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twistedmonkey

twistedmonkey

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twistedmonkey
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  • Its a very fine line with totems.

    Totems are designed to be a secondary objective to take survivors off gens. By making it too detrimental to do them you end up with survivors ignoring them and only doing gens.

    While its always a choice and some do ignore them those are the same ones who will complain about noed being OP.

  • Old Freddy was highly complained about by both sides in the past.

    I think the rework was warranted as all he was in the past was a slowdown the game killer who's power was rng due to breaking out with skill checks and could not stop unhooks.

    As for survivor it was was not very engaging to verse due to the slowdowns he had. Even though he was easy to beat it was just a prolonged match with tedious mechanics again due to the rng of his power.

    I think the new Freddy is better designed as he is more in control of his power and just needs some tweaks to the slowdown he still has and his ability to negate anti camping perks.

    Slowdowns imo are detrimental to all the other killers since it makes gen times harder to balance.

  • Hag - phantasm traps now hit a survivor when triggered.

  • I dont know how you single myself out as protecting the devs when everyone is saying the same thing to you.

    The devs not informing us of such a change would be one thing and they should definately be called out on such practices but when you ARE informed then it comes down to one misreading which is another thing entirely. I understand you may be upset for spending the time on this rift but as I said you were informed in plenty of time and the misunderstanding was from you're misinterpretation of the tweet and not how it was written.

  • To be fair that tweet is dated the 21st of October and judging by your post above you keep informed on their Twitter posts.

    It's clear they are going to add it to a later rift by the wording in that tweet due to the communities feedback. Sorry but I don't see an issue here other than yourself misreading what they stated.

  • I personally find it annoying with killers which place effects on the survivors like Doc, Plague, Clown and Legion for the deep wounds mechanic.

    Things that mess up my view on screen or cause me to do animations with the same sound effects over and over.

  • Keep in mind that not everyone speaks English as their first language.

    Then there is the device they use when posting. I myself use my phone for the most part and predictive text has a lot to answer for.

  • Pleasing the entity isn't just about killing. It feeds off hope so its more about the cat and mouse game, chases, multiple hooks etc killing too quickly displeases it.

    The game is much more than just killing for pips and bloodpoints but if you only play to kill as a personal goal then ignore what the entity says.

  • It should deactivate when you the player does anything to progress the game like touching gens or unhooking. It also deactivates when fully healed or breaking a totem (only when the totem breaks). Being slugged stops the timer. Jumping in a locker it deactivates after 12s this enables enough time to get head on or inner strength heal.

    This makes it an actual anti tunnel perk as it means both sides have choices to make. It's no longer a simple 60s of immunity as it is now.

    It shouldn't be down to the actions of other players like the hook mechanic you speak of is. Both killer and survivors can negate the perks use by playing in set ways.

    That is of course if the devs want it to be an anti tunnel perk since that phrase was coined by the community not them.

  • They are actively working on the current patch and killer along with perks right now so that is why they are actively making changes.

    Coup I can sort of possibly see why the change is being made due to the current system. Imagine a high ping killer being able to hit someone from what seems a huge distance away due to what the killer sees versus the survivor. Maybe when hit validation comes out they can re adjust it.

    The other well they stated why and its by design to make players move around the map more. It was and always will be more of a fun perk over meta ones.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1762849#Comment_1762849

    I stuck with this game because I had people to play with. I can only imagine what it's like coming in solo. But in all honesty, if a more even playing field means having a wait a few more minutes for a match, then I'm perfectly fine with that . I understand everybody may not be, but I'd like to think that most people would agree that this is no way to practice.

    The problem probably isnt simply a few minutes but more than likely a lot longer depending on region and time of day.

    The new rank reset compounded this issue and since it is so easy to rank upon either side to green or purple new players having to wait in some regions could be a few mins but in others it could be 30 mins plus.

    The initial games are of cpurse what dictates if a new player will stay but I think playing is still better than a lobby simulator and if someone enjoys the mechanics of game at least they can strive to get better over time.

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1762762#Comment_1762762

    Disagree. Bloodlust helps get the last kill during endgame collapse. Breaking a pallet may cause you to either lose the survivor or run out of time.

    That's a special circumstance though and they would need to be far from the door and if close enough already be injured unless you have a one hit down perk or killer.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1762779#Comment_1762779

    I keep seeing people mention the "rule of six", but I've never once seen the devs mention that that's how matchmaking works. But even if it does, is there seriously no other killer across PC, PS4, Xbox, and Nintendo that couldn't be closer to my rank?

    This is why DBD badly needs a practice mode like what the mobile version has. If new players are just going to get stomped into oblivion while they practice, then there needs to be something that newcomers can do that helps them to understand and learn the basics.

    Its been stated by peanits a few times and why people mention it.

    A killer being at your rank is dependent on new players being on at the same time and why it has to expands. It should look for your rank first of course. You know how easy it is to rank up having played on ps4 for a while so anyone can get to yellow or green with a few hours of play since you cant down rank in brown.

    New players it can seem daunting but its either this or they have to wait so long for a game that they may stop playing.

  • Thats because you are rank 20 and there is not enough brand new players to match you at the same rank.

    Its so easy to get to green in a few hours of play on either side. The system then makes you go agaisnt higher ranked for quicker match making and the same goes for low ranked killers.

    Apart from yourself everyone else is within 6 ranks of the killer which is normal for matchmaking.

  • I'd you rely on bloodlust you most likely have already lost. The time it takes to gain enough speed to get an advantage and then get two hits means 3 gens can easily pop.

  • Dying on first hook or dying at all is irrelevant to the bloodlust mechanic. The mechanic is all about chase times.

  • Killers i like to play Trapper, Myers, Doc and Huntress.

    My build depends on The killer but generally I always includes bbq and nurses. I dont have a specific build and play around a lot with perks. I dont use slow down perks as I prefer ones which give some info and help in a chase.

    Survivor I play a mix of styles. Stealthy to start with which can get more aggressive over time. It fools some players into thinking I can't loop. I also love to try corner jokes.

    Normally I run kindred, wglf, detective's hunch and inner strength. Its my totem destroying, punish camping build. I am an altruistic player and I really want my stacks but won't run in if I see someone going closer for obvious reasons.

  • If its part of the game its all fair play. There is nothing wrong with using anything the game provides or allows which gives you or others a better chance of killing or escaping.

    Imo the true toxicity only comes in the end game chat and messaging systems.

  • I am not sure if something changed over the last few weeks as being on the US east coast I randomly get put in servers where my killer ping is 130+ where most of the time its below 50.

    This of course could be them expanding for regions with less players so they can get a game. It may put you in with them for faster matchmaking.

  • Detectives Hunch, inner strength, WGLF and kindred.

    It's my fun totem hunting and info build.

  • The game has ups and down in playerbase numbers and always has.

    If you look at the stats it regularly loses over 10k players in some months and then they gain them back again.

    This is due to players coming back for dlc and events. So its no where near dying its just the stats show a larger playerbase than the actual stable numbers.

    Now if we go back to 2017 the numbers dipped to 7k on average and that was a scary time for the game but they started to make changes and the game has grown ever since then.

  • My build is kindred, detectives hunch, inner strength and WGLF.

    I don't feel I need an exhaustion perk and I don't trust the others to do totems or heal me so I run perks which help cleanse them and also give me a heal by doing them.

    Out of my last 30 games NOED only procced once but was used around 10 times and I cleansed that last totem almost immediately after the last gen popped.

  • I remember when sprint burst had a 20s cooldown and it recharged while in chase.

    Sprint burst as it is now is fine as you find they tend to walk around the map wasting time getting to gens.

  • @Schinsly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1720239#Comment_1720239

    anyways theres nothing i can do to show you its true but like if theres anyone you dont wanna go against then block them :)

    That would only be true if DBD had an actual block feature built in.

    The only block feature for DBD on pc is via Steam which is just the game launcher. The block feature there has only ever blocked messages when it comes to DBD as this game does not use Steam servers or matchmaking system like some others, the game uses BHVR's own system.

    This is why pre dedicated servers players used mlga to flag others and dodge.

  • I got mine by chance watching a stream. Put in the code and it worked. Never went out of my way and was only in the stream for 5 mins before the codes were put up.

  • Playing stealthy is a play style not a counter play. Counter play is being able to react to something and have time to evade it if one has the skill.

    What players mean by counter play then is take the huntress, she has a wind up to hatchets with an audio cue and it enables survivors to dodge them. Its also a juke in essence but you can react to the cues and counter to her power.

    Most killer have a slight counter to their power, hag crouch, trapper deactivate traps, Billy change direction, Myers hide behind an object etc.

    Players say death slinger has no counter play due to the above not being possible, being out in the open well his power is instant and you don't have the same time to react. So the only real counter is near loops and to just drop a pallet early or jump a window.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1713789#Comment_1713789

    Currently, I agree, though as an actual mechanic they can be leveraged to provide more interactive gameplay in the proper positioning. Right now its largest 'boon' to the game is when a Killer kicks it down right next to a generator you're working on, which doesn't actually seem like what they were going with first with Midwich (To your point, needed chase reducers like with most of the hallway doors).

    Thats what I hope for.

    I would like them to open up gaps in places so the killer has a short cut to places and cut down some stronger mindgamable loops but I would like them to not be needed and a choice or at the complete detriment of any survivors defense as they are seemingly now.

    They should be more fun and I would prefer if these places were more of an oh ######### moment where they could barge through them instantly appearing causing jump scares which could be balanced by means of a time for the animation along the same time frame as the kicking one at the minute.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1713163#Comment_1713163

    Right, it's about gaining/losing distance (Mind games are really only useful if the Killer is right on your arse or you have enough distance/objects to mask your travel)

    I see no reason why a Breakable wall cannot be used for a Killer to gain distance between loops, to create a more interactive chase for them, though I do see reasons against using them to gain distance in a loop. The primary function should be with a direction in mind, not "it's needed for a chase", I agree, that choice/interactivity is kind of lacking.

    Preferably they'd be used to make a non-loop pathway between a new loop section, if you see a Survivor running to a loop segment, and you know that if you break this door down you create a shorter pathway between the current loop you're on and the one the survivor is going to, and potentially create a new loop in the process. (this largely applies to interior maps).

    E.G: The Game, where each 1st floor room is it's own loop container, Breakable walls should only be, well, on the walls (nearing functionality to the powered doors that open when a generator is finished.. They should not impact the individual loops much, but potentially create new pathways between them. Breakable walls do have a place, but they do need some tweaking.

    Mind games can be done in many ways from distance or if close by. You can still mind game a killer by making them go another way than they think you are and vice versa. You don't have to be on top of each other.

    This is what I was stating in my original post you quoted. They aren't what they could be and right now they seem more about needing to be broken to stop a strong loop and then they remove any mind games and other spots once removed they create larger dead zones.

    These walls aren't really making the game more interactive.

  • @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1713171#Comment_1713171

    He was talking about safe pallets- pallets that you are forced to break to continue a chase, if a survivor drops it. That's why it's a fair comparison- to pre-dropped safe pallets only. (Typical pallets- not so much!)

    Both breakable walls and pallets take 2.6 seconds to break. The biggest difference is that you have a little more catch up time with a breakable wall, due to the fact that you are not directly following the survivor- the wall is always at least slightly off from the vault. If you factored in a possible pallet stun (3 seconds) from a god pallet, however, the time taken to catch up from a (god pallet stun+forced pallet break) is probably about the same as a (breakable wall break+catch up time).

    It's not about "are these things exactly the same?". They both serve virtually the same purpose- give the survivor distance and time in a chase IF the resource is available. The way I see it, BHVR replaced the mindgameable pallets in the Storehouse with the equivalent of a pre-dropped safe pallet- a god window that a killer can neutralize before anyone even has a chance to utilize it. The problem that I see with it is that the killer can just preemptively turn the building into something of a deadzone right from the start of the match.

    Also- forgive me if I'm wrong, but I thought you were arguing from a killer's perspective, like most people on the forum tend to do.

    If you're talking more about it from a survivor POV, you're not wrong. It's overall a nerf for survivors and a buff for killers. If the killer spawns near main building and immediately breaks the wall, then that building is much less useful for survivors. As survivor, I enjoy having the god window available. But it sucks when I pull up to the Storehouse in a chase and all I have are the moderately decent vaults because the wall was pre-broken and there are no longer any pallets to reset bloodlust or mindgame for a little extra time in a chase.

    I also definitely agree that pre-redesign Groaning Storehouse was more fair for both sides. While the window is powerful before the wall is broken, a killer can very, very easily turn the main building into a weak spot for survivors. I don't think that they should have removed both pallets- it would have been better to keep one of them and perhaps make the one pallet slightly less safe if possible IMO

    But I'm also honestly expecting them to release a survivor with a perk relating to breakable walls. With more and more maps recieving breakable walls, I could easily foresee a breakable wall perk becoming meta if it is effective enough. Something that either allows survivors to rebuild breakable walls, or to break walls themselves.

    I am not talking from any sides point of view but how they are pretty bad for both sides and they are normally a need to break as there is a god loop or leave alone as it would be silly to break it on the newest updated maps.

    Safe pallets are about gaining distance yes which the breakable walls can also do but that wasn't my point. Even at some safe pallets a killer can get a hit by using mind games such as pretending not to chase and then trying to hit them through it or letting them get away and then chasing again. Good survivors afterall never want to drop a pallet unless they really need too, especially safe ones.

    When it comes to a god loop with a window and a breakable wall there are no mind games possible. A survivor just vaults it early and they are safe and the killer really has to break it, of course the killer could vault the window instead but that would just be silly. They then removed the other defenses around these so its really unsafe now for survivors after its broken so overall there are no mind games its just break it and then create a dead zone.

    For me its all about choices in the game which imo these actually remove and in the cases where its better to leave them up they really serve no purpose and it would be better to just make them a solid wall instead.

  • @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1713013#Comment_1713013

    And? His comparison was valid enough. Breakable walls ARE quite similar to pre-dropped god pallets. I fail to see how pallets are not at least partially related to a discussion like this- especially when you consider that at least on the Groaning Storehouse map, pallets were removed in favor of allowing an annoyingly good window to return for at least one chase (if the wall isn't already broken by the time a survivor is using the window). It's not whataboutism or off topic to compare something to another thing like it.

    Personally, I'm fine with breakable walls being the replacement for doorways that balanced old annoying vaults. It's a happy medium between the old solid walls that used to be there, and the doorways that recently replaced the solid walls. With the exception of the upstairs of Ironworks of Misery, most of the breakable walls aren't even that out of the way/much of a time waster, if you find yourself in the area before a chase is initiated. Perhaps BHVR thought the vault nerfs went slightly too far and decided that it would be a good chance for them to implement one of their favorite new mechanics.

    I will say that I'm not sure how I feel about the removal of pallets in favor of breakable walls+good windows. Not sure if that makes games easier or harder for low level players (killer and survivor wise). Either way, Groaning Storehouse is the only map I can think of that had that happen to it, so perhaps they're not really headed that way overall.

    Read above. Breakable walls are a killer only mechanic while pallets are a choice to use for survivor or for a killer to break bar a few safe pallet exceptions.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1713013#Comment_1713013

    From a Killers perspective they're similar, are they not? And, yeah, which is why immediately after I added my thoughts on the current implementation of them (breakable walls).

    Not really as pallets were originally designed as a defense mechanism for survivor to gain distance by dropping them. Over time they were changed onto something which are more about mind games bar a few really safe pallet exceptions and both sides have a choice in dropping or breaking them.

    Breakable walls are a killer only mechanic and some are places in areas where any killer would be silly to break them like the coal tower and others you are forced too or it leaves a god loop and when the killer does there is nothing left in the area to actually use for mind gaming.

    Take the groaning store house, this breakable wall recreated the god window so it needs broken and then they removed pallets which makes the building less mind gamble when it is broken. Imo that did not need to happen as it was fine once they added the open door to it.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1694799#Comment_1694799

    Is that the same stance you would take on leaving pallets up, breaking pallets be a choice and not needed, only useable by Survivors to stun during a close point in a chase?

    I do agree that the current implementation could use a tweak or two, at the moment it's far easier to pre-break breakable walls than to break them in a chase (which isn't quite immersive).

    So far I've enjoyed Breakable walls that are near generators (opening a path and line of sight, as well as serving as a 'show' of an entrance), and ones that if the survivor decides to continue on the path, it puts you closer to them (the counter/Vault + Breakable wall on Midwich, if they continue, it cuts down the distance, if they jump back over the vault, it does the same).

    It'd be interesting to see what would happen if they cut down the breaking animation to a single kick, rather than two as well, maybe leaving the longer animation to a 'reinforced' wall made by survivors as mentioned above.

    This discussion is not about pallets but the implementation of breakable walls and our opinion on them.

  • I would remove most aura perks and notification perks, DS and all the notifications down the left for hex perks and turn the game back into a not knowing experience.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1709130#Comment_1709130

    A lot could've been done to make the original hallowed blight better. Like giving incentive to stay in the matches instead of letting people kill themselves on hook.

    Or they could have just made actual blighted generators that you get serum for doing. Instead of just putting pumpkins on top of them and calling it a day

    In essense that would have been the same as the token system on the past events if it was done by doing a gen.

    The issue why some hated it was players doing the pustuals over all else were not progressing the game and giving them an incentive wouldn't change that.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1709090#Comment_1709090

    That's also cool, but why can't we get the secondary objectives back? Like harvesting the visceral canker for the event currency.

    A blood hunt is nice, but isn't it happening purely because BHVR is attempting damage control?

    That was probably the most loved and are the same time the most hated event.

    The issue with that event was those that just wanted to play normal games had a harder time as people could get the serum and then die on hook.

    I preferred the token events via gens or hooks myself as they just needed tweaking to work well.

  • @B_Random said:

    https://forum.deadbydaylight.com/en/discussion/comment/1708996#Comment_1708996

    That's why I'd like help to iron this out. If you could help a little bit to make this work in a sense, then it could get better.

    I don't think slowing gens is an answer at all as it makes the game more monotonous. It would also need so many restriction on how the killer could play be it camping or tunneling to not reward them it becomes non viable.

    Making survivors want to do totems and open chests is an example of slowing the game down while making them walk around more. I feel they did try this with the perk undying but imo that promotes finishing a gen over unhooking as its the best way to make sure ruin doesn't come into play.

  • This would encourage taking out the hooked survivor as quick as possible as it gives the killer more time to get the others.

    It also makes camping more viable.

  • @Clünge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1706434#Comment_1706434

    I'll translate...

    "hey there new guy." - I see you have no posts, let me try to pick apart everything you have just posted on this basis to fulfil my ego. As I have in excess of 3,000 posts, this is an important role for me - we don't want new persons getting comfortable here.

    "it isn't. because you will eventually bleed out and die. meaning, the killer is making progress towards his objective of killing the survivors and the game will end." - The killer, in the scenario stated, is taking the game hostage to a certain degree because they are preventing the hatch from coming in to play in the game. If you'd like to find the definition of hostage you'll discover it alludes to something held as security for the fulfilment of a condition (i.e. the other remaining survivor being held in the dying state, as security; to prevent the condition of the hatch opening being fulfilled).

    "unbreakable? a waste? it's literally one of the best perks in the game mate." - Subjective of course. It can only be used once and you're not guaranteed of being able to use it every trial. Awesome when it can, and is, used. I echo my earlier comment of killers not venturing far from the survivor in the dying state, especially if the survivor is Bill. Severely reduces the impact of it.

    "and no grunting means you will bleed out on the ground everytime, because the killer won't be able to find you. didn't you say you don't like getting slugged?" - No it won't mean you bleed out every time, with fellow survivors you'll find yourself being picked up more often. If the killer wants to take that risk, let them take that chance. If it is such a problem for them to find survivors in the dying state when they refuse to hook them straight away, then there is a killer perk for that! For someone of your presumed experience based on your number of posts, this particular statement is idiotic.

    I will touch on the slugging part.

    There is no "to a certain degree" aspect when it comes to these rules. Slugging means there is a timer and the game can and will eventually end. The killer can camp the blues out and the others can attempt to pick them up or wait for the hatch to spawn. This is all perfectly fine as an objective is being done along with a timer.

    The only hostage situations which are banable are ones prolonging the game without doing an objective at all.

    A killer could hold the last survivor in a corner for instance and if they are the last one alive without closing the hatch the egc can't start. This would be banable as the game cannot progress or end.

    Survivors evading around the map not trying to do the objective also falls into banable camp but it has a time which is allowed which is for the devs to decide. Basically they should try to do something not just constantly avoid the objective.

    So a hostage situation in this game is defined by anything that does not progress the game or makes it so it cannot end.

  • You can get them now as its 11.10 est.

  • There is a bigger picture here.

    You get shards which can be spent on cosmetics but they are not only tied to the event ones. You could buy some for any character if one so wishes.

    You could also purchase a dlc character one may not have or buy perks from the shrine.

    i don't look at this as just an event skin but everything else we could also get with it.

  • Thats just a steady figure since the event released tbh. We will need to wait for it to go live tomorrow to see if it has made any real impact.

  • Actually the emblem point system promotes more fair play than previous ones in essense.

    To get full emblems for killer they have to end chases quick, get multiple hooks, protect gens and sacrifice.

    Before all they needed were bloodpoints and then just sacrifices and survivor up until this walkways worked off bloodpoints alone.

    While its not perfect by any means it is designed in a way to try and promote doing more for both sides so the issue you probably are seeing is not everyone cares about rank itself and have personal goals.

  • I posted in the stream about this.

    I asked them if possible not to look at just the stats of the OoO user but if they are in an swf the overall escape rates of that group.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1698396#Comment_1698396

    From https://www.etymonline.com/word/argument

    So is it unfair to discuss about money?

    Btw telling others to stop spending money doesn't mean forcing others to spend money. It's a peaceful protest

    And I even if legally the game is of the devs, morally as even M.Cote said this is not just their game, this is a big house now. Morally the community owns a part of the game if it's fair enough, especially considering that if the game is as this point, it's because of people that played it, bought it, found bugs and unbalanced perks, etc.

    I never said it wasn't but it has to be within the rules of the forum which are made by the devs.

    This is a place where we are given a voice and expected to be respectful while using it.

  • That all depends on the wording of the post 😉.

    Many on here are civil and do give great feedback I agree with 100% but then we look at the DBD community and well peaceful is not a word I would relate to some of them.

  • @OBX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1698436#Comment_1698436

    Because heaven forbid we try and force a change to the quality of product that gets released and breaks the game. Heaven forbid we try and force a console optimization after it was promised two years ago.

    heaven forbid we start comparing bhvr to bathesda.

    the status quo isn’t working. It’s why folks are forced to do these things.

    By all means try and force a change no one is saying you can't but do it within the rules of the forum.

    You have to use some common sense when on their forum.

    I also don't know why you quoted myself for just discussing and explaining something.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1698396#Comment_1698396

    I agree. But if there is a large portion of the community that refuses to spend money but is afraid to discuss why this could be detrimental to them financially too. I would think they'd rather hear why (preferably articulately) and fix it than just have people suffer in silence while sales slowly stop.

    Which is fine and I have seen many posts of people stating why they won't spend money and that is good feedback and the posts have been and generally are left alone.

    There is a difference between the above and asking other to join them in not spending a sort of "crusade" to try and force a change though.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1698338#Comment_1698338

    That makes sense. But at what point does the discussion end to be filed as feedback? In general less people will give their opinions in the feedback section than the general discussion section.

    If the topic stops being discussable or gets out of hand with insults/attacks then yes, it's not a conversation anymore. But the monetary threads seem so sensitive that they can't be discussed. Which isn't healthy for a community.

    Feedback such as the event imo needs to be in one thread as the amount of posts popping up would flood the boards as they did. Technically if its feedback it needs to be seen. Most do post in the general and they merge it into the feedback section post. Its not being deleted just moved.

    When it comes to moderation it depends on the context of the thread itself. I have seen so many threads be fine even discussing monetary situation and be left up but then it turns into an argument or gets derailed and they can end up being closed.

    Certain things should never be stated such as telling other to stop spending money or boycotting etc since its akin to a witch hunt on the company.

    This is their forum and we are just users thry allow to post and discuss things so having people state something to try and harm their means of income, well I don't see any company really allowing that to be fair.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1698293#Comment_1698293

    That's scary. The mods have to moderate while still keeping relevant things discussable. That's a responsibility they have to Behavior. If legitimate gripes are buried by moderators, then behavior can't fix them. So is the issue Behavior, or that the valid concerns never make it to Behavior to consider?

    For the most part i believe it isup to the community managers and mods to pass on the feedback. When they look for feedback and have little time to do so maybe they only look in the feedback discussion itself.

    Realistically if it's a post giving feedback about something then the section should it be posted in is the feedback one.

    Its the same as bug reports being moved to the relevant section.

    So moving the post doesn't necessarily remove the feedback from reaching the devs just the playerbase from seeing it who may only be spending time in general discussion.

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