Evil_Dwight
Evil_Dwight
About
- Username
- Evil_Dwight
- Joined
- Visits
- 86
- Last Active
Comments
-
good point, uninstalling
-
Hi, legacy dwight and nurse main here.
Try playing nurse before you start claiming she needs a nerf.
- Survivors outplay her all the time, if you play nurse you will learn how to counter nurse
- MOST nurses NEVER get even a single kill. The nurses that you are complaining about are: me, or any person who played nurse since she was released.
- Nurse has one of the lowest kill rates, if not THE lowest. Therefore they are just as likely to BUFF nurse than nerf her. (which is to say ~0% chance).
Try running toward her, and/or breaking line of sight.
-
@Adjatha said:
Old Dead Hard: 0.5 second window
New Dead Hard: 1 second window
Old Dead Hard: 6m travel distance
New Dead Hard: 12m travel distance
Old Dead Hard: Straight-line movement that could run into walls or corners if not aimed correctly
New Dead Hard: Full control over your character's movements
Old Dead Hard: Able to make it to pallets but prevented you from vaulting
New Dead Hard: Able to make it to pallets AND vaults
Old Dead Hard: Movement only
New Dead Hard: Free range of motion under the invulnerable status, including uninterruptable unhooking
What part of "They made Dead Hard BETTER" do people not get? The perk that 75% of survivors used will go up to 100% if this rework goes live.
No, I don't think they said half of these.
I would guess that you can boil the change down to 2 things:
- the animation lock will remain basically the same, but its travel speed will be reduced to running speed.
- instead of i-frames, you get endurance.
So, you may still be locked out of turning, throwing pallets, or vaulting. I don't think it is clear yet.
-
@Nos37 said:
As long as this means that survivors cannot use Dead Hard, Borrowed Time, Off The Record, or some other form of Endurance to walk through the Trapper's traps then I'm okay with the change to endurance.
I wouldn't have to main Sadako to bypass survivors using defensive perks offensively
oh yes, I was only referring to the unhook endurance (like BT and base-kit BT and possibly Off the Record) not allowing the survivor to bodyblock the killer and vice versa.
-
@[Deleted User] said:
It will be super niche since it only really matters if you're trying to get an exit gate as the last person alive. I'm sure people will get it work once or twice depending on their playstyle. Still not worth a perk slot, though.
I can think of a playstyle where it will work pretty well...
Praise the Entity
-
clarification* I meant "remove survivor's collision with the killer", not weapon hitbox.
-
Absolutely. If endurance survivors can bodyblock, then these changes mean nothing. Killers will camp MORE with these changes, not less, I know I will.
Survivors with enduring have to be intangible so that they can't stand in doorways etc. Otherwise, I will 100% be waiting out the 5 seconds and tunnelling out the person.
This will also prevent survivors from being trapped after unhooked, allowing them to actually escape instead of bring on the cheese. If endurance made you intangible, then cancer would be cured.
-
@JoannaVO No #########, that is the report category referenced in my title. I'm saying those report categories are contradictory with in-game design that encourages you to do exactly that. It's not griefing, it's surviving. These report categories would be better off gone. The other categories are plenty sufficient to prevent toxicity, this is the only one that is based entirely on the offender's choice of playstyle.
Edit- Not to mention: You are wrong that you need altruism to pip. I never get it and I get to rank 1 every month.
@feechima Lucky you for running into some skilled servants of The Entity, you should consider yourself blessed. Try anticipating the situation next time, or apply your own consequences to your aggressors. (as you say, payback is a b*tch.) Unfortunately for you, the line between the types of sandbagging you say are acceptable and the actions taken by these two individuals are not distinguishable. Playing immersed and selfish leads to the type of gameplay you experienced, and that is ok. The fact that you think there is a special imaginary threshold that makes it ok to report these survivors for doing some things but not others, is exactly my point. Try reading some lore, watch some early dev streams, and put yourself in the mindset of The Entity. Making things miserable is priority #1. The fun comes in subverting it, and like everything else in the game that makes you upset, you will overcome and keep playing, I know you will. Maybe you will even dabble in the dark arts some yourself, for the sake of survival. As you should. But if your goal is to "Get the people who use this playstyle banned", you are the one to cast the first stone. You are now the one targeting people out-of-game for something they did within the bounds of the game. May I offer the age-old advice of Mcote: "Git Gud"
-
@Kurisataru said:
https://forum.deadbydaylight.com/en/discussion/comment/367032#Comment_367032
Seriously. This dude is here talking about how changing a report option can remove confusion and benefit a game while providing a whole backstory with examples and everything while making an issue out of something the devs don't even consider an issue even if salty pucks in the community consider them issues because they can't handle a dynamic gameplay.
Its almost as if he has never read this: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system
DISCARDED REPORTS REASONS
THE FOLLOWING ARE NOT CONSIDERED BANNABLE OFFENSES - PLEASE DO NOT REPORT
* Camping
* Slugging
* Tunneling
* Streamsniping
* Teabagging
* Bodyblocking
* Looping
* Tapping generators with ruin
* Dribbling (Dropping a survivor repeatedly to avoid decisive strike)
Or, alternatively, they may be trying to gauge the reactions in the current state of the community about a feature that often goes unexplored, under the guise of controversy, while also informing and offering a refreshing view on gameplay styles in ways which reach the average player who may not have come to discover them on their own. Likely nobody has ever been banned for the category in question.
-
@JoannaVO #1: Stop calling them "Teammates." Nowhere in the game are they called that. They are "Fellow Survivors." Each person in a match is there to earn bloodpoints and win for themselves. Please realize: what makes DbD a horror game is the fact that it is comprised of unpleasant elements. You have gotten used to dealing with all the other ones as part of the game. Betrayal is a serious, applicable topic and trying to bargain for your life is one of the stages of grief in real life. If you want a game to be any kind of art, it needs to wholesomely reflect the subject matter it pertains to. This is akin to censoring modern art. Yes, getting betrayed hurts. Yes, it leads to you losing and your betrayer winning. And yes, this is something you should be expected to look out for- and retaliate to, if you feel so inclined. But not with out-of-game baby rage tattle-taling. The Entity's message has been censored and muddied. Please refer to the twitch clips above to get a better sense of how over-reporting is an issue- all these little complaints she mentions are unpleasant, yes, but she is saying the players need to "GIT GUD" about these things rather than defaulting to complaining at the devs.
Hacking, exploiting, holding the game hostage, and meta-targeting players (based on steam name or anything outside the current match) are all griefing, and these categories cover every scenario where the survivor's actions become invalid. "Working with the killer" does not represent an independently viable report category, as it will be applicable only if the sandbagger was also doing one of the other forms of griefing, and will not be otherwise. Thus, "Working with the killer" is a redundant and nebulous category that only sows confusion and inconsistency.
-
I have a friend who does this constantly. He says a lot of high rank players use it to survive a chase. He runs bond for this reason. I can't help but feel like it's one of the ♥♥♥♥♥iest things to do to your teammates.
Here is a steam forum discussion on the topic, and here you can see many players praising the strategy.
Here are 3 clips of Not_Queen listing some things which are not reportable, among them selfish survivor actions like sandbagging at windows:
<iframe src="https://clips.twitch.tv/embed?autoplay=false&clip=MoistEsteemedClintmullinsHassanChop&tt_content=embed&tt_medium=clips_embed" width="640" height="360" frameborder="0" scrolling="no" allowfullscreen="true"></iframe>
<iframe src="https://clips.twitch.tv/embed?autoplay=false&clip=PoorFastCookieSuperVinlin&tt_content=embed&tt_medium=clips_embed" width="640" height="360" frameborder="0" scrolling="no" allowfullscreen="true"></iframe>
<iframe src="https://clips.twitch.tv/embed?autoplay=false&clip=RealBigSamosaAsianGlow&tt_content=embed&tt_medium=clips_embed" width="640" height="360" frameborder="0" scrolling="no" allowfullscreen="true"></iframe>
She doesn't specifically mention the Bond thing here, I believe that may have been in a forum or comment somewhere, or said on stream by one of the programmers, I've seen it dug up in other threads before.
-
@JoannaVO What kind of "Teammates" you would rather have is irrelevant. You don't get to have a report category for a viable strategy just for something you don't like. Just like face camping, sandbagging in all ways, with the intention of being the last one alive, is beneficial to the sandbagger as the trap door will appear. Perks like Sole Survivor reinforce this as an INTENTIONAL part of the game.
@fluffybunny Then how do you prove whether it was accidental or intentional? "You can usually tell..." that is not good enough. Using Bond to punt the killer is publicly stated on a dev stream as not bannable, but rather as a "Creative use of the perk." Not only that, but trying to kill off your team is accepted in the community so long as it is indirect- camping in a locker and waiting for the hatch to appear is intentional, selfish, ruins the game for the other survivor, and perfectly legal. It's not cheating and neither is any kind of (what I am going to call) "honest" sandbagging.
-
@fluffybunny thanks for the response. I understand your sentiment, but some of your concerns are misplaced. As I said, I am not condoning the types of griefing you describe, but I am simply pointing out that sandbagging and survivor-on-survivor malice is not griefing, it's canon and suitable to the game's atmosphere, mechanics, and balance. Targeting people is not good. But that is called "Metagaming" and is a different subject. Metagaming is not okay at all. But actively using something like "Sole Survivor/ Object of Obsession / Diversion" to make sure you are the last one alive is not that. It's a valid strategy arising from a valid selection of perks. Regardless of who is responsible, survivor or killer, the fact is that the game consists of suitability functions, and the players are allowed to make optimal selections. Killers are "Ruining a player's game" when they facecamp. There was a big civil war over whether this should be bannable and it was found that it was not. Sandbagging is exactly as reprehensible as face camping, as I will point out again, your score is independent of all other survivors, you are not on a team. So yes, altruism is encouraged, but is explicitly and intentionally made optional. EXCEPT for some small scenarios, where the killer and survivor could be sorta made to look like they were teaming up (something impossible to prove beyond a reasonable doubt). This is a nonsense report category, as it is currently worded, in DbD. You could maybe argue that working with a survivor is griefing. Sandbagging alone is not griefing.
@JoannaVO As I said, not everyone likes everything in the game. Face camping, tunnelling, and occasional survivor selfishness are all acceptable play. These can "ruin someone's game" but they are not bannable. They are viable strategies. If you feel this way about sandbagging, why not about face camping? It's a sad day for the ones who invented the game if this is how their vision is going to be treated in 2019. Like a "Han shot first" type of dilemma, the original script was changed by people who were well-meaning but did not understand how they were damaging the original vision. I would like to think that the game is still horror survival, counter to popular opinion.
-
Fluffybunny, thank you for your response. However, you are just further illustrating my point that specifically this kind of "griefing" is basically impossible to enforce. I'm not saying that sandbagging will make everyone happy, or that a killer should ever work with a survivor, but there are a lot of aspects to the game which are designed to give survivors an air of cruel odds. The fact that I can equip perks and items to facilitate escaping out the hatch is exactly why selfishness to all degrees is purposefully ingrained in the game. The store page says "Survive together- or not." WGLF, Sole Survivor, Pig traps, the Hatch equation, The black silk cord, the skeleton key, Left Behind, Bond, Diversion, item persistence, all encourage sandbagging. In order to justify this report category, all of these features would have to be removed or dramatically reworked to avoid encouraging extreme selfishness.
I'm not advocating for griefing or trolling. I am saying sandbagging does not qualify as either of these. It is a viable in-game option and it is overtly encouraged by game mechanics both old and new. There is no empirical method for convicting a survivor on this superfluous charge without invalidating entire sections of the game. A killer is "just ruining someone's experience" when they facecamp, but it leads to a viable victory so therefore it is not bannable. Not one single thing about sandbagging is different. By ensuring the other survivors die, a selfish survivor can dramatically increase their odds of escape. This is dictated by the game mechanics as they exist, not as a fluke, but as a legitimate, intentional aspect of an asymmetrical survival horror game. If a survivor can camp the hatch while a friend bleeds out, use bond to throw a chase to someone else, and wait until the end for Sole Survivor to proc, there is nothing definable saying one can't take more drastic steps toward this end. There is no line. We are told to survive. You can get 0 altruism and still rank up. If "choosing specific perks for a strategy of leaving out the hatch" is somehow griefing, then the black silk cord and skeleton key should be deleted from the game, as well as Sole Survivor, WGLF, and Left Behind.
Unfortunately for people who hold your point of view, this is Dead by Daylight, not Friendship By Magiclight. Sandbagging in its own right is identically as reprehensible as facecamping. This does not apply to the other types of griefing you described, such as targeting specific players, but a premeditated sandbag strategy is fully supported and viable within the bounds of the game. Dead by Daylight was released with this intention, and it has been weathered away by confused community members like yourself who do not appreciate a true test of human willpower, but simply want the game to be another battle royale simulator. The opportunity to bargain with the lives of others is not only a core moral of Dead by Daylight, but one that every survivor already practices to some degree. You are making a harmful and forced distinction, and wrongly including something you simply don't like into a category with actions that are actually detrimental to the game.
-
My unpopular opinion:
Survivors sandbagging each other is good and should be encouraged. The Entity wants us to betray each other some of the time.There are many mechanics in the game that suggest this is true. I even wrote a guide explaining the whole idea a year or two ago and it got some good responses... and plenty bad ones. 8-)