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AkimboJEsus

AkimboJEsus

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AkimboJEsus
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  • @Seltas0208 said:

    While it's good that the amount of dcing has gone down....it's not as good as its being portrayed to be. Let's throw in some numbers

    If in 100 matches you had 4 dcs. Out of those 400 dcs only around...120 less people would be dcing after the penalty introduction. So that's 30 matches where nobody dced at all...

    Additionally. These dc penalties only apply to killer and people who's games crash on them.

    For survivor's who hit the disconnect button like wraith hits his bell all they have to do is die on the 1st hook. Achieves the same effect as dcing just that the killer gets some points. That's it.

    The only way to remove this would to remove the struggling part of being hooked. That way you don't have to do anything to the escape attempt....

    Actually. No. No it wouldn't be removed. Because once they were unhooked they'd just go afk or force the killer to hook them again.

    How do you solve it then? Do what the conservatives did in the 1950's and bring about an age of blood point affluence.

    Increase the blood point cap

    Double all bloodpoints earned from scoring events

    And decrease the cost of all items in the bloodweb by 20%

    That way people will want to actually stay in the game to get more bp so that they can progress even more. It worked in the 50's for Britain so why can't it work for dbd? Because dbd is not Britain it didn't have a referendum that's taken God knows how long to actually being delivered on....albeit poorly from what it looks like but....

    #bloodpointaffluence

    This is a pretty ass backwards way to do stats. All you did was describe what 30% means. Why are you assuming 100 matches where everyone dc's?

    And going by your arbitrary metric, isn't it a good thing that we made 120/400 matches playable, where before everyone was just dcing all the time, according to you?

    This isn't one of those moments where the statistics are misleading on paper. We have 30% less DC's. That's a significant reduction, and you can't really "misinterpret" those stats. But yes, if you frame things like you just framed them, you can make anything sound bad.

  • @Almo said:

    If someone is on the hook, ordinarily the rescuer knows the might be grabbed during the unhook if the Killer is right there. So they fake a rescue by tapping M1 to try to draw the Killer's attack. If the Killer does attack when meaning to grab, during the weapon wipe, the Survivor can make the rescue.

    Doc in Treatment stance can just mash M1 until the Survivor tries to rescue and BOOM grabbed.

    Now that Treatment stance is gone, this is no longer an issue.

    It's not gone yet though, right?

  • What is the free grab exactly?

  • @[Deleted User] said:

    All they did was increase her skill floor a little bit, change prayer beads to not be BS, and gave her a vault window.

    I still think her core problem hasn't been fixed at all, but I always prefer small steps like this one when it comes to balance anyway, so we'll see how it goes.

    No collision changes a lot, actually.

  • @Vetrathene said:

    Yeah, they're logic is just out of this world, it makes little to no sense to me whenever they do something. Its also killers will get nerfed much quicker then anything survivor has. It took forever to get item addons at a good place, and keys are still a problem. They added in vacuum pallets and took forever to get them out. They added in decisive strike then took forever to nerf it, and its still strong. But killers get nerfed on a whim, perks get nerfed on a whime and are made useless on the killer side.

    Survivors have gotten some huge nerfs to perks and pallet vacuums. I would say it's a lot easier to be a killer right now.

  • @Jejune said:

    I said it another thread. In real world if you reduce something by 100% you reduce it to 0.

    Now I know everything its addative in dbd, i couldnt care less.

    What description should be is: Reduces grunts of pain by 100% unless another perk with opposite is played.

    This way is not confusing to new people.

    That's a very confusing description lol. Unless the opposite is played? You don't think new people are going to be confused on what "the opposite" is? That is not at all what a skill description should say.

  • It does not:

    @Jackard said:

    @Peanits

    Can we get confirmation or denial on whether or not bleeding frequency changes blood resource spawn rates, ie; sloppy butcher etc...

    It is being assumed that it does but I feel it is unlikely due to how add ons can change blood resource spawn rates. This would still be possible if each blood spatter is the parent of a spawn object but, I think that would be highly inefficient for performance reasons.

    Although this kinda makes sense. It would be weird if Hemorrhage was fairly useless for everyone except one blood based killer. Maybe that's just me.

  • @pemberley said:

    https://forum.deadbydaylight.com/en/discussion/comment/806271#Comment_806271

    I feel sorry for you that you cannot see why dbd’s battle pass is unfair, and that you think it’s okay for multi million dollar companies to take advantage of you and your wallet.

    “Nobody’s forcing you” is a lie and it’s what they WANT you to think as they create impossible circumstances that strongly encourage you to buy into their system that uses real money to bypass such roadblocks.

    Loot boxes and battle passes are cut from the same gambling cloth - you are not getting what you pay for, but a CHANCE to get what you want.

    Take a breath, repeat after me:

    Nobody is forcing me to buy cosmetics.

    There is literally nothing "gambly" about a battlepass. You can just wait until the end to buy it and know what you'll get.

    Whatever these "impossible" circumstances are that are forcing you to buy a battlepass, you really need to toughen up or get better with your money, cause life is WAY harder than not spending 10 bucks on killer skins in DBD.

    Jesus christ people.

  • This is a super loaded question btw. A better question would be "Should a successful escape guarantee a pip."

    People are naturally going to say no the way you word it.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/670609#Comment_670609

    By that logic Barney fits in DBD if the entity takes him.

    Pretty flimsy argument.

    Ideally the entity is grabbing killers but that's why you aren't writing the lore.

  • @AkimboJEsus said:
    You should just get a cooldown on joining matches. People shouldn't be banned from a game for multiple days because their internet drops out a couple times. 

    you'd have to be deliberately doing it for it to get to that point. Over time, the penalty would diminish to the tier below.

    That's great and everything, but people would just unplug their ethernets or just disable networking in Task Manager. You can't detect whether or not somebody unplugged their cord or genuinely dced. 


  • You should just get a cooldown on joining matches. People shouldn't be banned from a game for multiple days because their internet drops out a couple times. 
  • @Queen_Shepis said:
    From the beginning I said that they just need to remove that the killer can grab a survivor to avoid hatch stand offs. If you find the hatch, you have won/escaped, period. All those try hard killers camping the hatch should accept that

    Nobody here is saying anything that extreme, and the devs seem to agree. The idea that you automatically win because your whole team did 2 gens and you sat on your ass is a bit silly.

    @Manta said:
    I dont like the entire concept of closing the hatch. A survivor needs HOPE to make the game interesting- if not, why not just disconnect?! 
    My suggestion instead of closing the hatch:

    • Survivors can't be grabbed jumping into the hatch.
    • Survivors receive exposed status if within audio range of the hatch.
    • Cannot crawl into the hatch within 10 seconds of entering the dying state.

    On a side note, I personally think survivors shouldn't be REWARDED for using the hatch- it should be an emergency exit. My suggestions:

    • No bonus escape points for using the hatch.
    • 25% normal survived points
      *Killer gets a nominal amount of points for "forcing" a hatch escape.
       

    This way, it's not a positive option- it's a way of saving your items and scraping a few survival points.

    There's probably a million reasons why this wouldn't work, just a suggestion :)

    I like these changes. It keeps the spirit of the game alive: Hide and Seek

    @Jack11803 said:
    No, no, no. The hatch changes are horrible because of what they will cause. As a doc main, I’m mad they’re changing it. Can’t wait to have a survivor hide and do nothing every match for 40 minutes.

    Either kill them completely super easy like reveal aura, or just keep the hatch as a free win, anything in between will cause games to be held hostage amass.

    The games are already held hostage. That's why these changes were made. Ever had a standoff at a hatch? Both sides hold the game hostage. A survivor stands at the hatch and the killer waits for them to jump in because the survivor is invulnerable. And unless your The Pig, you can't really leave the hatch without the survivor totally getting into it.

  • @Queen_Shepis said:
    From the beginning I said that they just need to remove that the killer can grab a survivor to avoid hatch stand offs. If you find the hatch, you have won/escaped, period. All those try hard killers camping the hatch should accept that

    Well nobody here is saying that, and the devs seem to agree. We agree a change needed to be made, just maybe not this one. The idea that the last survivor can get a guaranteed escape if two generators are done is a little silly.

    @Manta said:
    I dont like the entire concept of closing the hatch. A survivor needs HOPE to make the game interesting- if not, why not just disconnect?! 
    My suggestion instead of closing the hatch:

    • Survivors can't be grabbed jumping into the hatch.
    • Survivors receive exposed status if within audio range of the hatch.
    • Cannot crawl into the hatch within 10 seconds of entering the dying state.

    On a side note, I personally think survivors shouldn't be REWARDED for using the hatch- it should be an emergency exit. My suggestions:

    • No bonus escape points for using the hatch.
    • 25% normal survived points
      *Killer gets a nominal amount of points for "forcing" a hatch escape.
       

    This way, it's not a positive option- it's a way of saving your items and scraping a few survival points.

    There's probably a million reasons why this wouldn't work, just a suggestion :)

    I like these changes a bit more, as a killer main. It keeps the game's spirit alive: Hide and Seek. > @Jack11803 said:

    No, no, no. The hatch changes are horrible because of what they will cause. As a doc main, I’m mad they’re changing it. Can’t wait to have a survivor hide and do nothing every match for 40 minutes.

    Either kill them completely super easy like reveal aura, or just keep the hatch as a free win, anything in between will cause games to be held hostage amass.

    Games are already held hostage. The survivor walks up to the hatch, the killer sits there and waits for him to jump in while the survivor waits to be hit. Both people are holding the game hostage. This is a dumb system.