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AlexisFox

AlexisFox

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AlexisFox
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  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1241995#Comment_1241995

    Well, then we disagree. If survivors throw the game is pretty much irrelevant to me, when the problem is basically to start the game with 4 gens. If decent survivors get to finish the first gen before the first chase starts, the killer pretty much relies on mistakes of the survivors and is himself not allowed to do some, to catch up with that in most games. And this is the issue. Not that potatoes don't manage to get anything done once they see a killer.

    And to the second: you didn't even respond to what I directed at you. I was talking about your "expect 4k" insinuation and that the video does not imply that OP requests 4k...

    I can't address your inability to understand deductive reasoning. If it makes no sense to you why someone would deduce something with evidence that points to it I simply can't help you.

  • @Deadeye said:

    @ALostPuppy @AlexisFox @Brendan_12 not really a need to bring this us vs them up again. You can also say that survivors quite much expect easy counterplay against killers for 1v1, making the 4v1 totally unbalanced. This argumentation will never stop and we all know about that. This topic was basically just about the first 30 seconds of the game, the rest of the game doesn't matter to that.

    @AlexisFox If you say "expect 4k every game" I think you refer to the video and that it turned out to be a 4k. But that was just because of potato survivors, if they continued with the same efficiency instead of crouching behind a rock to hide against Feral Frenzy and without the DC, the game would have turned out differently. Again, we are just talking about the first gen. No need to assume stuff and presume any statements

    Same to @Brendan_12 , noone expects super easy play. Just less randomness that impacts the game with 20% loss of progress as kickoff. Better spawning points would not smash survivors in front of the killer, it would need the killer to pay attention to find survivors and survivors to make a decision to jump on a gen or play stealthy for at least 30 seconds to be not in chase instantly. That would be a more skillbased start of the game, rather than "I do gens, 50% of my matches it finishes because I got lucky" or "50% of my games I find the correct gen because I got lucky"

    I have to disagree with you on your comment that "This topic was basically just about the first 30 seconds of the game, the rest of the game doesn't matter to that." The rest of the game does matter quite a bit. By the OP posting this thread in the first place they were insinuating that there was a problem. Clearly from the video of the full match that 1 gen that was completed was inconsequential since it made no difference what so ever in the outcome of the match. So there was no issue here, just a killer posting a gripe about something that prevented them from getting a complete shut out match.

    To your comments directly to me specifically, you talk about if the survivors continued with the same efficiency. Honestly, the only reason they had the 'efficiency' as you put it was because the were yet unapposed. The only way for that efficiency to continue would be for the killer to have completely ignored the survivors and just let them go from gen to gen freely. Since that didn't happen and the fact that if a killer is actually trying to play the match they wouldn't let the survivors do that your point in this regard is irrelevant.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1238605#Comment_1238605

    I'm saying I don't want to run around a literally empty space on the map for the best part of a minute before I actually find someone to chase. And please tell me how I was implying that I want to kill every survivor within 60 seconds of a match starting by saying that I want a more consistent spawn point for killers? Survivors just shouldn't spawn directly on a gen and killers shouldn't spawn in the middle of the map. I really don't know how you came to that conclusion of my statement but sure, I guess I do want to kill every survivor in 60 seconds that's exactly what I was saying.

    I never said or implied that you wanted to kill all the survivors in 60 seconds, I said "It sounds like you are saying that killers should be able to get 4 kills without a single gen popping." That means a match should play out where the killer is able to interrupt survivors before they complete whatever gens they work on throughout the entire match and stop them from popping. This was in response to you saying "They guessed wrong and lost a gen for it. How is that ok?" It's ok because that was the consequence of making the wrong decision. Was it possible for this player to make the right decision? Yes, it was. Was it possible for this player to know if the decision they were making was right or wrong? No, it wasn't. Both killers and survivors have to make those kind of decisions from time to time and guessing wrong has consequences. That doesn't automatically make it unfair. As for not wanting to run around trying to find someone to chase, that sounds like you may be playing the wrong game since survivors are encouraged to try to not be seen unless they have an advantage in a given chase. It's up to the killer to ferret them out of hiding when the killer would have the chase advantage. So you simply are not going to get survivors and the killer spawning in set locations that give some kind of advantage to one side or the other. The spawn locations will be random and that randomness will sometimes cause survivors to spawn near each other and near a gen. Also it will sometimes spawn the killer in a place where they start chasing someone in the first 5 seconds of a match.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1238101#Comment_1238101

    That's not the issue being discussed here. Discordance would've helped here but it's not a perk you seen ran often because as far as gen perks go in 2020 it's one of the worst, especially on a killer with no mobility like Legion. At the start of the match because of where they spawned they essentially had to make a 50/50 guess on where all the survivors spawned. They guessed wrong and lost a gen for it. How is that ok? This should never even have a chance to happen on any map and on temple and mother's dwelling it happens all the time. You might as well start the game with 3 gens remaining unless you're Billy, Nurse or Spirit.

    It sounds like you are saying that killers should be able to get 4 kills without a single gen popping. How would that even be remotely fair for every game to be expected to play out that way? In this clip we have 1, just 1 gen popping quickly which tells the killer several things. 1, the survivors spawned in that side of the map because they weren't on the side the killer checked. 2, they focused on that gen with multiple survivors stacking on it. Judging by the speed it would have been 3 or 4 survivors on it depending on how close they spawned next to it. That is a clear indication of where to go to start chasing the survivors without having to waste anymore time searching the corner the killer is in. Who really cares if the survivors popped 1 gen? The killer now knows where they ALL are. That could be the only one they get done the whole match now. This clip doesn't demonstrate any form of actual inherent problem in the game it only demonstrates an entitled killer trying to complain about how they couldn't be allowed to totally dominate in a single match on account of the survivors spawning close together on the opposite side of a map from the killer. People like this need to relax and realize it's just a game and it wont always go exactly the way you want it to.

  • This suggestion makes absolutely no sense. Trying to free yourself from the hook is an option made available in the game with a high chance of killing you faster. Sometimes players are going to try to free themselves from the hook for a variety of reasons. A possible reason is a killer is proximity camping them and driving the other players away so their only chance of getting off the hook is the 4% self unhook chance. It's not really fair to penalize a player's bloodpoints because a killer was dedicated to removing that player from the game.

    Will players concede defeat and kill themselves on the hook because the option is there? Yes they will. However, a killer can concede defeat as well by standing in a corner until the gens are completed then go open a door themselves. Is it as fast as a survivor killing themselves on hook? No, but the option is there.

    If the devs ever decide that players shouldn't be able to kill themselves on the hook all they'd need to do is remove the self unhook option from the game since that's effectively what this suggestion does anyway.

  • snore

    Same tired complaints that hold no water. Just because you personally struggle with players that you assume they are running as swf doesn't mean they actually are. Yes, if they are running swf they can be on comms with each other but it doesn't mean they actually are. The game provides enough information in the game itself to give solo players all the same information that players on comms can get. Solo players that are playing with other solo players that know how to interpret the information on their screens do NOT need comms and often perform at the level of the supposed swf comms teams that people like this are complaining about. The opposite is also true where swf teams that are on comms play like they have no idea what's going on despite being told all the information they could ever need.

    The difference is NOT comms or swf, the difference is in the skills of the players in question. When you have the experience to know what to do in different situations you don't need comms to make the right moves because you already KNOW the right moves. There is no reason in the world to remove a feature in the game that lets friends play together when it was ADDED to the game so that people could play together.

    When the game was initially released there was no swf option and people had to synchronize hitting the find match button and lobby dodge if they didn't get matched up together. Asking for swf to be removed will just throw us back to rampant lobby dodging as people try to get into matches together with their friends.

    Instead of whining about swf you should try to look at how the players are playing and develop ways to counter what they are doing. IE play against them not expect them to play the way that feeds into how you want to play. If a survivor is luring you to chase them when they have the upper hand because they are positioned to take you on a series of loops that will cause a 5 gen chase DON'T CHASE THEM! Instead go find someone that is out of position and easy to hit, then herd them to areas where you continue to hold the advantage in the chase. If you don't know how to herd a player then that's the problem that you need to overcome by practicing it and learning what works and what doesn't work as well as where is a good place to herd them and where is a bad place to herd them.

  • Don't forget that a change like this will also affect the perk Inner Strength. As it is it takes 14 seconds to cleanse a totem and 8 seconds for the perk to heal you which means a total of 22 seconds spent doing actions for healing. If you double the time it takes to cleanse that makes it 28 seconds to cleanse with 8 seconds for the perk so 36 seconds spent healing. Default heal speed is 16 seconds so with Self-care that would be 32 seconds. At that point no one would bother running Inner Strength anymore as it would take longer to heal than Self-care does while only having a limited number of uses that are shared by ALL players running it in the match. This also doesn't even take into consideration Thrill of the Hunt that already hinders Inner Strength as it is.

  • Here is how you get good, step 1, identify the real reasons you are losing (hint: it's not the matchmaking or game balance. Something the players are doing is beating you and you can beat it.) Step 2, if you can't figure out what is beat you go watch streamers that play killer and streamers that play survivor. Watch them objectively, see what they are doing to win and what tactics cause them to lose. Step 3, start learning to apply your new knowledge to the way you play and remember it will take time and practice to build up the new skills and get your reactions retrained. Accept that you will lose games but focus on your improvements to keep you motivated to keep trying to get better. Step 4, it's a game, treat it like one and have fun with it regardless of winning or losing because that's how you are really going to be a winner.

  • Or, and this is a hot take here, the killer can learn how to run people off the gens in a way that makes survivors want to get healed which takes time that they aren't spending repairing gens. *Gasp* I know right! Expecting a player to actually try to get better at a video game instead of just changing things so one player doesn't have to learn how to adapt? That's unconscionable! (Yet asking for changes to help one player not have to learn to get better means that those on the opposing side have to then learn to adapt to the change and get better!) <-- This applies whether the change is to help killers or survivors as anything that helps one side hinders the other and whichever side is hindered is expected to learn to deal with it. Changes to the game should not be based on making things easier or harder for one side or the other, they should be based on making the game more enjoyable for both sides simultaneously.

  • @DocFabron said:

    I like when survivors "hook tech" (oooo that terminology sends shivers down my spine). 2 people off gens makes me smile. :)

    Two may be off the gens but only for as long as the killer stands there so you have 2 still going to town with no opposition so they like that you're standing there watching a survivor hiding under another who is dying.

  • @[Deleted User] said:

    To be fair, they brought such theory crafting onto them selves. That Ruin nerf dev update post they made a while back? Yeah. They couldn't have done worse if they tried.

    "Survivor fun"

    "Not fun for survivors"

    "Survivors have problems with"

    "So we're nerfing because so survivors can..."

    "Frustrating for survivors"

    "Was also a cause of frustration for survivors"

    "With this change, survivors should now be able to..."

    Meanwhile there's like, 30 killer bugs that I could probably name off the top of my head that still remain unfixed. Many of them for several months now. Some of them for years.

    I don't believe BHVR is intentionally catering to one side (I hope not anyway), but even when they say they aren't, at the end of the day, actions speak louder than words, and their inaction to fix many, many of the killer's flaws and problems? Well, as the saying goes: "Silence is deafening".

    So the devs take the time to address an issue survivors had been having for quite a while and that means their actions demonstrate that they are survivor sided despite the 17 previous patches where they nerfed survivors and buffed killers? (Number may not be completely accurate but the accurate number is still a sufficiently large number to make the point.) Devs taking the time to deal with issues affecting one side at a time does not mean they are favoring one side or the other, it just means they are letting the change play for a bit to gauge what people do with it so they can determine the next thing that needs to be adjusted. It's not possible to foresee everything that will be affected by any change.

  • Yeah! Infectious Freight is too strong! The freight goes all over the place infecting everyone! This is how we get outbreaks of plagues and stuff! ... Oh... wait, a perk you say? Not a load of cargo? Oh! You mean Fright. Nah, it's fine. It only comes into play when a killer hits someone onto the ground. Unless people are swarming for those dank flashlight saves it really doesn't matter all that much and killers are allowed to have stuff that can counter things too. They can't counter everything at once but if they happen to counter you in a given match try to adapt or take the loss and move on to the next match.

  • It is ok for survivors to use flashlights and keys. It's also ok to use mori as killer. The two things are independent of each other. If you choose to use something in response to what someone else is using that's your choice and not something other players can possibly know; so claiming it as a rule you play by so the other players shouldn't play with the things you don't like is just as double standard bad as the player complaining about what you brought to the match. Just play what you want and let them play what they want, if they complain then disregard it because they're just being dumb.

  • @jeecoodragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1127796#Comment_1127796

    Who gives a crêpe about hOw ExPeRiEnCeD pLaYeRs PlAy, I just want to ENJOY the game without having to sweat harder than an Egyptian building the pyramids. I want the "bb-gun" so I can have casual fun with it, without having to learn for eons on how to stop god loops and other exploits that survivors conveniently use

    The absolute most useless post I've ever read. "Don't offer up suggestions to help me become a better player! I want to continue to suck at the game and only be paired up with equally bad players despite how many hours that will take since the player base is all being pushed to more advanced ranks with a pipping system that makes it absurdly hard not to pip up let alone depip!"

  • It's fair because if the game didn't match you with those players you would have been waiting for another 3 hours to get a match because of how few people playing in your region match your rank. So use it to learn how experienced players play.

  • No cool down needed, you can already get enough distance from him when he misses the chainsaw hit and you want him to keep trying to use that saw and missing. If he lands the hit though a cool down is meaningless because you're already down.

  • Making it hard to pip will result in fewer people at rank 1 yes. However, the trade off is that in order for you to get matches you will have to wait longer or be matched up with players outside of your rank bracket. Both of those options are heavily complained about so no matter what bhvr does with this people will not be happy with it.

  • Mori is not intended to be fair, but it's something you shouldn't be running into every match. It's a random spike of added difficulty. When it takes you out all you can do is remind yourself that when that killer used their mori on you after only 1 hook they robbed themselves of 2 more hookings they could have gotten which means they are probably getting lower quality emblems at the end of the match and probably not going to pip either even if they do kill everyone.

  • I used to play SWF a lot, but the people I played with stopped playing the game so now I usually play solo. In all honesty, the comms you get from being on a discord server together or something similar are not the advantage people keep claiming they are. You can watch SWF teams on twitch that routinely get slaughtered despite having comms with each other just like you can watch SWF teams that aren't even on comms and make the killer look incompetent. The difference is not the comms. It's the knowledge base of the players that are teamed up and their ability to work together.

    When you play SWF you usually know what the other people on your team are capable of doing and how they play whether you are talking to them or not. That makes it easier to know what to do in any situation because plans and strategies fall into place easily.

    Playing solo you don't know anything about the people you are playing with and it becomes a game of chance as to whether or not the various play styles will mesh together well enough to have the team work needed to get through the match.

  • DbD is not survivor sided one bit. The issue is that killers that believe it is all suffer from the same problem and that is that they want to be able to focus on 1 person at a time when they are facing a team of 4. They invariably fall into the same trap. They spot someone and without considering where the other 3 are and what they are doing they start to chase that person when that survivor is in a position where they have the advantage in a chase.

    As the killer it is up to you to identify when chasing a survivor is going to be detrimental to your game or beneficial. A survivor out in the open that clearly knows where you are and is within range of a loop or jungle gym is called 'The Bait.' You do not want to chase 'The Bait.' Who you want to chase is the survivor that isn't ready for you because they weren't sure which direction you were coming from and they don't have a clear idea of which way they need to go to be able to run you.

    Also when a chase goes on for too long it's time to peel off that survivor and go run the others off generators. An injured survivor is more likely to spend time healing than working on a generator. If they don't then they are taking a risk because they are that much easier to get down when you come back for them later and you WILL come back for them. (When the chase is going to be in your favor not theirs).

  • I remain motionless on the hook until I see someone coming to me. If there is something they need to be cautious about I start waving my arms, such as the killer is nearby or they are walking toward a trap.

  • @xerav said:

    https://forum.deadbydaylight.com/en/discussion/comment/867987#Comment_867987

    Yes the Game tells other random Players that you found ruin or that you have seen the Killer and its save to repair the gen. I guess we found a 4 man swf player here.

    A shame that all the good solo survivor are get ranked the same as 4 dudes abusing a system ...

    You're right, the game does tell the other random players that you found Ruin, when you break it everyone hears an explosion and gets a visual notification of where the totem was and the debuff icon for Ruin disappears. You seeing the killer is irrelevant as to whether it's safe to repair a gen as gens are being worked on when the killer is near or far regardless and those working the gens have their eyes and ears open to listen and watch for signs that the killer is coming to their gen. So just hearing a heart beat doesn't mean the killer is coming but the heart beat growing more intense means the killer is approaching so be more alert, etc.

    As for the comment on having found a 4 man swf player, that comment seems rather pointless because it has zero bearing on the subject of in-game comms vs external comms. Secondly, most of the games I play are solo matchmaking so no, I'm not generally in a 4 man swf for the majority of the matches I play. When I am in a swf party though (regardless of the number of people in the party) the presence or lack of comms is completely irrelevant because the information we need to know to play the game is provided by the game itself and comms only offer insignificant extraneous information that is not required to play effectively. It's the difference between what is 'nice to have' (comms) and 'what is needed' (information the game already gives you without comms).

  • @HealsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/862386#Comment_862386

    Then mute him- same goes for other toxic players and/or language barriers.

    https://forum.deadbydaylight.com/en/discussion/comment/865150#Comment_865150

    Some people use comms to coordinate their teams, not everyone just uses it to socialize. There's a difference between four really good solo survivors and 4 really good SWFs with comms.

    It's a simple fix with simple solutions. If you don't want to use it, then disable the feature in options. If someone's giving you a hard time and you don't want to mute, report them (I know BHVR is bad with reports, but its better than nothing). Comms would fix way more problems than they would create, and problems they do make can be fixed or worked around via a few handy options.

    I didn't say they aren't used, I said they are unnecessary because the game gives you all the information you really need. As for there being a difference between four really good solo survivors and 4 really good swfs with comms. Yes, there is a difference, the swf knows each other and will take risks that the solo players wont. That has nothing to do with comms. Again, I'm not saying they don't get used, I'm saying they aren't needed.

  • Comms are irrelevant. The game gives you all the information you need. When I play solo if I get decent team mates we don't need comms because everyone knows what to do already. When I play SWF sure I'm on comms but none of us are talking about the match. We're just chatting about whatever and having a good time. Comms aren't the problem with SWF, what causes people problems with those teams is simply that everyone on the team actually knows what they are doing.

  • Just because someone "Hates" the game doesn't mean they actually hate the game. It's a word that gets thrown around out of frustration rather often. I, for one, love the game but from time to time will say I hate it because of something about it that frustrated me. Does that mean I should stop playing the game that I enjoy just because I occasionally run into something that irks me enough to gripe about it? No. I am well within my rights to vent my frustrations about X thing that happened that I "hate" without actually meaning that I hate the game.

  • Or you know we could all just realize that it's a video game and getting offended at various ways that people "BM" in the game is silly since it's all more comical than anything else. I mean really look at what people are doing that is considered toxic and ask yourself if it's really something to get bothered by or if it's something you should be laughing at.

  • Recently I got a new monitor with 1ms input latency and now I can hit the great skill checks with pretty reliable accuracy. I don't know what the latency on my last monitor was but it was definitely slower and I had to time the button press early to get those precision skill checks which made some of them impossible, but now it's much easier for me.

  • Oni really is a lot like a budget Billy due to his demon charge ability giving him the mobility that Billy has with his chainsaw. However, his use of that mobility is very different because he can't use it all the time like Billy can and he doesn't get staggered by running into walls. That said he is going to have his own play style that is going to set him apart even though parts of his mechanics are copied from other killers we've seen before.

  • SWF is not a problem, there are plenty of people who play SWF and aren't good at the game and get trounced easily. I watch streamers who aren't good at the game playing with others who aren't good quite often. The problem is that when you get players who know what they are doing they tend to be hard to catch. Get several together and you have a real hard time, but that is not a SWF issue because every so often good randos get matched up and you don't need comms to communicate in this game if you understand the signals that survivors use to communicate with each other. Instead of complaining about going against people that are better than you try learning what they did and come up with ideas on how to deal with it.

  • A killer blocking a survivor from something is not against the rules. The only way that body blocking is against the rules is if it is used for griefing such as pinning a player in place and keeping them there for an excessive amount of time which falls under holding the game hostage not body blocking.

  • I find it amazing how killer mains complain about a handful of nerfs among a sea of buffs they received over the years. After years of survivor nerfs and killer buffs once things start to slow down and overbuffing and overnerfing start getting looked at it's suddenly 'killers get nothing but nerfs and survivors are coddled.' It's about time that the pendulum swing back a bit.

  • Never believe anyone who claims you are going to be banned. Most people don't even know what the devs will ban for so use it as an empty threat really believing that they are going to get you banned when really nothing is going to happen. If you ever do get banned then look at the reason you are given and don't do that thing anymore and you'll be fine.

  • Too many survivors seem to think that if they got a stun then the pallet wasn't wasted. This is not true. If the killer is respecting pallets then a standing pallet has serious value as that respect can net you extra distance to get to another loop or a vault without throwing a pallet, thus preserving it for future use. Plus if someone just stands next to the pallet waiting for the killer to come to it so they can throw it then it was most likely wasted as the could have looped it and taken up more time there before having to move on. Then take into account if you are injured or not. Depending on the situation you may be better off just taking a hit at a pallet instead of throwing it. All in all it's simply not black and white as to whether or not a pallet being thrown was a good use of it or a waste. Examine what your options are and if you can keep it up then you probably want to so it can keep a killer at bay later.

  • I'm sorry but that whole team of survivors was just bad.

  • The problem with WGLF is not in getting tokens it's that you get nothing in match for doing something that earns you a token. With BBQ the killer hooks someone, gets their token AND gets told where other survivors are. With WGLF you take a hit to protect another survivor and you get your token but now you are injured and at risk yourself of being downed and hooked, effectively weakening your own position. Or you save someone from a hook and one way or another keep the killer from tunneling that person who still needs to be healed so either you and them are spending that time healing or you are running the killer while someone else is healing them or they are SLOWLY healing themselves with self-care or something so gens aren't being worked on but the killer is getting value in that time while running someone down. Suffice it to say that WGLF needs some kind of in match benefit to bring it in line with BBQ.

  • I highly doubt hook smacking was removed as it is far more likely that what is happening is that the killer is seeing people in certain places and the survivors are both seeing everyone in alternate places due to individual latency in connection with dedicated servers. So the server is trying to resolve the swing and just happens to be hitting the unhooking survivor instead of the one on the hook. It is similar to how killers get hits around corners or through windows that from the survivor's perspective shouldn't have hit. Also for the record it has been stated before that there is no aim assist or auto aim. What is happening is that when the killer swings the game identifies what is in the attack cone and an algorithm determines what the hit connects with. Whatever you hit is what was in your attack cone when you swung, if it doesn't appear that way to you then adjust for latency.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/823479#Comment_823479

    The only problem with keys is they can be found frequently in boxes around the map.

    Should have to bring it in at match start.

    Thats not crying or whining. Just my thoughts.

    Keys are not frequently found in boxes. The lowest tier key that will open the hatch is the purple key. Unless someone is running plunderer the chances of getting anything better than a yellow item is abysmal and even when running plunderer there are so many other things that you can get than the 2 keys in the game that will open the hatch. On top of that most people that are running plunderer aren't running it to get a chance at finding a key and escape through the hatch, they are running it to get reusable items and addons to escape with for future matches. So again, the few times a killer encounters a match where someone either brought in a key or found one are nothing to whine about. You get far more matches where the keys aren't opening a hatch than you do matches where someone opens the hatch with a key. Accept it and move on.

  • Oh boo hoo, so what if a survivor found the hatch and used a key to get out? It's not a 'free escape.'

    1. They had to do something to cause the hatch to spawn in the first place.
      1. Complete some number of generators
      2. Survive longer than anyone else
    2. They have to use something up.
      1. The key itself
      2. An addon for the key
      3. An offering

    Y'all that complain about keys are just acting like entitled little brats whining about how they weren't able to do something they wanted to do because someone else did something to prevent it. It's a game, you aren't going to get your way every single match and if someone prevents you from getting your precious 4 kill then just move on and try again in the next match. I promise you that if you keep trying you'll get a match where you get to murder everyone.

  • Here is why ALL counterplay against the Spirit is a pure guess. You do NOT know if she is using her ability or standing still. You do NOT know if she is standing on the other side of a window or vaulting until she has completed the vault. Without information anything you decide to do to counter what she is doing is based on you GUESSING what she is doing. That is NOT counterplay that is GUESSING. If you happen to be right in your guesses then you waste her time and it takes her longer to down you but as a survivor you have to guess correctly 100% of the time. One wrong guess and you get hit. So take a coin, flip it and call heads or tails. Eventually you will guess wrong and there is no way to know if it's going to be sooner or later so there is no 'get good' against the spirit because there is no skill involved in making a guess.


    On that note, some people (myself included) think that all spirit needs is to have some kind of animation that reveals that she is using her ability or vaulting a window. Others say that her entire power is in not knowing what she is doing. Her power makes her invisible so even if you know she is using it you don't know where she is going. You can still use her power but stay put to trick someone into vaulting right into you. She is also much faster when using her power so that is most often more than enough to close distance and get you the hit you're after. There is no real reason to complain about about a rework until the devs say what they are doing with her AND you actually TRY the changes.

  • As I said, I did not insult anyone and that also applies to their comprehension skills. I stated that posts were not read. I said nothing about not understood, only that they were completely passed over and there is nothing insulting about that. As for all caps on a portion that is not a sign of aggression that is emphasis on those words in order to draw the eye to them because they are important. It is a basic part of writing when you want to have a reader put extra focus on a specific part of a message since even when skimming through something people will generally stop and read something in all caps. Also now that you are seeing where you've made mistakes you are backtracking and saying I don't have the right to enjoy the game when you previously did say I have the right to do so. My post about my right to enjoy the game also never said that the only option was this suggested feature. That post was in response to people implying that there should be no way to avoid players you don't want to play against. There are many ways the devs could implement various tools to help with the problem, I suggested this one because I believe it to be the simplest and most effective solution. Now, did I call the article stupid out of frustration, yes I did. Because it was already addressed and being brought back up with only 1 post in between the rehash and where it was originally brought up, with a link to the article in the first post about it even. Clearly that poster hadn't even read or skimmed through the posts which is a rather frustrating thing to deal with. As for the EULA, that is a legal document but it does not encompass the full breadth of your rights associated with the purchase and use of the game as evidenced by innumerable court cases covering countless other such agreements in and out of the gaming industry where such agreement either did not provide stipulations for or the stipulations provided were in some way flawed. That is the nature of such civil agreements. It simply is not possible to cover all rights you have in such a document, so to say that the only rights I have in relation to the game are those provided for in the EULA is an ignorant statement and false.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/805359#Comment_805359

    I read the entire thread. It wasn't the title of the thread that made you come across as entitled and demanding, it was your comments to people further down.

    I hadn't realised that about MLGA, because you didn't actually say it didn't work anymore, you just said "before dedicated servers you could use MLGA" and I didn't catch the implication there, so sorry about that.


    Ok, let's look back at my comments. You had responded by saying it was a bad idea and giving some details on why you thought so. So I then posted about how MLGA was doing it before which is simply a counter-argument to the points you had brought up. You had also mentioned an article about Overwatch which someone else repeated later on when I felt that my points on the use of MLGA before dedicated servers addressed the invalidity of that article. So in response I said that they failed to read the previous posts because they didn't offer anything new to the discussion. The next few comments are people again not really adding anything new just stating that they agree with the article and one person calling me belligerent for what I'm assuming is because I called the article stupid. Note that I not once insulted anyone or demanded anything yet and I have now been verbally attacked for no reason. I respond to the negativity by stating that I have the right to enjoy a game and protect myself from people that only want to spoil that enjoyment of the game. That brings us up to where we are so please, where am I being entitled and demanding? Is it where I said that I have a right to enjoy a game I paid for? Because you agreed with that didn't you?

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/803043#Comment_803043

    Of course you have the right to enjoy it, but you don't have the right to demand features and expect your demands to be complied with, which is how you're coming across. If it's that important to you personally, you have already identified the solution - use MLGA.

    Firstly the thread is titled 'Feature Request' that is not a demand, it's a request for a new feature. The post itself explains my feelings on the matter. Second if you had read further down the thread you would have seen where I point out that MLGA does not work anymore because of dedicated servers. All matches use the same IP address because you are always connecting to the same server every match. Due to that MLGA is unable to associate your 'block' with the IP of another player as those IPs are no longer visible client side. Thus the reason for the request of a feature that helps us deal with players that are genuine problems.

  • I have the right to enjoy the game that I paid for and if I don't want to play against a toxic person that only wants to grief others then I shouldn't have to. It's as simple as that.

  • Obviously people can't read. It was ALREADY WORKING WITH MLGA. Your stupid article does NOT apply.

  • It is a perfectly good idea and before dedicated servers you could use MLGA to mark players you didn't want to play with and simply leave the lobby if you were paired with them. Worked great for that and this suggestion would be no different. The historical use is there and it worked any theory about it not working is completely unfounded since it has already proven to work.

  • Or maybe... And this is a hot take here... But maybe not worry about other people who leave a match they obviously don't want to be in and let them play the game they paid for the way they want to and you play it the way you want to.

  • Have you even played this game?

  • Your math is flawed on account of the fact that you are completely missing the fact that the killer can move freely around the map while the survivor can't. If the survivor runs they leave scratch marks that can be seen long before the surivor can be which leads the killer right to them. If they don't run they move super slow. The survivor has to be aware of where they have cover to keep out of sight which means that they will need to spend most of their search avoiding open space while the killer can go through open space at full speed with no drawbacks. The odds of a survivor getting hatch in the current state of the game are similar to the odds of the killer catching the survivor back before EGC. The pendulum started off too far in favor of the survivor and now it has swung too far in favor of the killer. All I am proposing is that it be brought back a little to even up the odds a touch. The changes I suggested will STILL leave things in favor of the killer but the experience will feel more fair for everyone.

  • Survivor does NOT have a 50% chance of escaping when they are 1v1 against the killer. The Killer is able to freely move about the map at a faster rate than the survivor could possibly move and the survivor has to avoid the killer meaning they can't freely search for the hatch like the killer can. The killer has a HUGE advantage in finding the hatch. This suggestion is an equalizer not a 'here's your escape.' As for the 'gold in unbroken' don't you only get that as a minimum if you were never downed? A survivor could have been downed any number of times during a match making it so that 'gold in unbroken' is the maximum they can get. Also, it's an emblem, who cares? On the subject of the 5k, the killer still gets to close the hatch preventing the survivor from getting the hatch escape bonus and makes getting the 5k escape bonus harder. What you get in BP for opening a door is less than what you get for getting a hatch escape and will be riskier since the killer could choose to check the door you went to instead of the other door.

  • It's not an instant win... it's a chance. Killer could still pick the door the survivor chose to go to.

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