken a long break from the game, or just not paid attention in that time, or not come across such a situation until now. But at any rate, that's when the change happened from what I can tell. I posted it in case it's helpful information for him.
And as I said, it sounded to me like they just started the blind too early, in which case no dodge was needed, but I could be wrong of course.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/884412#Comment_884412
so the win condition for survivor is that you escape, while the win condition for killer is that you participated and had "fun"?
Um... no. I didn't say anything like that. The win condition for killer is killing the majority of the survivors. In both cases, as you yourself implied, the clue is in the name. And in the in-game rules.
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@FireHazard said:
That would require us to look through every patch note past 2.3.0 to find that information out.
https://deadbydaylight.gamepedia.com/Patches#Patch_2.3.0_-_16_October_2018
As reference, those are the patch notes for 2.3.0.
Basically it boils down to this, we'd have to look through every patch note to find that information... not every patch note outright labels "Flashlight changes" like 2.3.0 did. Unless someone has it on hand than you'll have to just figure it out yourself tbh.
I doubt @Fibijean really wants to look through every patch note past 2.3.0, but for the sake of time I skimmed through every patch note past 2.3.0 and couldn't find an outright labeled section that tells us when this change happened.
Feel free to check yourself, but this would take literally hours of reading to find...
Maybe @MandyTalk or @Peanits can inform you of which exact patch notes reveal this, but if they're busy than you're out of luck. They'd also have to ask someone or find it themselves... unless it's on hand to give you.
to be blunt
The way you flashlight save has always been this way in 2018-2019, or at least from what I can remember. I don't remember it being different in 2018, so it must of been changed in 2018 or 2017.
You might be thinking of how it used to be in 2016 or early 2017... but it must of been changed around late 2017 or 2018. It's unknown and frankly nobody wants to dig through year long patch notes to find that information... Like I said, If it was labeled for me to find outright than I would give you it right now.
But it isn't from what I could skim through, so it must be on a unique section in one of the patch notes as a footnote or something. Every patchnote is in that link above, so if you want to check than feel free. Otherwise, this is about as much information as me or Fibijean can give you, unless we spend a lot more time digging for it.
It could be on some video or something, but I couldn't find a video about it on youtube so... who knows.
Sorry mate.
I looked through the patch notes, there are several sections that could have been the change OP is referring to, but I'm not sure which one it is.
I suspect it was probably this, though:
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Flashlight saves were changed so that you couldn't shine a flashlight at the killer during the pickup animation (while they're powerless to avoid it) and save the survivor. So what happened there was as you surmised, they messed up the timing of the flashlight blind and started it too early.
