Fibijean
Fibijean
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/879463#Comment_879463
I'm in yellow ranks
Yellow are just as bad, honestly. It's up to you if you want to keep trying or not, but I would say that green ranks are probably the sweet spot if you want to try playing there for a bit before you decide to quit altogether.
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It would be great to see a rework of Laurie so that she looks more like Jamie Lee Curtis. I'm pretty sure the actress herself would also be on board.
I wouldn't worry too much about the Haddonfield rework. I don't think they'll be changing the atmosphere of the map very much, only the arrangement of some of the elements. They might redesign the houses a bit, close up some windows, etc. but I expect they'll keep the overall aesthetic pretty much the same, like they did with the Springwood rework.
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This poll 😘
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@LordEmrich said:
Info assimilated. Nothing the Survivors do is an offense. The report system was made solely to punish Killers. That's a big 10-4.
Can't wait til I get off so I can use up these Moris.
I understand why it may feel like that, but that's neither a true nor a fair comment to make.
Here is a list of things survivors can be reported/banned for:
- Hacking in-game exclusives, items or skins
- Modifying their save files
- Using third-party software to modify their in-game abilities, for example "speedhacks"
- Threats, harrassment or abuse in the chat
- Working with the killer to grief their teammates
- Exploiting bugs or design errors (such as glitching on top of certain objects in maps which render them unhittable), advertising said bugs, or holding the game hostage using them
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I would be totally on board with crossplay. I think having a larger overall playerbase would make a huge difference to many of the issues people currently have with queue times and matchmaking.
Crossplay between consoles (Xbox, PS4 and Switch) should take priority as I believe they have a smaller playerbase than PC in general, and honestly the Switch version should never have been released without it in my opinion because there were never going to be enough players on Switch to fill the queues out properly.
As a PC player, I would love to be able to play with console users mainly for matchmaking reasons, however I don't think this should be implemented before Mouse and Keyboard support is added to consoles, since the hardware does actually make a huge difference in certain areas and console players deserve to have the option to use the superior hardware if they're going to be going up against others who are using it.
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It's not extremely clear. The developers have said in the past that they disapprove of farming but won't ban for it. On the other hand, working with the killer as a survivor is a bannable offence, but I'm pretty sure that just means intentionally leading the killer to your teammates to get them killed.
My view would be that it is your prerogative as a killer to have mercy, or not, on whichever survivors you please. It's up to you who, if anyone, you want to kill or let go.
But since the official position on the topic is somewhat unclear, if a dev comes along and disagrees with me, go with whatever they say instead.
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I think the vast majority feels the same way. Guy needs to stop and breathe every once in a while.
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As others have mentioned, you're probably not unhooking people safely. There is absolutely no consequence for not unhooking someone immediately after they get hooked. They will die in three hooks regardless, so you should generally wait until the killer leaves the area (ideally wait until you can't hear the terror radius anymore) before unhooking your teammate.
The killer will often go after the rescuer rather than the rescued player for several reasons. They may be trying to avoid being hit by Decisive Strike, or they may assume that you had Borrowed Time, especially if you unhooked the survivor when the killer was nearby. Many killers will also target the rescuer because they simply don't want to tunnel, because they know it's not fun for the survivors.
As for why you get facecamped, that could also have something to do with the third point above. If you're unhooking people immediately and unsafely - that is, when the killer is still close by - the killer may assume you're trying to farm your teammates, which means trying to get bloodpoints for saving them without any concern for their actual safety. It's generally considered a pretty scummy thing to do, since it's basically sabotaging the whole team. Many killers will tunnel and camp farmers to get them out of the game early as a way of punishing them for their bad behaviour.
So the takeaway point is basically start unhooking people more safely and you may find that your games improve in more ways than one.
Also, as a side note, please don't abuse the report system. Camping and tunneling are not reportable offences, and so doing so is not going to get those people out of the game or punished in any way. Literally the only thing that you're doing by reporting those people is making it a harder and slower process for those who actually deserve punishment to receive it.
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As Elk mentioned, you can follow up on the ingame report by submitting a report ticket with the uncensored screenshots. Here's the link to contact support: https://support.deadbydaylight.com/hc/en-us. Go to "Submit a Ticket" and submit under "Additional player report information".
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There's no particular minimum report threshold for people to suffer consequences for their actions as far as I'm aware, and if there is the devs haven't made that information public. But if I had to guess, I'd say numbers of reports don't really matter. If someone demonstrably did the wrong thing, they will get punished. If they didn't, they won't.
What I do know is that the Support team does look at every single report they receive, but the process is definitely slowed by people reporting others for stuff that isn't actually reportable. Speaking of, as several others have pointed out, neither teabagging at the exit nor bodyblocking (as a survivor) are reportable offences, so if you're reporting people for those all you're doing is making it harder for people who actually break the rules to be punished.
There is a list of reportable and non-reportable offences available in the Game Rules section of the forum: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
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1) Not according to the raw data. In terms of player numbers, it's actually growing.
2) Because of the way the game is set up with two opposing roles, where anything that improves the circumstances of one generally worsens the circumstances of the other. It creates a lot of enmity between the two, and the fact that so many people only play one role or the other makes it much worse. In short, the toxicity comes from the powerful "us versus them" mentality that exists between killer and survivor mains.
3) The patch notes for any game with ongoing developer support can essentially be reduced to "nerf that, buff that". It's something that needs to happen in order to improve balance and overall game health. But they also fix dozens of bugs and introduce new content with every major patch, so I definitely wouldn't say that's all there is to it.
4) Yes, the devs always listen to community feedback. The Community Managers are active on the forums, and take all the feedback and constructive criticism we deliver back to the rest of the team on a daily basis.
Sometimes it doesn't feel like they listen, for two main reasons. The first is that they have lapsed recently in their frequency of communication - the livestreams are much less frequent than they used to be, as are general news and updates, which makes the community feel more disconnected from the developers.
Secondly, the developers have access to a lot more information than most community members do, not only game data but also their own long-term plans for the game, so they can see the bigger picture in a way that we can't. This means that while they do listen to everything we say, they will sometimes choose not to make changes to the game based on our feedback, usually for reasons related to information we don't have. However, this has made many community members feel frustrated and ignored by the developers, especially since we aren't receiving a lot of information about why they're making most of the decisions that they are.
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I mean.. survivors can't prepare for the killer's loadout either. They don't know which killer you're playing or whether you're bringing ultra rare addons or a mori. And that's a good thing, for the record.
But if a survivor wants to swap out their item at the last minute so that it doesn't get smacked out of their hand before they have a chance to use it, that's okay too. Survivors have as much right as killers do to enjoy using the cool stuff they find in their bloodwebs.
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As others have said, many people do it for the struggle bloodpoints (although considering the amount of bloodpoints you get and the time it takes, it's not really worth it in that respect). Some will struggle on hook at the end just to spite you, because they're mad about being killed and want to waste your time.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/879366#Comment_879366
That challenge is the only reason for anyone to ever even LOOK at monsterous shrine. First time I did the challenge...I was so happy until I realized I forgot the perk, lol
Lol, I did the exact same thing! I managed to get the challenge in the following game just by hooking the same person in the basement twice, for some reason 🤨
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@Skairipa said:
https://forum.deadbydaylight.com/en/discussion/comment/879343#Comment_879343
100% sure? because I tried to ask everyone and nobody could answer me...
I'm 100% sure 😊 That's what the line you quoted in your original post is referring to.
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Some people are bad sports and DC because they're not winning. It's the video gaming equivalent of flipping the table.
Some people just don't like Hag and don't want to play against her, especially since it became common knowledge that she has one of the highest killrates in the game.
Another possibility has to do with the challenges at the moment. There is one challenge which requires survivors to survive without being hooked while using Spine Chill, which in my opinion is a bad design because once you get hooked, you've already failed the challenge. This means a lot of survivors attempting it are either killing themselves or disconnecting the first time they're hooked, so that could be contributing to your experience as well.
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@Elk said:
It would be kind of hard to adjust it to a bit. Gates too far, killer can't stop them fast enough. Gates too close, survivor has no chance to open the gates. It's all RNG, if a better solution comes up to make it more fair then hopefully we hear it. So far this is the best solution of RNG because it's the only one we have.
Maybe Gates have to spawn ?? meters away from eachother every time.
I think that would be the best solution. There are enough gate tiles on every map for that to be possible. It might turn out in practice that the gates would appear in more or less the same places every time, but honestly survivors knowing generally where the gates are will not, I think, be gamebreaking, and at any rate is a far less important issue, in my opinion, than keeping the EGC balanced.
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@TigerKirby215 said:
https://forum.deadbydaylight.com/en/discussion/comment/877424#Comment_877424
That being said some perks (Ruin) are mandatory for Killer, and I honestly wish they'd make it baseline to some extent.
https://forum.deadbydaylight.com/en/discussion/comment/877794#Comment_877794
Another interesting idea could be to add a few "minor" perk slots for perks like Hope and (current) No One Left Behind. Thing is that even Hope is actually really strong. 5% movement speed doesn't sound like a lot but it makes you 10% slower than default Killers (instead of 15%) and also allows you to outrun Tier 1 Myers and 1 Blink Nurse. Niche use cases but the point still stands.
While I have seen killers 4k without Ruin (I do it all the time, but my killer is very low-ranked), or with a Ruin that was broken about 30 seconds in, I definitely agree that the killer meta is a lot more integral than the survivor meta, and that changes probably ought to be made to the game such that Ruin isn't such a necessary perk for many.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/878259#Comment_878259
I am so relieved. I was under the assumption you had to get a flashlight save.
Thanks for the conformation!
No worries! I was super happy to find this out as well 😁
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No, you won't be able to use challenges in the current Tome to earn progression in future Rifts. Tomes are tied to their corresponding Rift in that regard. Once Rift I closes, the only things you'll be able to earn from Tome I are bloodpoints, lore fragments and level completion charms.
When Rift II opens, you'll be able to earn progress in that by doing challenges from Tome II, which will release at the same time.
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Queue times can vary based on your region, time of day, and how many other players are queueing for the same role.
Killer queue times are typically longer than survivor queue times, because ideally you need four survivors for every one killer, but usually there are just as many people playing killer as there are survivor. Having said that, though, half an hour is unusual.
I believe it's currently about 5 in the morning in Italy, which means there are probably very few other people online and playing in your region. I would advise you to try again during the day or in the evening.
It's also possible that this could be a bug - occasionally lobbies can become bugged and drop out of the matchmaking queue, so you'll be waiting forever and never get a game. If the same thing happens to you at a high-traffic time of day, like 6-11pm, you may need to exit back to the main menu and then rejoin the queue again.
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Dead By Daylight doesn't have an ingame chat, and I don't believe the lobby chat is a feature on consoles either, unfortunately.
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It's a known bug. There is a planned fix for it, it's just been delayed because they wanted to test it more thoroughly first to make sure the fix didn't interfere with any progress players have already made on the challenge. We should be getting more information about an ETA next week.
In the meantime, probably a good idea to work on a different challenge. If you'd prefer to prioritise the challenges that aren't about to be adjusted, a full list of the planned changes can be found here https://forum.deadbydaylight.com/en/discussion/108232/status-update-archives-tome-1-level-3-changes#latest
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Gotta make sure they mess up those Exit Gate skill checks.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/878468#Comment_878468
Fib, you are the end user, you shouldn’t care if something is “annoying to code” - would it improve your user experience, yes or no?
That’s my point.
True, I'm just trying to be empathetic.
Honestly, I'm neutral on the idea. I don't feel like it would improve my user experience at all really. That's why I'm not too fussed about it. But I also don't think it would detract from my experience, which is why I don't have a problem with it being implemented for the sake of people like you for whom it would make an actual difference.
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@PatchNoir said:
https://forum.deadbydaylight.com/en/discussion/comment/877388#Comment_877388
lol i always tought that lockers gave me something like a undetectable status, living and learning i think.
Im not sure if this is the way legion power should works cause it turns that his iron maiden perk is useless, not lore friendly.
People in locker should be undetectable
Lockers only hide auras. Killer Instinct doesn't reveal auras, it has a unique onscreen indicator which appears on the survivor. It's a bit difficult to describe, the best way to understand it would just be to watch some gameplay footage of someone playing Legion.
Poor Legion doesn't have much going for him. Killer Instinct is one of the best parts of his power, and stopping it from being able to detect people in lockers would be a pretty big nerf which he definitely does not need.
I see what you mean about Iron Maiden, but I would argue that it actually synergises quite well with Killer Instinct in a couple of ways - firstly, it improves locker opening speed, which is always nice, especially if you get told when someone is hiding in one, and secondly it makes those exiting lockers vulnerable, as survivors might do if they notice Legion has entered Feral Frenzy nearby and are concerned about Killer Instinct.
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@Kenidur said:
https://forum.deadbydaylight.com/en/discussion/comment/878461#Comment_878461
You're right, I misread what you said. but I still disagree with camping being a powerful tool. This is a tool that practically guarantee's screwing over at least 1 survivor just to secure a kill. I'll admit, I'm not the best at running a killer. That being said, I ran one for almost 2 minutes before he finally caught me. during that time 2 gens got done, 1 had 2 on it, other had 1. Killer hooks me, I see 2 on a gen, 1 cleaning a totem. totem breaks, gen completes, and killer is camping my face. 2 gens left, 2 people coming to get me, bubba just staring at me. 2 others arrive, 1 tries to pull bubba away. he starts to leave, then turns quickly and downs the other. the 2nd guy just leaves, 1 at my feet waiting for anything and bubba still face camping. I die on hook earning less than 5k points and depip. Yeah that was fair. I get to depip because Bubba had to camp. Game ends with all gens done. Bubba's sitting on about 20k points, survivors are at 10 and under. I can guarantee no survivor pipped, 2 depipped, and killer probably did, and this is fair how?
As much as I would be happy to keep discussing it, and I realise how much of a copout this sounds, but I am very aware of the fact that this conversation has gotten to a point where it has absolutely nothing to do with the original post. Derailing threads is actually against the rules, so for that reason I don't think we should keep discussing camping here.
If you want to talk more about the issue, I would encourage you to make your own thread about it.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/878439#Comment_878439
So you agree that to have both a killer and survivor challenge active at the same time is the right way to proceed or not?
User Experience is important in software design you know :P
I can imagine that it might be annoying to code, but I don't really see a problem with it. I guess I just don't see any burning need for it either.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/878424#Comment_878424
As someone who camps regularly at red ranks, I disagree. The survivors can basically ignore the hooked survivor and do gens for 2 minutes straight, and I will still win because a 3v1 is so much in the killers favor.
https://forum.deadbydaylight.com/en/discussion/comment/878425#Comment_878425
As a killer I don't feel like I have any obligation to make sure the other side is having fun. You think in Apex legends someone is going to hesitate about shooting me because I wouldn't like it? It is a competitive online game. It is the developer's job to ensure the gameplay is fun, not me. It's not like there aren't an equal amount of toxic survivors who will drag you to haddo with instaheals and balanced landing while being in a SWF.
Fair enough. That hasn't been my experience, but since you're a seasoned camper I will happily defer to you on this one 😊
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@Kenidur said:
https://forum.deadbydaylight.com/en/discussion/comment/878433#Comment_878433
That's a joke right? Everything you do, earns you points. You want to stop a gen rush, don't camp the hook, Pressure the Gens, and chase others. Your problem with Gen rushing is caused by your actions, not by the fact that a survivor found a gen and started working on it. There is only one way to get a gen done, walk over to it and start working on it. If you can't counter that, it's on you. Maybe next time take Ruin, Thanatophobia, Pop, or any of other gen based perks to slow the game down. You have the power to slow the game down. If you choose not to, that's on you. There isn't a counter to camping though. You hinder the ability of the survivors to earn points, to enjoy the game. And your play style is what's killing this game. When the game is no longer enjoyable, people leave, and you are doing exactly that. Think it's a joke, look at the queue times today compared to 3 months ago, 2 months ago, a month ago. I've only been playing for 5 months now, but when I started, during prime time, I was in queue for maybe a minute at most before a game started as survivor. Now it's up around 5 to 10 minutes. It's getting longer and longer because people just don't want to play.
At the start of reading that I was giving you the benefit of the doubt and assuming the "you" was referring generally to "one who camps", but then by about the "your playstyle is what's killing this game" point, it started to seem like you were attacking me specifically.
So I'd appreciate it if you would please stop making assumptions about me or the way I play the game. I am a heavy survivor main. I barely play killer, except for challenges and dailies. When I do, I never camp - I rarely even kill people, usually I get what I came for and let everyone go. I simply happen to believe that there is nothing wrong with using a powerful or effective strategy in any game, and killers have as much right as survivors do to use every tool at their disposal in order to secure a win.
And that neither side should be punished by the ranking system for doing so.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/878355#Comment_878355
mh, ok...?
To me this seems like saying that you are glad you were robbed of 500€ the other day, prompting you to not buy that new Samsung television, because later on you discovered that the same TV set had some hardware problems.
Maybe it would have been better to not be robbed and have Samsung recall the TV (or deliver a properly working product in the first place) what do you think ;)?
Less like being robbed, and more like the TV was out of stock. It would still be nice to buy it once the fixed version comes back into stock, and in the meantime it sucks that I didn't have a TV, but in hindsight it's probably a good thing I wasn't able to buy it, all things considered.
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@Kenidur said:
https://forum.deadbydaylight.com/en/discussion/comment/878375#Comment_878375
So let the killer hijack our points, let him screw us over because he wants to be a camping PoS. Wouldn't it be nice if Survivors could screw over the killer the same way?
They can. It's commonly referred to as "genrushing". Like camping, it's a perfectly legitimate strategy for achieving one's objective, can be very difficult to counter, and feels pretty crappy for the other side.
But this isn't the place to discuss it, because this is a thread about the ranking system.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/878278#Comment_878278
I am saying that if you are a killer and hook someone early, like with 5 gens and ruin still up, there is almost no downside to just trading off ~2 gens to secure a kill. And those 2 gens will only get done if the survivors are playing very well, and not all blundering about trying to save. From there it is an easy task to win 3v1, even with only 2-3 gens left.
Camping is insanely powerful when done well. All the perks like BT / DS / etc etc only work if the survivors can actually get the unhook in the first place. I think it's only held in check by the fact that most players are not willing to do it.
The problem with camping is it relies on the survivors being altruistic to a fault. It can be a powerful strategy, yes. But it's a perfectly acceptable strategy for the killer to use it to secure kills.
This topic isn't actually about camping, though - the same logic could be applied to tunneling, because the point is, regardless of what strategy they use, if they managed to complete their objective they must have done something right, and they shouldn't be punished by the ranking system for doing their job.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/878370#Comment_878370
Hits over the fence are possible, that is all I'm saying
Okay. I still don't understand your initial comment in that context, but in any case, I think we're all pretty much agreed on the fact that it's possible at this point 😊
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@thenegativone said:
Its ok they decided not to change them after all...
The change is still going through, just later than originally planned, so that they can make sure it doesn't mess up people's challenges in which they've already gained progress.
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@Kenidur said:
https://forum.deadbydaylight.com/en/discussion/comment/878278#Comment_878278
Riiight, because solo survivors don't want altruism points... Game design rather forces you to work as a team. if you don't you are giving up too many points during the game. It's hard enough to earn blood points due to different killer abilities; wraith and stealth killers go stealth during a chase, the heartbeat is lost and you are no longer in a chase even though you are, so you lose chase points.Plague vomit hinders Altruism points due to loss of healing, etc. Add camping and tunneling on top of these and a survivors points are just screwed.
Yeah, it sucks not being able to earn altruism points. But if you hook dive someone who's being camped, you probably won't get the altruism points anyway, and you'll also most likely end up with no objective or survival points either because you'll be the next one to die. It's still a bad move, and not a lucrative one either. The only reason to do it is if you care about the other person's survival more than you do about your own point gains.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/878358#Comment_878358
And no, im not refering to window hits
Care to elaborate on which part of my comment you are referring to, then?
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/877457#Comment_877457
Some can, others cant
Are you referring to killers hitting through windows? All of them have the same range, so it should be possible for every killer.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/878299#Comment_878299
Yes, that's the obvious explanation, but you have to consider that certain challenges, like the deplete 7 keys, are not difficult in any way, it's just a synonym of play 7 games. Others like unhook 25 survivors are play a lot of games :P, in other words: they are not challenges per se, they are an incentive to play the game, and that's it. For me that's a bit of a lazy design. I hope they will learn from this going forward.
Now, back to
Incidentally, that's probably also the reason that they locked it to one challenge at a time, so that the above calculations would be realised in practice
Again, you are 100% correct, but notice that I explicitly stated "only one challenge at a time - no matter if killer or survivor". I wish they would permit players to have two challenges active, one for survivor and one for killer. It's a simple QoL change, especially because you have always to remember to pick the right challenge when you switch side, and the game is very laggy in Menus, at least on console.
In hindsight I'm rather glad that they locked it to one challenge, period, because half the challenges were bugged such that you could earn progress based on what other people in the game were doing - for example, you could earn progress on a sacrifices challenge from others being sacrificed while playing as survivor. I'm sure they didn't lock the challenges for that reason, but as it turns out it was probably a good thing they did.
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@Kalec84 said:
15 iridescent... not 5 ;p
Yes, I know. I was talking about the difference in progress between the current challenge (15 iridescent emblems) and the updated version, which for some reason I thought had been reduced to 10 iridescent emblems to ease the grind. I now realise the challenge itself wasn't altered aside from fixing the one-emblem-per-match bug.
I'll edit my comment above. The rest of my point still stands, though.
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I can't tell you anything about the framerate, since I don't actually own the Switch version of the game, but the general consensus seems to be that the matchmaking is pretty awful. I get the impression it's barely even playable depending on your location.
It does suck, but it's not a consequence of game design so much as low playerbase. In my opinion, the game should never have been released on Switch until cross-play, at least with other consoles, was available, because it simply isn't and probably was never going to be popular enough on that platform to be able to support an independent matchmaking system.
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The fix has been delayed, and we'll be receiving an update about it next week.
As for the challenge itself, I know it sucks to feel like you've put in a lot of hard work for nothing, but if you think about it this challenge is one of the most incidental ones in the whole Tome. All you have to do is equip it and then try to play well. It's not like it was a huge feat of skill that you had to go out of your way to accomplish.
15 games amounts to maybe three hours of playtime in total. If we're being generous, maybe it would take 4 or 5 hours if you didn't manage to get at least one irdescent emblem every game. It's not actually a huge loss. Again, I understand the frustration - I feel it too, to an extent, because there are certainly challenges I've already completed that are about to be made easier - but I don't think that compensation is really necessary in this case.
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You shouldn't lose a pip if they disconnect during loading, or if the killer is the one who disconnects. As others mentioned, there is a glitch in the postgame screen which makes it look as though you've lost a pip in that situation when you actually haven't.
If another survivor disconnects at the start of the match, you aren't guaranteed a depip. It's still possible for you to play well and be rewarded for it, but it does worsen your chances of survival.
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@Nobsyde said:
As I always said, I love the Archives addition, I don't care at all about the Rift Pass since I'm not going to buy anything but I enjoy the concept of challenges, the lore and, well, some charms here and there are welcome.
What I don't like is that the designers that are in charge of challenges design are at the very least out of the loop of how the game is played, plus they have made some very questionable decisions in the concept of the Archives itself:
- only one challenge at a time - no matter if killer or survivor
- grinding challenges as gatekeepers
- seemingly random balance between survivor and killer challenges
What I hate is the lack of interaction between CM/Devs and players in regard of those challenges. Ok, they are going to fix Tome 3, but why are they? Because they know they did something wrong? Or simply because we flooded the forum and they had enough?
For example, take this BHVR statement:
When we originally planned the Tome and Rift, we had designed it in such a way that you would earn enough fragments from Player XP to finish The Rift by the time you complete all the challenges. Since the challenges can now be completed in fewer matches, you may need to play additional matches after completing the Tome in order to reach Tier 70 in The Rift.
What should I understand from this? That you are still thinking that Tome 3 challenges, as they were, were ok? I really would like to understand in how many matches they thought a solo player could achieve the 2 EGC safe unhooks, just to say one.
Also, should I deduce that a challenge like deplete 7 keys was in fact a "play 7 games"? That's where something is going really wrong in challenge design.
I think all we're supposed to understand from that quote is exactly what they said - that they had originally designed the system such that, between the challenges and the passive XP gain, players would be able to earn roughly 700 Rift Fragments just from working their way through all the challenges.
So presumably, the number of challenges, the release schedule and their difficulty level were all designed with that estimate in mind. I don't think anyone will be able to guess exactly how it was calculated because I assume there were a lot of different factors that went into it, but I'm guessing there was an average number of games or in-match hours that each challenge was estimated to take.
Incidentally, that's probably also the reason that they locked it to one challenge at a time, so that the above calculations would be realised in practice. Perhaps they assumed that players would find the Rift less grindy if they could essentially complete it just through pursuing challenges, and weren't forced to work their way through it very slowly just by earning XP.
Then, following player outcry, they decided to adjust the challenges to be less difficult and/or time-consuming, but this threw off their earlier estimates such that the Tome would now take less time to complete, and therefore players would be required to grind XP to finish the Rift after all.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/878256#Comment_878256
People always say that gen rushing is the counter to camping, but I don't think that applies to solo Q players.
By the time the rest of the survivors make their way to the hook, and realize that the killer is camping, half the hook timer can be up. From there, they have to spend some time at least probing the hook to attempt the save. The damage is already done at this point, with the survivor probably hitting half and being an easy tunnel target if they do somehow get rescued.
If the survivor went down before ruin did? There's no way those gens are going to be getting done in the meantime.
If anything, solo players have the advantage in this scenario, because they're not emotionally invested in the survival of their teammates as they would be if they were friends.
Yes, maybe they wouldn't get as many generators done in reality as they would ideally if everyone just ignored the hooked person and focused on generators.
The point still stands, though, that generator progress notwithstanding, going for the save under those circumstances is a stupid decision which is going to get them killed. And that is their fault, not the killer's, because the killer is laying an obvious trap and they are walking right into it.
And even if that happens with the first hooked survivor, the rest of the team should have learned their lesson by that point and not try to go for the next save. Again, if a camping killer gets a 4k, 9/10 times that is the fault of the survivors.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/876621#Comment_876621
In a perfect world, absolutely. Although people can (and do) use it to dodge lobbies, and that's not something we want to see return.
From my own experience and from the comments I've seen made about it on the forums, even though there are those who do use the feature to dodge lobbies, there are many more who just use it to prepare themselves for the game and know what to expect from their teammates. In that way, it is particularly useful for solo survivors.
For example, I might look at the ranks and levels of other survivors in my lobby and think things like, "okay, that person is a low level on that character, so they probably won't have a great loadout, and they'll likely be using that character's perks" or "that person is a low rank, we're going to have to look out for them more, better equip some altruistic perks and try to keep the heat off them if I can because they're probably not a good looper".
In my opinion, it actually promotes synergy between the survivors more than anything else, and also makes a positive difference in the "closing the gap between solo and SWF" department.
Yes, there will always be people who will use features like that to dodge lobbies, but they're probably the same people that dodge because their teammates are wearing particular cosmetics. That doesn't mean that we should just shroud the survivors in fog so they can't see each other at all, just because some people use appearance as an excuse to dodge.
I don't believe that what amounts to an excellent QOL improvement for the majority should be denied because of the bad behaviour of a few.
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Just wanted to come back and say, I can personally confirm that this works. I got the challenge tonight by shining a torch in the killer's face while they were picking someone up. I got the blind, though not a save, because I started it too early in the animation, but at the end of the trial my challenge was still completed.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/878197#Comment_878197
Yeah it could have been accomplished through a 3 or 4 man slug, but I would bet the amount of 1 hooks that happen due to camping is much higher.
Also I disagree a 4k through camping is the survivors getting outplayed. There is basically no way for a solo Q team to deal with a really good camper. And I say this as a camping killer who regularly 1 hook's red rank survivors.
If I am playing like hag, and someone goes onto a good hook, there is almost no way for the survivors to get them off except by trading. A basement hook? Borderline guaranteed kill.
I had a few games as basementface yesterday where it was like within 30-40 seconds of the game starting I 1 shotted someone off a gen, put them into the basement, and camped them to dead.
I don't think that is very skillful gameplay, and it should not be rewarded with rank ups. But, it is a lot of fun, and fits in with the theme of DBD.
There may be no way to get them off, so in cases like that you don't get them off. If the survivors insist in trying to rescue someone even when it's too unsafe for them to succeed, that's the stupid decision I was referring to, so if they play badly in that sense and the killer capitalises on that, that's the survivors getting outplayed.
The smart thing to do in that situation is rush generators while the killer wastes two minutes camping. Camping is not a viable strategy if people don't go for saves. That's why I say that a 4k through camping is actually the survivors being outplayed and therefore not something the killer should be punished for.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/878185#Comment_878185
As long as no one opens a gate, yes. All 4 could escape via hatch as long as both gates remain shut.
Has anyone tested to check if that's the case? I'm about 99% sure you're right, but it would be nice to get confirmation.
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@Apple2o said:
As a killer, I depip whenever like 2+ survivors ragequit the match, so it goes both ways.
https://forum.deadbydaylight.com/en/discussion/comment/875469#Comment_875469
Ermm killing the survivors in one hook isn't skill lol. More than likely that just means you were camping hard or put them into the basement.
Or it means that they snowballed so well that the survivors didn't get a chance to rescue each other. Even if they did get a 4k by camping, that still means the survivors made some stupid decisions and got outplayed. In either case, the killer deserves to be rewarded, not punished.