Archol123
Archol123
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- Archol123
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@Agaki said:
Sometimes in matches, there is a survivor on the other side of the map consequtively spamming vaults or lockers, making it impossible to hear anything in the surroundings. It's survivors who are being salty. Lost a kill because I couldn't hear anything or focus because it was blasting my ear drums. Please do something about survivors abusing mechanics to make the experience awful for other players.
Or unless this is bannable, please reply and remove the suggestions. Not sure if its bannable but if so i will start recording them doing it and make a ticketI don't think that should be bannable, sure it is annoying and an inconvenience, but that survivor is doing absolutely nothing for their team, so at that point you are playing a 3v1.
Not everything that is an inconvenience should be bannable.
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@PreorderBonus said:
I don't understand people who say Freddy is the worst when Myers is in the game. At least Freddy has some sort of anti-loop and map mobility, which on its own can be enough to win games as long as the player is good enough. Myers has no mobility, no map control, and no anti-loop. On top of that, he starts the game weakened.
Myers is a stealth killer with a 16-6 m terror radius, if you do some form of a stealth approach you will surprise a survivor and be able to use t3 on them without time to react, his addons make it so you can fully deny an unhook, because t3 lasts long enough to cover the whole 60 seconds or you can decide for the tombstone addon that just removes one player on usage. Freddy's addons do absolutely nothing, his teleport is mediocre, his antiloop is a way worse clown or pallets, which are probably the worst chase power in the game. I don't think it is even close, Myers is by far the better killer out of those 2.
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@Choaron said:
Ghostface is the weakest killer in the game and has been for years. Except in Lery, of course.
A killer with an instant down and stealth ability? ^^ How do you justify that over pallet Freddy or Freddy in general xD
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721307#Comment_3721307
if we including all different styles of killers then it definitely scratch mirror.
bottom 5
1 scratch mirror Myers
2 pallet freddy
3 vanity mirror Myers
4 normal freddy
5 bubba (just my humble opinion) I'm starting to understand why they camp so much
I don't think Vanity mirror is to bad... Quickly tapping stalk at high walls and then using that to your advantage is quite good.
Scratched mirror just only works on indoor maps, but there it can work Allright.
I don't think Bubba is anywhere near that bad ^^
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721364#Comment_3721364
Does that need to be done every single time the game ends though?
If so I can see that not really getting rid of the problem
I don't know, I mean sure it would be quite annoying to have to do that, but then again dbd has quite a lot of accessibility issues… So this would just be another one for the list… Next to inability to turn of text chat censor, no replay mode and many more.
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@MoNosEmpire said:
Instead of all that, just give PC players the ability to turn the chat off.
Problem solved.
But you can already do that? You just click on the small symbol to the right and then chat is no longer visible.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721036#Comment_3721036
Completely agree, Trapper still a tier lower than any killer. This killer is so trash, that even Freddy looks like S tier compared to him.
At least Trapper can shut down an area or basement you, Freddy has nothing…
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@SleepyH said:
What about instead of punishing bad behaviour we reward good behaviour. There already is a way to report someone for being a good player so why not add some rewards and insentives to make people want to be less toxic. For example if you report someone for being good you get a few thousand bloodpoints, (not too much so people wont always just spam it). And if you recieve enough of these good reports you get some shards.
This could atleast make people not want to make toxic comments or do bad stuff so people report them for being good.
Positive reinforcement sounds like a good idea ^^
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100% Pallet Freddy… Close second is probably normal freddy.
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@ScytheIX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721192#Comment_3721192
If you don't get my point I don't see the reason in discussing further. Let's agree to disagree and leave it at that.
Fair I guess.
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@Lexidoll said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721110#Comment_3721110
In what reality should we not nerf perks based on usage rate. if a perk is overused that means it's outperforming perks less used than it, like for example pain res dead mans.
If it had a cooldown new players would have a better time learning maps because they'd have to actually pay attention to where the yellow auras are before it goes on cooldown. Instead of what we have right now which is hold W autopilot the perk.
and no, being an experienced player doesn't give you the ability to see pallets and windows through walls in areas you've not been to yet. or see that the pallet on the long wall is gone without having seen someone else already use it.
and even if you're in a SWF unless your in a tourney you're not getting clock callouts for pallet drops.Should we not rather look at performance? Instead of taking usage rate as an indicator for performance? With pain rez and DMS for example.. The question is at first do those perks overperform? Yes/NO. Yes→ Why do they overperform? Are they just better than everything else, are they more accessable? Is their performance still ok, or is it not balanced… Only if we come to the result of the perk being not balanced aka too strong then we would need to look at it for a nerf, otherwise we might just need to buff weaker perks to be at the same level as those strong perks.
If you are new to the game you already need to think about enough things, why also make them think about what their aura reading just showed them before it diesappeared, the perk already had a cooldown and basically nobody used it…
I disagree to some degree… Because experienced players tend to know where filler tiles usually spawn, if you look at the farm maps for example you have quite big deadzones between tiles and you already know for sure that nothing spawns there. So while you correct about the part of them not knowing what tiles have been used, you might have an idea, based on your game sense and maybe crows in the distance or which gens just popped where the killer chased the survivor and therefore where tiles might have been used.. But I don't think that this is something a new player even thinks about… So while it is not as secure as having aura reading, you have an advantage because you probably have an educated guess.
It is not about what you get, but what you could have… If you have an aura reading perk you can see many things, that does not change just because you don't look around.. It is about potential not the actual result.
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@ScytheIX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721098#Comment_3721098
There is no chase interaction at tiles if people hold W from yellow to yellow.
Drop pallet, vault window, next tile rinse and repeat.
That's what the majority of players use it for.
I don't mind good players using it to elevate chases.
And here we are back at the question of what is healthy for the game.
People complained about Pain Res and Pop not being healthy. I agree. Gen regression is frustrating on both sides.
The usage rate was high as can be.
But you (as in a person, not you in particular) can't have these kind of double standards imho.
If PR has a 30% usage rate and gets nerfed and WoO has 35%+ there is obviously something that perk does extremely well and that needs to be looked at.
And it is not about getting the hit. It's about how the game feels. I don't really enjoy feeling like I play against bots 9/10 matches.
But thats an mmr issue so yeah. Things go hand in hand.But just because they drop the pallet does not mean you cannot still get the hit… so I still don't really get your point here. It is not like all maps are "The Game" with 28 god pallets that you need to kick… So even if they reach the tile you can just mind game them at the tile or use your power and get the hit… So what does it matter that they are already intending to go to the next tile?
But I would not say it is a double standard…Pick rates alone are not a viable stat to have to look at something, just like for example killer pick rates of the 5 base killers being higher than expected based on whatever criteria is not necessarily a reason to be looked at.
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@Jim_Tonic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720848#Comment_3720848
You are not telling me anything new. But police where i live doesnt give a single bit about such "juvenile" things. I had some issiues with a bunch of teens stealing my packages, told police to take care of it 3 times nothing happened. One day i caught one of em. I still have the tooth as trophy. Never had any nonesense stress because of them again.
Well let's just say it is not ideal.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721147#Comment_3721147
It's this, combined with map RNG.
Imagine if killers had to equip perks to see the auras of gens or hooks. I can pretty much guarantee that would be an insanely popular perk or two.
WoO is one of the only information perks for survivors that helps to mitigate map RNG as a factor. Of course it's going to be popular.
Sounds reasonable. I don't think those would be comparable, especionally on indoor maps killer would be terrible if you didn't see generators.
I mean windows does not really mitigate it, but at least help you not to get fooled by it… the map might still be terrible, but if there is a deadzone somewhere you will hopefully at least not run into it.
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@DetectiveDuckMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721120#Comment_3721120
again again?!? dang take a break from being rude🙃💊
Is it free?
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@HexHuntressThighs said:
It definitely needs nerfed tbh. I go from getting downed very quickly normally to being able to pull off 3-5 gen chases very regularly. It’s literally autopilot.
Or do you think it is more about knowing which tiles already got used?
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@Kaitri said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721120#Comment_3721120
because this is a limited gamemode with special rules and if you cant stand those special rules ######### OFF
i also dont see anyone who would have a problem with banning toxic aholes from that gamemode unless they are a toxic ahole themselfes, which means they should be banned FROM THE ENTIRE GAME to begin with
How is that different from the normal game though? ^^ Why is it worse to dc in that more or immediatly let go on hook compared to the normal game? That's my point.
Also I disagree with you on the second part, there can be good reasons to not want people banned from a mode that is barely out for dcing immediatly.
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Sorry that you don't my style of wording things or how to use metaphors and other stilistic themes. But those kind of things not only make texts more interesting to read but also more interesting to write, considering otherwise it would pretty much always sound too similar if you don't use such phrases.
I stand by the general meaning that it felt a bit random what was brought up and that it lacked context to the topic in general or the arguments brought up in specific.
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@Kaitri said:
2 matches so far, every time someone suicided right away. "my perks sucked" OH REALLY
people like this should straight up be permabanned from the new gamemode. just ban them. i dont see why these aholes that ruin the mode for everyone are allowed to play.
How about no xD That's quite overkill to think that this is a reason to ban someone, considering people dc for every little think in normal games as well, why is this worse?
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@HexHuntressThighs said:
It definitely needs nerfed tbh. I go from getting downed very quickly normally to being able to pull off 3-5 gen chases very regularly. It’s literally autopilot.
So you are really lacking the ability to find tiles? Or why do you think that is?
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721062#Comment_3721062
I agree completely. Check DBD twitter or tiktok sometime. There's a lot a lot of people that exclusively play survivor
I mean fair it their game they can do what ever they want… But I would assume they lack understanding of the other side to come up with good balancing choices, as balancing always involves both sides. If they make good arguments I don't mind, we should judge the argument and not the person that makes it, but it would be quite hard to hit the sweet spot when you only look at one half of the full picture.
PS: I don't think I will check out that chinese spyware app, but thanks for the intel :D
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@Lexidoll said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721098#Comment_3721098
As the last thing I said on my post, if the devs are nerfing a 9% usage rate killer perk because it gives them too much extra time. why aren't we nerfing a perk with 35% usage rate that does the same thing but for survivor.
A. because we should not nerf perks based on usage rates B. A major part of the perk is that it is supposed to be a help for beginners in learning new maps and C. it effectively does not give you much what you could not already have known if you a) were a more experienced player or b) were in a swf with comms where you could have known which tiles got used to begin with.
The difference is that Windows is a great soloq perk and nerfing it for that would be ridiculous.
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@ScytheIX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721059#Comment_3721059
Back in the day it deactivated after a rushed action if I remember correctly.
Also no. You are reading things into it. It is not a big issue a survivor reaches a resource. It is an issue that people inflate their skill by running from yellow to yellow without thinking about it.
It makes it incredibly dull to play with and against.Could be, I don't remember how it used to be back then.
Why does it make the game dull? Isn't the chase interaction at tiles the reason why we play the game? I mean sure many things in this game inflate skill and make people last longer in chase despite them having no reason to do so base on their skill. I mean sure, it is kind of stupid that people don't put thought into, but I don't think the perk needs to change, because its main effects are still healthy, and that some bad players appear better than they are because of it is not reason enough to diminish the good effects it has. If they are really as bad as you think they are you will get the hit regardless, whether there is a tile or not.
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@DetectiveDuckMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720998#Comment_3720998
Why do you have to be so rude about it? IK you're telling the truth but calm down
I don't think that was even remotely rude considering the last few posts didn't really match the arguments or added anything usefull to the discussion? I cannot make it clearer that I simply don't get his points… Every single time I brought up a counter argument to any critical point of the advocated changes I got back some weird point that either didn't have anything to do with what I said beforehand or had nothing to do with the discussion itself or was just objectively incorrect or did not match the context.
Do you really think it is rude to tell someone that I have no clue what they are even talking about and that what they are saying makes no sense for me?
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721043#Comment_3721043
Tell that to pop's bloated corpse floating facedown in the ptb. BHVR isn't anything sided. They just do stuff based on entirely arbitrary criteria. It's a mystery. To suggest they don't favor 70% of their playerbase is ridiculous.
Are you telling me that only 10 % of the survivor players also play killer? That is ridiculous.. How do you only ever play half of the game…you could barely take the opinion of those guys into account if they have no clue how the game works for the other side...
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@ScytheIX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721033#Comment_3721033
Not necessarily. If you are close to a tile and scout it out and memorize what has been used I don't think that's a big deal. (WoO aura range is huge.) Maybe for fillers, but gyms in general can be used even without a pallet. Not to the full effect, mind you, but it's not unusable.
It would actually force you to preplan and then execute instead of only execute and not think about it.
And the latter is probably what people get frustrated with the most.
No one says it shouldn't be a useful tool. It just shouldn't be a "turn brain off and hold W to what glows". (The majority of WoO players sadly play like that.)
Imagine I had full aura read on the surv I'm chasing constantly. Just imagine it. It's not a real argument or comparison. But that's the equivalent of how it feels most of the times. Or the closest one could get.The question is under what condition does it deactivate? As soon as I enter chase? After a specific amount of time? Sure you know what is like 30 m around you, but that does not help you when you are currently in a dead zone working on a Gen or only have tiles around you that are low height and you need to pre run...
The problem with jungle gyms is that depending on whether or not the pallet is still up you need to walk into the gym in a different way... So it gets majorly effected by being able to rely on a Ressource still being there.
The only thing the perk tells is you where the resources you can use are, not how to use them... You don't turn your brain of and suddenly know how to loop a killer... You can only pre plan if you know what is around you and when that information is still fresh, because otherwise it might have change already.
Why is it a big issue if the survivor reaches a resource? Do you just want a free down because the survivor ended up in a dead zone? A survivor that only runs to a tile and then has no clue how to use it is still an easy hit, so where exactly is the issue.
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@ScytheIX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720974#Comment_3720974
It would be balanced for new survivors if it had it's CD back, too. What the CD would do is actually make people learn instead of see, drop, forget.
Also most of the people using it sit around 3-7k hours. In my lobbies at least.
I wouldn't call that a new survivor/player.
So I wouldn't say people get mad over new survivors trying to learn. They do exist. But they are far and in between.
(Also take regions into account. EU is vastly different from NA for example. So our experience might not be the experience of someone across the globe. That doesn't make it less valid though.)That would negate the secondary purpose of knowing which tiles your teammates already used...
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@Rawrbot5k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719205#Comment_3719205
There are other ways and perks that allow you to escape losing los, scratch marks, off the record etc. that put distance between the two of you. So yes, no bloodlust 115% is trash, play a game of scratch mirror meyers and just chase with no blood lust.
Losing line of sight requires tiles that are high enough and is a general thing you can do against doctor, but it gets a lot weaker with the changes you wanted to introduce, so I really don't see your point here?
If you play doctor properly you will never get bloodlust, and you will still get hits, if you play him well… So I have no clue what you are talking about, despite the elephant in the room that you are effectively not making arguments towards the points mentioned before.
Scratched Mirror makes Myers 105% and also stuck in t1, where he cannot get bloodlust, what exactly is your point?? What are you even trying to say? Because your whole response just makes no sense for either the before mentioned changes you advocated for or anything else… Like yes a 105% movementspeed killer will have huge issues to get hits at tiles… So what? What does this have to do with anything?
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@Lexidoll said:
Windows use rate is now at 35% usage rate, meaning that it's guaranteed that minimum one survivor will have it and at worse every survivor will have it. But on average 2 to 3 survivors WILL have windows equipped. This somehow beats out pain res and pop as those perks have 28% usage rate.
you'd think all this perk does is give the survivor information how could this perk have 35% usage rate?
If you only play survivor the reasoning for this isn't going to be obvious and probably think how could it possibly be ruining the game.
Imagine for a second if every match you get into doesn't have a weak link, if every single match you get into every survivor knows EXACTLY where to run to the next resource, knows where the deadzones are and actively avoids them or runs past pallets to window vaults to save resources because they know they will make it to the window, even if it's completely obscured without ever even coming to that part of the map before.
THAT is what windows does, it single-handily raises the skill floor of every survivor you run into with it.
A survivor that without it would be running into the edge map and going down because they do not know where any resource is, since it was buffed has become a survivor that knows EXACTLY where every resource is and all they have to do is run to the yellow aura. If the killer is a hold W killer, like tapper, pig etc. This essentially means trying to break pallets in connecting loops to create deadzones is pointless and only starts actually helping when the distance between pallets becomes so great you catch up to them before they make it to anything.
Originally when it was buffed and even pre-buff the mood behind it was that if you're good at the game you don't need to use it, and most don't. the issue however is that it makes a bad survivor that should be going down quickly, last so much longer and all they have to do is look forward and hold W to achieve this.
(This is probably one of the single most frustrating things for me in the game right now, a clearly low skill player never looking back, only holding W, running me for a whole gen just because they know they will make it to the next yellow aura before I can hit them)
(The amount of times I'm chasing someone and they run directly to the edge of grim pantry and find the one pallet between the trees is starting to get to me.)
The knock on effect of this is that if you combo it with lithe (checks notes: is the second most used perk in the game, only beaten by windows) EVERY chase you start where the survivor isn't exhausted which will be the case most of the time. will run to a loop, vault a window and run to the next furthest away yellow aura, rinse repeat until either you mindgame them or they run out of resources. which just extends the chase by 10 - 30 seconds every single time it happens. which just translates into more gen progress.
And the knock on effect of gens getting done "faster" because chases are artificially being extended, is killers will bring more and more gen slowdown, play killers that have anti chase / anti loop and generally play sweatier and sweatier, which makes survivors play sweatier and sweatier with no end in sight.
In a world where survivors don't know where every resource is and isn't you could break a connecting / filler pallet of a good survivor who's gonna make it to a stronger tile, drop chase and chase another survivor into that area and get a hit because the next survivor wont know there isn't a pallet there anymore, until they visually see it.
However again, because lithe windows has such a high usage rate, half the survivors you chase will just run past areas they know the resource is gone and will always run towards where the resources still are, again and again.
And now that we're seeing nerfs for a bunch of the most used killer perks, especially anti gen perks without so much as a mention for a perk that has a 10% higher usage rate. Do people, including the devs not realize just how strong windows is? Gens are going faster because chases are lasting longer. Do people just think, oh it's a new player perk so it's fine if it has a high usage rate because it's "helping" low skill players?
That is the EXACT reason it is so strong, it's just so much more insidious because you don't hear a long gong when it's used, you don't see it from a distance. you only see it when you see a survivor holding W, not looking back, making it to every pallet on the map. every. single. time.
I don't want the perk gutted, it IS useful perk for new players. It just needs it's old cooldown back, or shouldn't be usable in chase after the first window / pallet. That's all I'm asking for, because as it is. I genuinely think it's unhealthy, chases are lasting much longer, gens are getting more progress because chases are lasting longer, low skill players are getting propelled into higher skill lobbies, and the only current counter to everyone running it is running blindness perks/ addons, which people largely consider the worst in the game, just to disable one perk for 10 - 60 seconds.
Even if you think I'm complaining needlessly, if the devs are nerfing perks with a 9% usage rate, because they're giving the killer too much extra time, they NEED to nerf a perk with a 35% usage rate for the exact same reason.I'm sorry but if you don't get a hit on a survivor that never looks back when you try to mindgame the tile or use your power I don't know what to say… Yes Windows helps people find ressources, but it does not make them good at utilising that tile. So where exactly is the issue? If mmr was working allright there would be no weak link anyway, but all of the survivors would be roughly on your level.
What Windows does is show where the tiles are, for players that don't know the map layout or have problems finding filler tiles. It also helps solo players that don't know which ressources already got used. If they avoid deadzones then you are not cutting them off properly, it is your job as the killer to force them into those deadzones by positioning yourself properly, you cannot just expect survivor to run into deadzones by themselves. You either create deadzones and force them into it or outplay them on loops.
So overall I think Windows is a very healthy perk for solo players to be able to know which ressources already got used. It is a perk that helps to bridge the information gap, but ofc it would be better if the gap didn't exist to begin with.
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@FreddyVoorhees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720871#Comment_3720871
In China for sure. But it will never get bad like that in the western world. Especially in EU.
Freedom dies a silent death if you just don't care about it… You should never be to sure about the privileges you have by living in a country that is not a dictatorship.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720857#Comment_3720857
Can't wait for the machines to analyze and police the intent behind my language. That's definitely a very comforting and not dystopian sentiment at all.
Pretty much... Sounds like the first step to an advanced authoritarian state that immediately removes your not allowed opinions and reduces your social credit score.
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@FreddyVoorhees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720833#Comment_3720833
So rather than shadow derank we should have an ai that will analyze the tone, intent and the mood of all chats typed and immediately remove anything that it deems offensive, demeaning and insulting. And put bans of various lengths to offenders with letting them know why they got punished. This way people will know what not to do next time.
Ai got quite accurate lately in telling what is toxic and what is a joke. And it is only improving. I believe it is only a matter of time before BHVR implements one to reduce the amount of work mods already do with all the reports so far.
Once AI gets good enough it will actively observe gameplay and handle cheaters with ease too.
The cheaters part is Allright but letting an Ai decide what is toxic and what not is just not a good idea...
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@Jim_Tonic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720843#Comment_3720843
Because they INSULTED me, its not about saying stuff i simply dont like. I'd need to go hit half of the politicians in my country if it were like that. But if you insult, you should get what you deserve.
Thats not really what the law says is it? ^^ Even in countries that value your honor that much and protect you from being insulted you don't get protection from any so small insult or demeaning thing and in particular you are not allowed to take matters into your own hands. That is indeed very childish and not the adaquate way to do things.
The consequence in both cases is that you stand above such petty things and show that you don't get influenced by such juvenile insults, or in case of real severity you contact the authorities, but you don't just beat up people because you didn't like what they said.
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@Jim_Tonic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720619#Comment_3720619
"sometimes people like messing with other people."
Yeah behind their safe keyboards. The amount of times ive been told to off myself just because i played killer without holding back is insane in this community, if all these wannabes could just for once talk to me like that face to face. It wouldnt be a bad thing to severely punish them.
And "trashtalk" all you want with your friends but im not having any ######### from some weirdo stranger behind a screen.The question is though what would change face to face? You gonna beat them up for saying that? I mean saying that stuff would be rude for sure, but depending on what they say not illegal... So the consequences whether or not it is behind a screen or not is basically the same...
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@FreddyVoorhees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720638#Comment_3720638
One way or another it should not be a ticket for them to damage those around them. There are a lot of people with issues that play games online and that are very abusive. They need moderation and handling both for the sake of others and themselves.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720635#Comment_3720635
AI is inevitable. Toxicity in gaming is becoming a dying trend, at least once it gets compared how it used to be. Call of Duty and its ToxMod is handling voice chat which is a whole another level of complexity when compared to text chat, yet it is already a thing and this is very early into AI. BHVR themselves did studies on online toxic behavior and found that it costs companies 20% of new players on average. That is money and you bet companies will ensure that money stays in the house. Will it bring more harm than good ? I do not think so really, for a slightly more stronger grip on players to behave nice and respectful as a price , you would get the near total removal of all toxicity in return. And I think that 99% of players would not miss very ugly things said in dbd chat. Playful remarks may be sanctioned too until the ai improves but for a much greater good.
But basically that is exactly what it means that they are not accountable for the Behaviour if they are mentally ill... Because you are abusive does not mean you are mentally ill.
Well the age old question freedom or safety... I still prefer freedom in that case, it is still only words. Not like random stuff some ill mannered stranger says should bother me anyway. And on the other side it somewhat prevents people from engaging in banter and what not... I d rather have it the same way it used to be since the 2010s, I couldn't care less what some punk says in voice or text chat but I really don't like getting treated like a child or being censored from engaging in a playfully way I deem appropriate.
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@FreddyVoorhees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720585#Comment_3720585
No excuse calling killer trash no matter what he did. Toxic comments are bad period. Never be toxic in chat no matter what.
Demeaning comments do not immediately get you there but will decently contribute to it eventually.
I also did not say forever , just not easy to get out of.
Winning matches to get out of penalty should not be a thing. Playing without re-offending should be a thing.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720596#Comment_3720596
It's wild that you are not aware what kind of things people say in the comments that a mentally healthy individual would never say. And yes, the more extreme cases are indeed sociopaths with no sense of regard towards the feelings of anyone beside themselves.
Also calling them mentally ill is an interesting take… Because would that not make them un-accountable for their behaviour? Therefore the whole idea to be punishing people for mental illness? You should be more careful when throwing around such terms and immediatly calling people mentally ill just because they are ill mannered..
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@FreddyVoorhees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720619#Comment_3720619
Being called n word and wanting my "insert family member" to unalive is not messing around. I am talking about serious repeat offenders who will be quite aggressive in chat but not enough to be properly banned , and as such they will continue to do damage. Hence why I suggested that they sink lower to be matched with similar players. If toxic is from 1 to 10 , most of the times only 9 and 10 result in a ban. But 1-8 do way more community damage and player loss than extremes combined.
In fact I think that BHVR need to implement AI to monitor all chat like Call of Duty has ToxMod. You would see toxic messages get blinked before you can read them. And toxic players getting proper handling.
Sounds like a horrible idea to bring ai into this… This post game chat filter already does not work well… Considering this is an 18+ game I would even want there to be less restrictions in the chat. I would like to have the option to turn of the post game filter and if needed even to forfeit my right to report someone for toxicity in post game chat if they type something out that would otherwise get filtered. Considering I agreed to see that stuff. My point here is that I don't like getting treated like a child that cannot endure mean words in a chat in a video game. Just does not feel good to me…
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@FreddyVoorhees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720585#Comment_3720585
No excuse calling killer trash no matter what he did. Toxic comments are bad period. Never be toxic in chat no matter what.
Demeaning comments do not immediately get you there but will decently contribute to it eventually.
I also did not say forever , just not easy to get out of.
Winning matches to get out of penalty should not be a thing. Playing without re-offending should be a thing.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720596#Comment_3720596
It's wild that you are not aware what kind of things people say in the comments that a mentally healthy individual would never say. And yes, the more extreme cases are indeed sociopaths with no sense of regard towards the feelings of anyone beside themselves.
I don't know about that… I really don't think calling the killer trash should be punished in any way, that is a really light insult and just sounds like a complete overreaction. Giving off such comments after a heated match seems to be rather human to me. I would not say that toxic comments are absolutely always bad, there are always exception, it can also be people trolling or what not? As always it is just about definition, what is toxic and what is not?
Not easy to get out of sounds like quite a lot of a time investment… Sure obviously not literally forever but in a metaphorical sense…
Just quoting how it works in Dota 2. Also if you re-offend in those matches you will get reported again and just stay there, besides that the point you were missing about the necessity to win is that otherwise you could just go afk and wait it out, if it only required a certain amount of matches played.
In competetive environments you will always have some form of trash talking or what not and I don't think that should be punished as long as it is within certain boundarys… Calling someone trash is probably the lightest thing one could do and I think it would be an overreaction to punish that.
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@tubalcane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718492#Comment_3718492
If you can't manage to get TO ONE OF THE 60-80 ADVANTAGES ON EACH BOARD WHILE BEING CHASED BY Bloodlust that's on you, it's not about easy or hard considering that CONSTANTLY STOPPING AT PALLETS is usually not the optimal play so it is not even about having an easier game as KILLER just about
notgetting hit when you were supposed to get hit based on your W-KEYING gameplay.Pretty cool how that argument can be turned around on you? What's the next easy advantage you want for the game? When will you finally admit it's almost in cruise control now for survivors?
My point the entire time was that bloodlust is a stupid mechanic because it allows players to be stubborn and force hits at tiles where they are supposed to kick the pallet and move on or instead of outplaying the tile with a mindgame or something they just gain bloodlust and force the hit. I really don't see how a. it will help you much at w keying away, considering you need to be in chase for bloodlust to apply, considering w keying usually means you just pre-run as soon as you spot the killer b. if you are supposed to get hit between tiles then you would get hit without bloodlust, not with a random speedboost kicking in…
Your overstatement is really not helping your argument, depending on the map you might be in quite the deadzone and to reach the next tile it might be fully necessary for the killer to kick the pallet. Overall it just messes with the balance of a tile, as it shifts the strenght towards the killer after a certain time.
I don't really see how you shifted the argument in any way shape or form. Also what do you mean by easy advantage? How am I asking for an advantage when I want equal grounds and not random speed boost?
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@tubalcane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718493#Comment_3718493
Right the killer has a much harder time getting a hit now because survivors threaten to take their ball and go home. The ironic thing is that killers are just getting better and better, and survivors are getting worse and worse because the game is so easy for them now. Then they will still lose despite so many advantages, and then it will be made easier, and easier, and easier until gens take 30 seconds, 75 pallets on the level etc
It is not about hard or easy it is about whether or not a mechanic that basically rewards you for being stubborn or outplayed by the enemy should exist in the game.
However it is quite ridiculous to only blame it on survivor now when the mechanic in question is just stupid no matter which side has it… Imagine survivors would gain endurance when they go down too quickly in chase… That would be just as ridiculous.
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@FreddyVoorhees said:
So they can play among themselves. First have behind the scenes reputation system for one's account and make that reputation go down when reported for bad behavior (that is proven). Also severely further down when posting toxic and insulting comments, these are all already logged. It should not be insults alone but all demeaning and toxic comments too.
After a mediocre threshold is passed they should be flagged as toxic behind the scenes and be made to only play against similar people. (yes even if this makes them wait longer for matchmaking)
Make it extremely difficult to recover from this level. It should take a very long time to ensure that this person (often a sociopath) has improved and is socially more stable and mature to engage with the community.
Do not wait for someone to reach a ban-level. Damage is already done by then many times over.
- One toxic player will always chase at least multiple paying players from the game
- BHVR will save money by ensuring bad actors are better managed
- Most victims of bad players are new players who have yet to invest money into the game
That sounds a bit too much… If you wanted a low prio queue for people basically throwing matches for no reason, griefing teammates, rage quitting and what not and similar to for example dota 2 you need to win x amount of games in that low prio to get out again I would be all for it. But your idea is completely overkill…
Also all demeaning comments? So calling the killer trash after he got no hit all game but fully carried by noed or something similar already gets you there? Or even better the killer being toxic all game long and you trash talking him afterwards gets you in as well? Because the chat log might be saved but the game itself is not? I'm not really a fan of that… I would love the game to have some sort of Overwatch system like counter strike or dota 2 but just putting people in a seperate queue basically forever for such small things like saying demeaning things… Come on that is a bit too much.
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719803#Comment_3719803
Funny you say that i constantly face God tier Nurse's so basically when facing her I don't have this chance to fully understand how to counter her because by the first minute of chase I'm down.
I highly doubt that… considering there is like a handfull of them and the majority of them are comp players and don't play public matches regularly.
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https://www.youtube.com/watch?v=qMlBH9t6ARw https://www.youtube.com/watch?v=A19yqT3ilQw
Have a look at those two, they might help you.
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@AggressiveFTW said:
Something that we can't find in the game at the moment, a new type of mechanic, etc…
A fast killer that works with smell, so basically you don't see things normally, but you have a coplete grey and white vision, but you can smell where the survivors were. So you don't follow scratch marks but you follow their stench, perks that would block scratch marks could block this as well. It could be like a werewolf that his 4 legged form for map traversal and the upright one for actual chase, maybe even some form of leap out of the 4 legged form, but with little steering.
A killer that picks up different tools around the map and widens his power by those, or maybe upgrades his weapon or something like that. Similarly to that could be a tier up killer that gets stronger the longer the game goes or some other conditions, either everything he does gets better, so basically an m1 killer on speed: longer lunge, faster ms, faster vault, faster stun recovery and so on. Or the stronger he gets the more of his ability unlocks, a Myers/Nemesis type of killer but with actually differences between the tiers that go beyond the minor things those two have.
A killer that changes form to look like a survivor, basically what the legion trailer suggested, it would be really cool the only issue is that comms would completely negate this part of the kit, so maybe something more than just that. Like you fully pretend to be a survivor and can do actions on generators and such, maybe sabotaging them, just needed another part of power to not fully useless against swf on comms.
A demon that has seals on the map that limit his power via rituals around the map, basically he is the strongest at the beginning and gets weaker when survivors seal parts of his power, but the seals only hold him for a specific amount of time and also can be manually broken by him, in case he just walks by one. For example full form would be something along the lines of map traversal via wings or teleport, range attack skill shot for example flame breath or pillar of slames (similar to shadow raze in dota 2), a scream on cooldown that makes survivors scream and reveal their position in an aoe around him. And those rituals could either make him weaker by limiting each and everyone of his power by some degree, for example smaller aoe on detection ability and so on. This would somewhat switch around the way of a match, the killer is strongest in the beginning and survivors need to hold out for the first few minutes and not care about gens but only care about limiting his power. Ofc it should not end up being like a bully fest where he is left as a m1 killer because the survivors fully control him via the seals.
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@WinterDraft7 said:
What do you think some of his major issues are?
Map of the realm basically being required for guards to be usefull in any way. The counterplay for survivors mostly revolving around running to the next loop, or bugging the guard into a window vault, there is not really any 1v1 interaction that is fun or engaging for the survivor, it mostly just feels like you sandwiched between guard and knight and can only decide where you get hit and where to go from there.
For the killer it oftentimes feels like the power is useless and does not do much more than pushing the survivor to the next loop, the controls being sluggish and some aspects being unnecessarily complicated. For example why do I need to m1 my guard to remove instead of just doing it from a distance with the press of a button? Why can't I decide which guard is most appropriate for the current situation instead of being forced to use whatever guard is up next, this removes a lot of strategy, sure the guards are not that majorly different from each other but by going along that way you could actually bring some more depth into the power.
It just feels like the intended playstyle of the guards just does not work, trying to cut off survivors over quite some distance is really hard, especially on an open map, and you waste so much time to do so. The killer being bugged in some way is also really frustrating, getting stunned while drawing in the path stuns the killer, if a survivor so much as touches a window vault or even pallet vault I think the guard in chase first goes to that location before resuming to follow the survivor and some more stuff.
I also feel like it is quite the limiation that there is not a specific hotkey for the break action on gens or pallets closeby and instead you need to draw a path first, or that you cannot start the path further away from you.
There are just so many issues with the killer, it gets hard to tell which are the major ones and which are really minor, it is just the amount of problems that make him so unpleasant to play as or against.
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@I_CAME said:
You wait until they come to their senses and finally rework her. If she's good enough then you just die and the game ends. Even comp level survivors are expected to lose against a good nurse.
Maybe, but they usually get to 1 Gen... And with the anti 3 Gen in place I would not be too sure about it...
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@Junylar said:
You don't.
Maybe not a god a nurse, but the average one you encounter in public matchmaking can be outplayed...
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@jamally093 said:
I seriously am drawing blanks. She's hitting me milliseconds after her blink meaning I can't move out of the way like I was able to when I first started playing and using objects in the map don't work since well most times she teleports through them while if I play Nurse nope somehow a rock stops me dead in my tracks. Yes I get if she does the whole holding breath thing it means a long blink will come but that rarely happens. The main problem is her hitting me after a blink I don't have any time to react to it since if I vault it's a free hit, hiding in a locker and then jumping back out is also a free hit. I rarely survive Nurse because her power seems to mess with hit validation any time I face her.
Hens has a quick guide how to play her on YouTube, I recommend you watch it, but the tldr would be along the lines of break line of sight and make distance, also don't fall in a pattern of what you do after breaking line of sight.
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The only real purpose a mori serves these days is either to avoid eating DS after tunneling or because it looks nice. And honestly for the second reason I might as well watch that on youtube… Does really have that much of a charm after you've seen the mori a few times.
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@Gandor said:
I think @_Onyx_ is right. But devs don't agree. If they did, I am pretty sure survivors would get means to communicate LONG TIME AGO. Because that would ACTUALLY be something that purely helps bridge solo vs swf, because it would actually make communication between survivors easier.
But that can't be, because "it would be used to BM more". (there's also the issue of consoles being in disadvantage, but convoluted way to ping meaningful things and getting clear information is still better then just 2 pings we currently have)
Depends on what form of communication, some time ago one of the mods stated, that for example a voice chat is not a feature the community has voiced to want… Wanting the gap between solo and swf closed seems to not fall under that category for some reason.
Honestly bm will happen regardless, and if people have to morse you to tell you to get lost or something, it is just not avoidable.