AlexisFox
AlexisFox
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2773884#Comment_2773884
Why on earth would someone think this was a good idea?
Considering the amount of BP you can get for opening someone's envelope it's a pretty nice incentive.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2773453#Comment_2773453
To be fair, I would not compare Phobias with "getting scared for fun", which is basically a Horrorgame. You play Horror games (or games with Horror elements) to become scared in a save environment. When it comes to Phobias, this environment is no longer safe for the person experiencing said Phobia.
@Topic:
This is not really possible. I mean, if players suffer from a Phobia which can be triggered by specific DBD-Killers (like Clown, Nemesis or Plague), they should decide for themselves if it is worth the risk or not. You will not be able to avoid those Killers, since it is impossible to disable those, since this would be abused. And even if it would not be abused, it would probably increase Matchmaking time.
So if a player with Phobia thinks they want to play DBD, they know what they are doing. And I think taking a break after a game against certain Killers is the better option than doing anything ingame against them.
I don't see how it wouldn't be possible, the matchmaking system already identifies what killer someone is queuing up as to apply their ranking from their profile to the queue so all it needs is a simple boolean operator added on the survivor queue like "and lastkiller != killer". As for increasing matchmaking this isn't removing players from your matchmaking pool it's just shifting them around. The matchmaking ranking itself adds more time to the queue than this would and you could even stick a timer on it as well so that if you can't find a match with that on there then it automatically shuts it off just to get you a match. After all I'm not asking for the killer to be disabled completely just for the next match. So yes shove a killer at me that triggers a phobia but let me have a breather where I can keep playing the game because I enjoy it but I'm not freaking out because of a phobia that by definition is irrational and I can't prevent it from having an effect on me.
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@cutiekiller said:
quit making charms, waste of time, money and effort, they are the most useless thing from this game, why do they even exist? who actually pay attention to charms? the only time you could if you aren't looking at what your teammates are doing when on a hook.
they were most definitely added because of the rift and wanted to fill the blanks, but F hell just give shards and BP instead of charms, totally useless junk.
76.83% of statistics are made up on the spot like the one in the title of this thread and at the start of this post. Just because you don't care for something because you think it's worthless doesn't mean the vast majority of other people are going to agree with you. Sometimes the mere point of something is just to make you feel like it's cute or neat or any descriptor you want. It's eye candy and nothing more. I certainly can't speak for anyone else in terms of why they like charms or dislike charms but for me at least I don't care in the slightest if another player can see the charms I'm wearing or not because they are not for them, they are for me and while it's true that during a match my attention is going to be on other things than the charms I'm wearing I know that they are there and they make me happy so I'm going to keep wearing whatever charms I care to and enjoy seeing the new charms that come out.
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/2773456#Comment_2773456
Just a note about phobias being done by professional psychotherapy and such: that's for more complex or traumatic phobias. Simpler phobias are able to be resolved by self-help techniques, with exposure being a choice.
That's why I say it's safer when dealing with computer games as it's a safer barrier. A study at the Universite de Quebec in 2003 discovered games were as effective as dealing with phobias as simulation machines, and requires no professional help.
Also of interest from the more traumatic spectrum of phobias which require professional help, VR is being used to help veterans with PTSD! It's amazing what games can help with these days!
I'm sorry but unless you can show your medical credentials I'm not going to accept medical advice from a random person on the internet who happened to google a study and most likely only read a summary of it and not the full detailed report. Also even if you did by some random chance actually read the full study I wouldn't trust that you have the medical background to fully comprehend it without seeing credentials.
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@pseudechis said:
You're kidding right.
Its a horror game and you don't want to be scared because some of the elements could be triggering of very specific phobias.
I've heard it all now.
If you took the time to read the post and apply some reading comprehension skills you'd notice that I said this is an idea to prevent facing the same killer multiple times in a row. IE giving the phobia a chance to calm down before facing it again. Even horror movies have calm spots to let the audience chill before it scares them again.
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@Junylar said:
Chances of encountering the same killer 2 times in a row are probabilistically nonexistent. Better yet: add the option to desable one kind of killers in matchmaking forever.
I know nothing of this will ever come into the game, since the game is falling apart at the moment, but still, it's nice to thing about "what if" sometimes.
Chances of encountering the same player 2 times in a row are really small but not the same killer as any number of players can choose to play a certain killer and various rift challenges ask for specific killers which easily leads to running into the same killer (not player) multiple times in a row. Disabling a specific killer forever is a bad idea though because it does lead into people playing that killer to have longer queue times etc.
@Marc_go_solo said:
On the phobia aspect, the best way of dealing with a phobia is always confronting it, so in some ways facing a safe version (a video game clown as an example, which is better than facing one in real life) can weaken the phobia.
But I do agree that it's nice to have an option which maybe prevents you facing the same killer more than twice in a row. So, your few matches may be: Nurse, Nurse, Oni, Trapper, Trapper, Nurse, Nurse, Twins.
I do admit the odds of you ending up with Twins is exceptionally rare though😁
Dealing with a phobia through confronting it is done alongside professional psychotherapy and is done under the supervision of a trained and licensed professional, it's not something that is done on your own when playing a video game.
@Nameless said:
While I empathise with those who have phobias, this would only make the already long survivor queue times even longer.
I'm asking for a simple checkbox to be added to allow players the ability to opt into this. I don't see it as something most players would even care if it's a thing or not and even if everyone did it you have so many matches going on all the time that the queue times wouldn't be affected because while the people that just faced killer A wont be available for their next match against anyone using killer A all the players that faced any of the other 19 killers in the game would be available. The dip in the size of the pool of players to match from would be a drop in a bucket, you wouldn't even notice it.
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The steam name is in Chinese and they are super laggy. Pretty sure it's a VPN from China and to fix the issue they just need to correct the hit detection to a proper server side hit detection that doesn't favor the killer. When they do that a laggy killer will be penalized instead of the survivor who has a good connection to the server and if the survivor is laggy then they'll be penalized instead of a killer with a good connection. The point is to stop favoring the killer regardless of how bad their latency is. Hit detection should not be one sided. That's what dedicated servers are for. As it is with hit detection always favoring killers point of view all they've done is add a middleman between the survivors and killer that masks the killer's latency so we can't tell that we are connected to a laggy killer like we used to be able to do with peer to peer connections.
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In general you want to learn how to create distance. This is accomplished in a variety of ways and the more creative you are with it the more effective it tends to be since it catches the killer off guard. The more specific tactics are used the more killers tend to watch for those tactics. Don't be afraid to try something stupid from time to time, you never know when it's going to work. I suggest playing both sides so that when you are playing killer you can see what survivors do that loses you and then you can try to learn that trick as survivor and you can also learn how a killer can counter different tricks so you can develop ways to predict if a killer knows the counter or not or be able to refine the technique to make it harder to counter. Definitely take some time to watch streamers playing the game as well. They play the game for a living so learn a lot of tricks along the way. Just remember that they are people too and not everything a streamer says is right. They make mistakes just like everyone else. Listen to what they say and assess it, don't just accept it blindly.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2270824#Comment_2270824
That’s a bold statement to make. Why would you ever put all of the gen regression in the hands of a single totem; especially with counterforce coming out soon.
Pop is trash on a ton of killers because you will frequently have to make the decision to actually use the perk or to get the pressure you need by chasing the survivor off of it. Pop hardly keeps the gens under control by itself, 20 seconds off a gen is nothing. Especially when it take can take you 10-20 seconds to even go out of your way to use it.
And if you go into a match without either, the gens are done in 4-5 minutes by a good team. If you are not playing a strong killer and can get looped for a minute or two not having ruin can be condemning because you will never catch back up in pressure and are immediately relegated to hard tunneling a single survivor or trying to cling to a 3 gen.
I'm not entirely sure what you mean by "Why would you ever put all the gen regression in the hands of a single totem." It sounds like suggesting that I meant to incorporate all the various gen slowdowns into ruin which is not what I meant so I'm going to assume that you meant more along the lines of 'Why would you only want 1 gen slowdown in your build?' and I'll answer that question. If I'm wrong in this assumption please clarify. There's a ton of perks out there that alter what you can do in a match. If you focus your perks and addons for a specific function you become exceptionally good at that 1 thing allowing you to effectively master it. If you do that with gen slowdowns then you'll extend the length of the game for sure and that may be enough to get you the win that you're after but you'll have a harder time in chases, you'll have a harder time doing mind games or tracking or locating survivors. In general the survivors will have an easier time bullying you in those chases because they'll be making their builds around a variety of things to do, while you are hyper focused on just this one individual thing of slowing down the gens. As a killer you are playing against 4 other people that's 4 opportunities for a build that will counter you. If you hyper focus on a single element of the game like gens you are more likely to run into players that will take advantage of your weaknesses. When you spread out your build more you have more tools at your disposal for applying pressure, giving survivors other things to do than gens, and opportunities to end chases quicker meaning you need less time. Overall I find that too many killers focus on trying to get their 4 kill without giving up a single generator. That's pretty hardcore of an objective. I mean you have 5 generators worth of time to kill up to 4 people and you don't even need to kill everyone to have a good match. Treat the time as a resource not as your only tool, manage it. You don't need to try to give yourself infinite time that's ridiculous because there's only so many bloodpoints you can earn in a given match. If you cap out your points in 20 minutes why spend another 30 minutes drawing out the game with gen regression because you haven't gotten your kills yet? There's a point where it's time to move on and get to another match and managing your time in a match a much better option than sacrificing everything else to maximize it.
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The point of regressing a generator is NOT to prevent it from being able to be completed or to get it to reset all the way to 0%. It's to give the killer another option to extend the game's length and give them more time to get the survivors. If you make regression too strong then you end up with killers that locate 3 gens that are close together and literally camp those gens all game long making matches take far too long for their worth. If a killer can't get the survivors in the time they have then maybe they should reassess how they play a match.
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There's more than enough gen slowdown option in the game as it is. People already fill their loadouts with nothing but gen regression and slow down to their detriment. If you think you need more than 1 gen slowdown in any given build then you're doing something wrong and should re-evaluate how you play a match because you're trying to put a square block into a round hole.
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The best advice I can give to this topic is don't "farm." Don't signal that you're friendly. Just play the game light heartedly without tunneling or camping; focusing on making the chases fun, because in the end the most BP comes from chases that have interplay between the killer and survivors. Survivors need to be able to make plays and killers need to be able to make plays. If you choose to keep track of hooks and not get that third hook that's up to you but the survivors should feel like they are actually playing the game and that they need to run or the game is going to be boring for them. I think as killer you'll also get bored of the grind if you aren't actually engaging in the game itself and all you're doing is grinding out BP.
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Here's the simple truth, touching a gen to stop it regressing is not a problem. (Not going to call it gen tapping because gen tapping is something different that is now defunct but can cause confusion if we refer to this as gen tapping.) As a killer you should not be wasting your time kicking a gen when there is a survivor around that is going to touch it to stop the regression unless it is part of your plan to catch them. It is simply a waste of your time to kick it until you have downed them or run them off. If something a survivor is doing is an issue for you then the first thing you should be doing is figuring out how to counter it or make it work to your advantage not whining for a nerf because you can't adapt. Now here's something for the more advanced killers, if you kick a gen when you think no one is around and out of nowhere it's not regressing anymore there is a survivor nearby. You now know the general vicinity of one or more survivors, congratulations. If the survivor is touching the gen during a chase to stop the regression that takes them stopping and clicking their mouse to start an animation. This means they've stopped all their movement momentum and will have to start it back up when they go to move again and yes there is acceleration time in this game. It's small but it is noticeable. That means when the survivor stopped to tap that gen they gave up distance this is in YOUR favor as a killer and you can use it to YOUR advantage. Why on earth would you want to de-incentivize a survivor from doing something that causes them to give up distance. In a chase a survivor's distance is a resource for them. You want to reduce that resource not help them to preserve it.
TL;DR: Survivors stopping gens from regressing with a tap is good for smart killers. Nerfing regression stopping is unnecessary and removes a valuable tool for killers. Learn to adapt and use the tools you have instead of whining about things not fitting into your narrow scope.
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I think I'll continue to play like I always have and be as toxic as I want. After all, I paid for this game with my own money so no one else has any say in what I do with my time in the game.
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@miketheratguy said:
There are definitely hits that feel totally fair, nice solid blows that were clearly within range. But I've had countless moments of trying to evade a killer by doubling back around a tree or something only for them to swing and still connect, despite the fact that what they hit was the air I just left behind me before I turned. Sometimes I've even been hit THROUGH obstacles. It's like it didn't matter if I rounded a corner and broke line of sight for a second, as long as they started their swing while I was still within view the hit "catches up" anyway.
Again, there are plenty of fair hits in this game but when it's to the point that a killer seems to have a 360 degree strike radius that can go around corners or even behind them, it feels a little cheap. If I'm running south and the killer swings north, or if I'm already on the other side of a wall or similar obstacle when the killer swings, basic laws of physics tell me that I shouldn't be getting hit.
This is exactly my point. I'm not complaining about hits that are clearly legit or even questionable. Only the hits that make no sense whatsoever.
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@HaunterofShadows said:
Here's the small problem with all of that. On the killers screen if they hit you then they're going to hit you. Latency is a big issue but killers don't need to learn about getting closer to hit because most likely hit you on their screen.
I'm sorry but killer's are already OP in the current meta, they can deal with adapting. Survivors have had to learn to adapt to changes to fix killers for 5 years now. Killers can learn to adapt to this one thing to make the game healthier for everyone.
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@FrenziedRoach said:
What bothers me about these threads other than the obvious "my selfish need to not be challenged trumps your right to have teammates that stick it out" is I understand it takes more than 1 disconnect to invoke a penalty
So if you are getting a penalty invoked - you're obviously making a habit of this
Which means you are undeserving of consideration and sympathy as far as I'm concerned.
You get a penalty at a single DC whether it's your fault or not. I don't make a habit out of DCing but I don't see why I should have to sit out for 5 minutes because of 1 DC against a killer that is trying to grief me. A second DC and you wait for 15 minutes. It gets ridiculous when the community is full of people that want to grief you for one reason or another.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2035381#Comment_2035381
I could be down with a voting system, but it would need 2 major things to work.
1. If the survivors vote to leave, the killer should get all the emblem and points he would by hooking and killing the team, that way it's not abused just to "punish" killers who are winning, by the last 2 survivors constantly opting to quit early.
2. If the killer leaves, all survivors get equivalent emblems and points as though they repaired 5 gens and escaped via the gate, same reason as above with the roles flipped.
I was thinking that whoever voted to keep playing but was outvoted would be guaranteed a safety pip if they didn't have enough emblems yet for it and if they had more than that they'd get the emblems they earned so you can't screw someone over that wanted to stick it out. If you vote to leave you get the emblems you got with no guarantee of a safety pip unless it's a unanimous vote to abort, meaning all the survivors and the killer vote to abort.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2035355#Comment_2035355
Because it lowers the overall amount of people who do.
Kind of like how no lock is 100% effective. You still lock your door because even though it may not keep everyone out, it will keep most out.
By your logic we may as well not have any rules, as some people will always find ways around them anyway.
Rules are invented by people. If enough people don't like a rule then it gets changed to suit the majority. Which is why in my opening post I offered up a compromise if there's not enough people in support of the original idea of just removing the timeout.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2035343#Comment_2035343
So you don't care if your teammates abandon you, and feel like they shouldn't either.
Yeah, you are basically the posterboy for why the penalty exists. Fun talk though.
Did you not notice the other people in this thread that offered up suggestions for how someone can leave the match without getting a penalty? People that are going to leave the match are GOING to leave the match one way or another. The penalty is doing NOTHING. So why have it?
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2035296#Comment_2035296
"as well as a plethora of other types of matches that they wish they could DC from because they are just obnoxious matches"
It's amazing how you can come so close to realizing why you are asking for something that would be bad for the game without getting it.
I mean, I could be wrong, but somehow I feel like you may not like having a survivor dc from every match you try to get in as Survivor because they don't like that map, or that killer, or the gen placement, or wanted to be the only nea, or didn't get a key on the first chest they searched, or whatever bs reason they'll come up with. That's why the penalty was put in place to begin with. Survivors would dc frequently for any number of reasons, leaving their teams to rot.
What you consider obnoxious, others may not, and vise versa.
I never cared about anyone DCing from any match for any reason. I have been playing this game since about the time Nurse was released so you know how long I've been playing and how much I've seen.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2035244#Comment_2035244
Lot of words to explain why you don't have evidence of these 45 minute matches you claim to consistently get.
And yes, you are new, otherwise you would remember how it was before the dc penalty. It hurt Survivors far more than killers.
Firstly, I didn't say they were consistently. I used that as 1 of a few examples and NOT an exhaustive list of the types of matches that I believe are justified to leave. I do not record my matches because I am not a streamer or youtuber so I have no reason to be recording them. Therefore I wouldn't have evidence that they occur but if you aren't new to the game then you MUST have seen matches like that because they DO happen and I don't need to provide the evidence of them you can go watch any streamer you want and they'll run into them from time to time as well as a plethora of other types of matches that they wish they could DC from because they are just obnoxious matches. It's not about 1 specific type of match it's about the types of matches that cause people to not want to play.
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@Shiartu said:
So SWF now can ditch killers they don't think are fun?
Sure, why not? It lets the killer go for another match and they probably wont get a swf team on the next lobby because swf isn't as common as people claim it to be.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2035190#Comment_2035190
Yeah, I've never had a math last longer than 20 minutes, so I'm going to need to see some evidence to believe your claim of being repeatedly stuck on 45 minute long games.
The numbers I used are very realistic. Yes, the killer has a weapon, most of the time he can hit 1 person at a time with it, and has a cool down between each hit... I understand when you are new that can seem intimidating, but over time you're going to learn.
It's true, you can be stuck with bad teammates. In fact, if you are unlucky enough, you may even get a teammate who disconnects from the match, leaving the whole team in the lurch because of one person not being a team player.
I'm not new to this game and I know how to play it so don't talk down to me. Quoting the number of players doesn't have any relevance in this case. If there are 3 generators right next to each other and the killer decides to sit at those 3 generators for the ENTIRE game then there's nothing you can do but try to dip in and work one of those gens and dip out when the killer comes for you and dip back in when he goes to check on the other 2 gens he's camping. No matter how you slice it, or what strategy you want to use it draws the game out drastically when it happens. Having 4 vs 1 doesn't matter when the side with the 1 player is the side with the weapon. It's not about being afraid to take a hit because I'll gladly take a hit or even go down to get that gen up. It's about doing it tactically at the right moment for it to be worth taking that hit. If you just go in buck wild taking hits you don't need to be taking you'll spend more time healing from those injuries than working the gens and they'll regress more than you fix them which takes even longer to get them up.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2035140#Comment_2035140
If we're just throwing out random numbers I'll join in.
1 killer. 4 Survivors. If you can't find a way to finish 1 of 3 available gens in 40 minutes, that's on y'all. You literally outnumber him 4 to 1. 521,600 minutes per year, plenty of time to learn strategy.
The numbers I used are realistic and demonstrable. Outnumbering someone is irrelevant when they are the one that can attack. All you can do is run when they come at you. You also may not have 4 survivors alive at that point in time or you may be teamed up with survivors who refuse to go into the killer's terror radius to do one of the gens. Also whatever strategy you are able to come up with is why it finally ENDS after 40+ minutes of struggling to get a few seconds at a time between being chased away and the regressions. So your comment really wasn't very well thought out.
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@TAG said:
I think what you want is Identity V's option to allow the Survivors to voluntarily surrender to the Killer as a group.
I don't care what you call it or how you word it. I just want to be able to move onto another match.
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@Nosferatu3145 said:
You can leave the match without the penalty. Go for the killer and let him hook you, simple
I run into killers that if you do that they refuse to hook you and even refuse to slug you so you can't lay on the ground for 2 minutes.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2035084#Comment_2035084
He's supposed to win, he does so by stopping the gens from being completed. Just that simple. I know, you want to get a good chase so your teammates can do the gens while you're running. Unfortunately for you, every killer learns really quickly that not every chase is worth pursuing, and that Survivors consistently try that same basic tactic.
Here's the math for you. If a normal match lasts 15 minutes and you get 25k bp for that match regardless of who wins or who loses and you spend 40+ minutes guarding those gens and only get 32k bp because you maxed out your bp that's 7k over those extra 25 minutes that you could have played almost 2 matches during. Oh my... that means if you didn't waste your time sweating over that last generator EVERYONE could have gone to their next match and potentially gotten upwards of 50k bp from 2 more matches in that time you spent getting 7k. Which is the smarter play?
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@FrenziedRoach said:
Matches are usually no more than 10 or 15 minutes. There is no reason to NOT suck it up and finish out the game
If we were talking about a game where the time investment was upwards to 40 minutes (like League of Legends), then you'd have a point.
If you can't handle the occasional bad match in a game who's matches are as short as DBD's, you shouldn't be playing at all. Put the game down and come back when you have the mental fortitude to put up with it.
BTW... if you make yourself seen at a hook, you've given the killer no reason to leave. They know in that moment there is at least 2 sets of hands not on the generator - they've just lost time pressure. Additionally, making yourself obvious bait like that makes most semi-intelligent killers assume there is another nearby, and chasing the bait will make them feel like a chump.
The right call is to remain out of sight and pop off generators to pressure them away from the hook
That's my point. A match is over in like 15 minutes but they get dragged out unnecessarily and we can't get out of them to move on to another match.
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It's also not about winning or losing. I don't mind losing. What I mind is a boring match that has no point in playing it.
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@AsherFrost said:
At least you admit you want the penalty gone so you can abuse it by disconnecting from any match you don't think you are going to win. Also lol at "killers camping a handful of gens" what, is he supposed to walk away and count to 1000 so you can do the gen?
He's supposed to chase people not follow them for 5 feet and go back to the gens.
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Mori's were always a detriment to points. They removed survivors from the game without getting all your hooks so you lost out on both bloodpoints from subsequent hook states and the emblems from those same hook states. As they are now you get some of those lost points and emblems back. Mori's were also never about getting points. They were about murdering the survivor yourself and not giving them to the Entity. So why would the Entity want to reward you if you are taking its prey like that?
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No one likes a 3v1, it's unfair and boring no matter what anyone does on either side. The best way to deal with it is to end the game quickly so everyone can get to their next match sooner. So if a killer is willing to smash the 3 survivors then great do it. If they want to take pity on them fine, the survivors need to slam those gens as fast as they can and get out. Personally I'd rather the killer smash the survivors because that will always be faster than trying to get the gens done with only 3 players.
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Welcome to online gaming. You'll find yourself playing against players of all skill levels from completely incompetent to out of your league. It is impossible to only match you up with people at your skill level. No matter what method of matchmaking is used you will ALWAYS end up with players both above and below your skill level. That's the nature of online games. When it comes to how those players behave in the games you will again ALWAYS have people that rub it in that they won or get upset that they lost. It comes with playing with other people. If you can't handle it then maybe you're not ready to play with other people in an online game.
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If a survivor doesn't drop a pallet and a killer 'respects the pallet' (for those that may not know this term it means the killer doesn't go under it but stops short so the survivor will throw it without getting a stun) then the survivor can continue running the loop longer using up more of the killer's time. This extends the chase without using up the pallet which is a limited resource in the game. It's not about trying to ensure getting the stun to not have wasted it because a survivor that camps the pallet and throws it getting the stun doesn't get as much value out of that limited resource as the survivor that loops it and mind games when to throw it.
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@ThePetDetective said:
I'll make it as brief as I can. I considered this game flushed of intentional toxicity as of late. I've been playing with crossplay on, crossplay off, swf, solo, the whole enchilada. Generally i've been seeing a lot of fun games with equally skilled players, close shaves, and crucial decision making that makes the game as fun as it's ever been.
When I'm a survivor.
With the same restrictions to who i play with (or lack thereof), i have been seeing a massive, MASSIVE spike in BMing from the other side. As a (Rank 8) killer, I've had 1 game with ranks comically lower than me, 3 games with "actual" equal ranks (more on that in a sec), and the rest, about 15 give or take, have had 2 or more red ranks. Idk how many of them were swf, but i'd wager a majority of them have been.
As for the ranks similar to mine, 5 out of the 8 of them had smurfs (this was with crossplay turned off), and the remaining 3 were completely normal and respectable survivors. But dear god, the red ranks. They T-bag after every pallet, swarm a hooked survivor (if i can even manage that) while preparing to flame me for "camping" a survivor with all 3 others in view trying to bait me, run around and moonwalk at gate knowing i cant get them, flame me when i dont pick up the Laurie crawling towards me trying to DS, flame me when i cant get them, and even, when all 4 of them escape handily, flame me for playing an overpowered and terribly-designed-for-the-survivors-experience killer (deathslinger).
Genuinly what gives? I play as normal as possible, i dont go out of my way to tunnel or camp and just follow the first person i see, i dont guard gens like a prison warden, i dont nod my head wildly or hit on hook, hell they'll do all this before ive even theoreticly had a chance to bm.
Not to MENTION i KEEP GETTING INDOOR MAPS but ¯\_(ツ)_/¯Also just as a side note ive seen the "rank doesn't matter" argument so much and, as a killer, it does. If you go against a red rank team as a purple rank you will lose. if you go against purples as a green you will lose. if, as a survivor in red ranks, one member is a purple, yeah it doesnt. But, as a killer, if the one red rank always escapes, or if you do ######### against reds but good against whatever you are, then yeah, it matters. Plus i mean only reds say rank doesnt matter but thats beside the point.
So what are youre thoughts/exps? Blanket statements like "well ive been camped" "yeah survivors suck" and the basic counters aside, of course. These are just my experiences, i just feel theyre too unyielding for it to just be a series of bad matches.
Firstly, holy hell that was not brief. Now to respond to the actual post, 'toxicity' is nothing more than people on the internet popping off with having a good time. Don't be a special snowflake about it and realize that it's not personal, it's not even directed at you specifically. If someone tbags at a pallet that's a GOOD thing for a killer not a bad thing. It means you don't have to spend nearly as much time catching up to them because they are staying RIGHT THERE WAITING FOR YOU. Why complain about a player doing something that's a meme when it HELPS you.
Flaming in aftergame chat, they're just words. Random people you don't know just flapping their gums because they can. Why do you care? So what if Joe Blow from Watoosy says that you're playing an unfair killer. You paid for the game, you paid for the dlc that includes that killer, you earned the perk, power addons, and offerings you're bringing into the match. You have just as much right as he does to enjoy your purchase and if you enjoy playing that killer with the load out you chose then his opinion is exactly that, HIS OPINION, and we all know what opinions are like. Rear ends... everyone has one and they all stink. So if he doesn't have anything good to say, laugh at him for taking a video game so seriously and move on.
Now matchmaking. You will NEVER be able to ONLY have people in your rank color. So drop that mentality. The difference in player skill between the ranks doesn't even have anything to do with the ranks themselves. It has to do with the amount of experience the players have and how well they learn from that experience. Ranks do NOT gauge this. Anyone that grinds the game can get to red ranks playing like trash. Anyone can stop ranking up at any rank they want. This is why ranks are meaningless. SWF or solo players is also irrelevant. It doesn't matter if people are playing SWF with comms on discord or if they are playing with strangers with no comms. To put it bluntly the game gives players so many ways to get information you literally do NOT need comms to know what is going on. All you need are players that are willing to work together and they will look like the dreaded SWF even if they aren't. A SWF team that doesn't work together will also look like a bunch of randos. It's not about the SWF or Solo, it's about the individuals playing and how they work together.
In the end the game is what you decide to make of it. What you let get to you, and how you decide to handle what is presented to you. No one other than yourself can affect how you decide to react to the game.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1728415#Comment_1728415
That not true for vertical resolution in this game. The reason some players change their aspect ratio to 1:1 is specifically because it extends how far they see vertically over obstacles.
That's just stupid. If it's someone playing killer having more vertical won't let you see over stuff because you still have the same first person camera position. If it's a survivor getting more vertical resolution also doesn't help you see over things you normally couldn't see over because your camera position is still locked to a set distance from you with a set pivot point. You won't be able to pivot in any meaningful way to see behind an obstacle you already can't see over you'll just see more sky over the object and more ground beneath your feet at the cost of something actually useful, being able to see around corners without exposing yourself.
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Stretching resolution and changing field of view are NOT the same thing. Changing fov affects how much you can see. Stretching resolution does NOT affect how much you see it just extends the pixel information to the surrounding pixels making your 720 image fit a 1080 screen. This results in a blurry image that is faster to render but it is the SAME image just using less pixel data. There is no inherent advantage to doing this as the only reason to do it is when you are already at a framerate disadvantage and you are correcting it to be at the intended framerate for the game.
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I'm sorry but it is NOT cheating to change your graphics settings for the game to run the way it does for everyone else. The whole point in being able to adjust settings on PC is BECAUSE not all PC's are the same like all PS4's or all Xboxes are. Anyone who claims you are cheating either doesn't know what they are talking about or is making a bad faith argument to keep you at a disadvantage.
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I gen rush for the same reason the killer hook rushes, it's the objective of the match. Survivors are supposed to repair the gens, open a gate, and escape. Killers are supposed to sacrifice the survivors to the Entity. Killers don't waste their time, they go hard against survivors. Why should survivors do any less with their objective? Threads like this just sound like a killer main not wanting to learn how to get survivors to leave a gen and go find a different one so that one can regress slowing down the game by the killer's actions instead of relying on perks to make up for their own inadequacies or for survivors to be incompetent enough to hand them an easy game.
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Play how you want, you don't need to justify playing any specific way. There's no rule that says you can't tunnel or camp and there's no rule that says a survivor has to heal or not do a gen in your face. These are all just risk vs reward choices you make in the game. If they pay off then great, if not then that was the risk you took.
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Y'know, I keep hearing people say that any mistake you make as killer can cost you the match so you have to play perfectly every match. That just is simply not true. I've seen killers and been the killer that made mistake after mistake even huge mistakes and still come back from them to win the match. Just because you won doesn't mean you didn't make mistakes or the other team just made more mistakes. It's far more complicated than that. As survivor you may feel to he game is easier because you feel like all you do most of the time is sit there holding m1, that doesn't mean that's all you should be doing during that time. I watch streamers barely paying attention because the are doing the m1 while ignoring the game to focus on their stream and they end up not contributing anywhere near as much to the team as they could be doing. So sure while as survivor you can let your team do the work for you making it personally easier on you that doesn't mean that side is easier. It simply means it has the potential for you to be carried to victory. Killer can't be carried so if you're going to compare sides compare them evenly without the carry survivors can get if they have competent teammates. Killer can play the entire match no matter what, survivors can be taken out of the match before it's over. That means killer gets more chances to recover from mistakes. A mistake from a survivor can put them on a hook that they then die on without ever getting another shot. If they do get pulled off then they have the opportunity to redeem their mistake. How many mistakes can a killer really get away with compared to a survivor? Consider that question objectively.
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Here is why the game is killer sided, I am a terrible killer. I can't see the survivors when they are standing right in front of me, I lose track of which way they go constantly causing them to be able to get a full map length of distance from me in the blink of an eye. I STILL get 4 kill matches 95% of my games. You all whine and complain when someone gets even one play off against you but you forget that survivors have to get almost all of their plays off against you to win. They mess up any play and they go down. As a killer you get taken in a play it's no big deal because you can get them on the next one, or the one after that. You have to fail so many times it's ridiculous, but you all that complain about it conveniently forget about all of your successes and only remember the few times a survivor got the upper hand.
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Simply put, which survivor you play is a cosmetics choice. Your examples of what survivors can choose to change after the lobby is formed have nothing to do with the specific survivor chosen, it's just a matter of perks and item choices. Killers have the same ability to change their load out, perks and their power addons that effectively alter the nature of how their power will function in a match. Preventing killers from changing which killer they are playing is only preventing them from choosing a killer like Wraith, seeing a team with 4 flashlights and swapping to Spirit. Instead you have to work with the build options available for that killer to counter what you see instead of relying on a killer's power to carry you.
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I see nothing wrong with this. It's a strategy, albeit not a good strategy in my opinion but a strategy none the less. If the team fails to identify what you are doing so doesn't adjust for it that's their problem not yours. You shouldn't need to tailor your strategy around making your opponent happy. Your strategy is yours because you want to play it and that is your right.
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You paid for the game. If you aren't having fun in a match leave it. You don't owe anyone anything. The other players aren't going to like it but that's their problem not yours. If you keep getting match after match that makes you ragequit then maybe it's time to play something else until you're in a headspace that you can handle the game without getting upset by it. If someone sends you death threats report them because those are bannable in the game and on steam and any other system a player is connecting to the game through. If they are that irrationally mad about something you are doing in a video game that literally has no stakes in it whatsoever then they might need to take a forced break from the game. Just remember, what the other people say are just words and if they are words you don't want to hear you have no obligation to listen to them.
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If I see a gate 99'd I open it. 99'ing the gates kills survivors far more often than it helps. The EGC timer is more than generous enough to get everyone out. If someone is downed or on hook the timer is slowed drastically to give you time to get them off the hook or off the ground. If you can't get them saved in the time the EGC gives you they are going to run out of struggle time on the hook anyway most of the time. With the doors 99'd people will be running to an exit while being chased and have to stop to tap the gate and wait the moments it takes for the gate to open enough to get through it. With a killer hot on your heels that's more often than not enough time for them to catch up and down you. Take a look at how your games go when someone 99's the doors and really look at how often a 99'd door helped and how often it prevented someone from getting out.
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You do not get to dictate how other players choose to play the game they paid for. If you don't like how someone chooses to play then remember their name and leave the lobby before the match starts so you can be matched with different players and they can get a replacement for you; or play the match and worry about what you are going to do in it since you can't control what anyone else is going to do. Remember, it's just a game and the other players are there to try to have a fun time just like you are. Each player has the right to determine how they want to have fun in the game. If you don't like that then maybe a multiplayer game with random other players isn't the right thing for you. You could consider playing with friends who play symbiotically with how you play. You could also play a different game for a bit and come back when you are feeling more interested in experiencing the variety of playstyles of different players.
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What I see in this post is, 'The survivors used a key and that made me not get a pip!' Getting a 0 pip is not a bad thing though. It only means your game overall came out to an average game. Look at the entire match as a whole not just the survivors using a key to end the match before you were ready for it to end. Do you think you performed at an above average level? Where do you think you could have improved your game? How much room do you really have for improvement based on this match? These are questions to ask yourself. If your answers tell you that there was more you could have done then you probably did have an average level game. Pips are there to say you performed above average according to arbitrary metrics the devs created for the game based on how they think people should be playing the game. In the end though what do pips get you? You can't buy anything off the bloodweb with them. You can't spend them on cosmetics. You can't spend them in the shrine. You got 27k bloodpoints though so you can get something with those. Which points are really more important? The pips that don't mean jack because rank isn't even a rating on how good you are in this system so has zero bragging rights, or the bloodpoints that get you more perks, power addons, and offerings? Who cares if they used a key and got out? You were 5k points from maxing out your bloodpoints and you got more than any of them did. Sounds like you ended the match with the better outcome anyway.
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"...devs should disable comms somehow..." Just how would you propose the devs have any influence what so ever on what other programs you are running in the background on your computer that do not directly interact with their program? Programs on a computer run independent of each other and can only interact if the developer of a specific program creates an application interface to allow another program to interact with it. For example if the devs wanted to stop people from using Discord to voice chat while running DbD then the devs for Discord would have to have an application interface that would have a command that disabled voice chat audio. Then DbD could send that command to your Discord client to disable the voice chat audio when the game starts up and another command as part of the game shutting down would then restore that functionality. There's several problems with this though, the first being that the DbD devs would have to put in the send command scripts for each and EVERY voice chat software in existence no matter how obscure. The second would be what voice chat program developer in their right mind would even make that an option in any api they might ever conceive of making for their application? I'm not even going to delve into the untold numbers of other issues there are with this idea as those 2 are more than enough to demonstrate the ludicrously unrealistic expectations an idea like this is made up of.