Eleo
Eleo
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- Eleo
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Yes indeed before we can discuss this topic we must first define, "what does it truly mean to be 'toxic'???" Only then can we reach the truth.
OP's point is some players display poor sportsmanship and they want to avoid those players, some of y'all are super pedantic
If the response is "basically no one would want to play against each other" then maybe there's something big wrong with the game
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466185#Comment_3466185
Do people playing tournaments play with or without comms? There's your answer.
That's an answer to "do people playing tournaments play with or without comms" not whether or not it qualifies as cheating within the context of the actual game. Tournament's aren't a construct within the actual game, you can make up whatever rules you want.
When they add comms to the actual game, then it will no longer be cheating. Game doesn't even have basic text comms in matches, but it does in post-game? Confirmed for not part of the actual game's design. Why is this even a debate lol
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445122#Comment_3445122
Oh, we're still on about the whole comms are cheating thing in 2023?
I'm sorry, I guess I haven't spent several years on the message boards keeping track of such things. Thanks for maintaining that effort for everyone else's benefit however.
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@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444101#Comment_3444101
Sanctioned cheating?
And here I thought Ive heard it all.
๐
Notice how the game doesn't have comms built-in, and you use external tool to accomplish that, and you do it for the purpose of gaining an advantage you wouldn't have otherwise. If there was any way for the game to somehow regulate it, you most definitely wouldn't be able to do it.
So really the people who use discord or whatever are the kinds of players who cling tightly to each others nuts, and will predictably coalesce around a survivor on their death hook. Two survivors trying to save their bud are two survivors not doing gens. The sooner I can get a survivor on their death hook the better, and if I can take them out of the game early that's great. But even if I can't kill them outright, one or more of their teammates will definitely throw themselves in front of me in these instances, and it'll take way less energy on my part to start and finish a chase than patrolling gens.
Also, since these kinds of teams are on comms, you get the pleasure of being absolutely certain that someone is complaining that they're being tunneled to their buds and begging for a save. To be honest killing their collective vibe is a legitimate component to winning, swf come in pretty confident/arrogant so it's really important to affect that as much as possible early in the match.
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I'm tunneling and camping because it seems kind of effective. Survivors are in a 4-person squad, on comms, telling each other what they're doing, what they plan to do, where I am, who I'm chasing, where I'm going, what my perks are, making coordinated plays against me in real-time, telling each other where to go to get healed, "I'm about to go down someone come save me", asking each other directly for body blocks, you're hiding 10ft away as a hook a survivor waiting for me to walk away so you can get an insta-rescue, etc. Their logic is simple: if it helps them win and it's not against the rules, they're going to do it. Cool, then we're on the same page.
I literally camp and tunnel more now than I did when I was new at the game. I imagine the survivors moaning about it to each other on discord as I do it. I don't really play like this against soloists, but a large part of that is because I would never have to in order for the match to feel reasonably competitive.
Big difference here tho is, being on comms is effectively sanctioned cheating that requires you to use implements that exist outside of the game, but tunneling and camping is just playing the game in a way that's kind of annoying for the survivors.
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Can they just lower the volume, that would work too
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This sounds goofy but I think the hook mechanic is what actually breaks this game. Without survivors on a stationary hook there's nothing to camp, there's no way to predictably tunnel, and with certainty the remaining survivors are definitely somewhere else on the map unless they were just attempting a flashlight save. Punishing the killer for using the hook for map control is really just punishing them for doing what is logical because it works too well. Without hooks I would have nothing else to do but to pursue other survivors each time I won a chase.
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As a killer main I haven't really played since the last reset. The addition of boons really sapped away a lot of fun that was already feeling a bit scarce. This is supposed to be a game where the horror movie monster hunts down the hapless survivors, but when I think about it almost has a vibe more like two equally competent sides in their own right but with different sets of abilities. Like, not only does it feel that way mechanically, but boons almost make that feel like a canonical reality. It's like Buffy vs the monster of the week now, like I'm an intruder in the survivors' worlds destined to get my cheeks clapped.
There's something fittingly "scrappy" about a survivor with e.g. a toolbox or a flashlight or a medkit. Like, conceptually, those things aren't that much when you're being chased by a monster, but they help when used strategically. But now the survivors are using magic against me, to create special healing zones? Game needs to chill out with that.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2616659#Comment_2616659
Survivors should come off the hook in full health state. It may not fully stop tunneling but I think it would discourage it. Also if you're having trouble keeping survivors off gens to give you more time to find them then I don't know what to tell you. You can literally see the location of all the generators. I don't play killer, but even I can play the trapper with no addons and keep survivors off gens simply by holding W. If you're in a chase, then don't chase them for very long and go back to checking gens. You can keep survivors moving pretty easily.
I'm completely fine with the game being balanced around survivors having full health after being unhooked. But people will probably still camp/patrol hooks. Because chases are long, exhausting, and annoying, and the survivor will deliberately lead you away from all meaningful objectives, and a hook is a guaranteed position where at least 2 out of the 4 survivors will definitely be and it's also a guaranteed hit.
You'd have to eliminate the hook mechanic completely if the goal is to fully incentivize a killer pursue a different survivor each time. A hook is just a logical position on the map to control. Pyramid Head is interesting because you can effectively hook while not really gaining any map control from that action. So there's still the basic gameplay of depleting a suvivor's "extra lives" until they're completely dead, but it also eliminates saving a survivor as a component of the gameplay.
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Let's make a game where it takes two hits to down a survivor unless they just got off a hook in which case it takes one. And then be surprised when killers prioritize that survivor over the person with full health? Personally I'd prefer if suvivors didn't finish gens so fast and "gave me a chance", that would make the game much more fun for me.
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When a survivor disconnects, instead of them abruptly vanishing, do that thing during the endgame collapse where the entity comes out of the ground and sacrifices them. It would occupy a similar span of time as when they get sacrificed on a hook, it would give a better visual feedback to the killer what happened, it fits better within the game world, and would be less janky overall.
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Yes, but on the results screen they should still be crawling ๐
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I think I just hate people so simulating maiming and murdering them and generally making them feel miserable and hopeless gives me a strange sense of glee. In fact the thing that makes me the absolute happiest in this game is when people disconnect; to be honest I'd sooner see a player disconnect than get sacrificed.
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The performance on my PS4 pro went to crap with the Nemesis update, then it improved a little bit with the immediately following update, but the new update seems to have made it as bad as it previously was. I think it's simply unacceptable that it's been messed up for as long as it has. They literally ran an entire event while the game performance was trashed, which imo was kind of a thoughtless thing to do. When the latest update came out I eagerly read all of the bullet points hoping I'd see one that said the issues were fixed, but that wasn't the case. I had no problems with the game at all before the Nemesis update, I wish we could go back to those times. I'm an unemployed software engineer, hire me, I'll fix it. Like it's just absurd to me that the game doesn't function properly for such a protracted period of time. You'd think it would be something that would be addressed in a couple of weeks, not months.
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As a killer, I can't be four places at once, but survivors can. In the time it takes me to win a chase against one good survivor, a good team will easily complete a couple of gens. Stopping as many as 1 survivors from doing a gen at a time simply isn't fast enough when they only have to finish 5 gens. Games are won when survivors spend so much time regrouping that they never have time to get gens done, but this requires you to build up a level of momentum that may never get going. Survivor success seems to work similarly, you bust out three gens while making sure no one gets hooked twice and your momentum is so strong that you've basically won.
It just seems like I'm forked into either: spending so much time chasing and hooking while all the gens get done anyway; or giving up on chases and trying to pressure gens that no one ever really gets knocked.
I'm still moving up the ranks as survivor but what I'm seeing from killers is they a) run a lot of perks that slow down gen progress, b) camp hooks and tunnel aggressively, c) run post-completion perks like NOED to compensate for not being able to stop you from finishing the gens. I find it frustrating, but as a red rank killer, I get it, gens get done too quickly and having four survivors on the board at once makes this very easy.
I just basically stopped playing killer lately because it's just not fun. I used to be kicking ass. I was never one to run NOED or Ruin because I felt like they were crutches for bad killers. I've found myself running Ruin and Corrupt Intervention more often (NOED is still for cowards), like anything to stop survivors from blowing through half the gens before I get a hook.
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I'm on PS4 and it's pretty bad. It's like the game waits until I've closed in on a survivor and then skips like a half-second worth of frames, it makes it very difficult to hit survivors especially when they're juking. When they use dead hard they practically teleport from one spot to another. It's something with the Nemesis update that messed everything up.
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@Spill said:
As a frequent Dead Hard user, it fails me more than it works. And I bet that's an actual statistic the devs can back up.
So just a reminder to killers, you only notice it when it works. When in reality you have received thousands of downs on failed dead hards.
When someone pulls off a successful DH, it's probably because they were already superior at looping you.
DH grants you 1 second of immunity and hardly any distance. If the survivors do achieve distance that's because they skillfully planned their route. That's fair game and not any fault of dead hard.
And it's no different than Sprint burst. SB adds time to the beginning of the chase where DH adds time to the end of the chase. Its the same extension except you are so thirsty for the down you only complain about DH.
Uh, right. The fact that it only works some of the time doesn't really change the fact that when it does work it saves you from getting knocked. It's not like it's some risk/reward thing where you had to put yourself in special danger for a chance at escape. You were already in danger, you were already on the precipice of being caught, that's why you used it. It would be like me saying noed fails more than it works; it's still a perk for people who basically already got outplayed to try to un-fail themselves.