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Caz2018

Caz2018

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Caz2018
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  • While it is annoying when someone will kill themselves on the hook right the first time they are caught, especially when it's within the first minute or two of the match beginning, I don't believe a punishment should be given. They may have tried to unhook themselves, failed and then missed a key press in struggle - it happens; lag, a distraction, miss the button (yes, I've done that). They may have been called away so got out of the match quickly.

    I'm not saying people don't deliberately kill themselves to avoid the disconnection penalty; I've seen plenty of that too but you can't force people to stay in a match. I'd rather they get out then go hide and be unproductive because they don't like the map or the killer.

  • Alternatively, NOED is for bad survivors who are too lazy to do bones.

  • It's a bug - I believe it only appears under certain conditions. When I've seen them on a gen, there has often been someone there when I went to look, or at least the gen was being worked on the the survivor legged it when I got close.

    The other day, my brother swore he saw the same thing happen with the killer, just for a couple of seconds.

  • One of the most broken perks in the game even if you can predict where it is going to be likely wont be where you found it last costing you a precious 15-20 minutues (4-5 generator could be fixed in that time) just to find it and by then you've all been hooked by killer likely twice by now or all least once for sure on small maps for sure.


    The point of Hex: Ruin is to slow down the game. It's a good thing, it means everyone has more chance to score points and pip and stops survivors rushing the match. It works just fine as it is.

    If you are having trouble finding it, try running with small game or detective's hunch; it makes them easier to find.

  • Used right, Hag is a great killer. Her speed isn't an issue if you place your traps right and if players trigger them by accident, even if you don't teleport, the image that appears can scare off survivors, helping you to defend gens.

  • Ruin is not a problem. You either:

    a) Gen tap

    b) Find the totem (use small game or detective's hunch to help locate it)

    c) Just power on through

    I use ruin when playing killer to slow the game down but as often as not, it is found very quickly so it doesn't always offer an advantage. When playing as survivor, I am happy to go totem hunting and well as working on gens.

  • Try surveillance instead, very useful!

  • I like having the variety. If it were just a small group of killers, once survivors figured out how to counter them, it would make for a very boring game. Having said that, I haven't bought them all (or all the survivors) as I want to level up the ones I have already. I tend to play as one particular survivor (unless I've a ritual or some good items when leveling them up) but will use various killers as I don't have a firm favourite.

  • I used to let the last one out if it had been a good match but with the amount of toxic behaviour these days, I only give them the hatch if I feel they were screwed over by their team.

  • I would say lag spike.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/558709#Comment_558709

    @Caz2018

    Most survivors will go for the exit gates, yes you're right, but smart survivors will just 99% them to avoid the pressure the EGC creates. After survivors 99% the Exit Gates, they will likely go back to their teammates for support without no pressure from the timer. The reasoning on why I want the EGC timer to start early is because it causes pressure just being there, and survivors are prone to more mistakes if they are timed - that's why it's so important.

    I've opened the Exit Gates before, but that's because it would give me more pressure if I opened them myself. For example: 3 Survivors had an active RBT on their head, and I opened the Exit Gates to make them worry about 2 timers plus I had Blood Warden. However, most killers can't without losing their pressure, and if they could do it without losing pressure, I wouldn't be making this thread tbh.

    My experience has been that they don't 99% the doors. Typically, when I play as killer, the survivors either make a rush for the doors, or ignore the doors and go hunting for extra points, which is when I open the door myself to deny them.

    I think there is enough pressure on survivors once the ECG comes into play; if anyone is hooked, the remaining survivors have to decide whether to risk the save or get out. They have to get the door open and killers can still put pressure on them. If NOED is active, they have the additional pressure of getting out, rescuing or finding the totem. so they don't get downed on the rescue.

  • It's not just the red ranks that has to wait. This DC'ing before the match actually starts is getting really old! I would also prefer to be put back to a lobby - if I want to make changes to my set up I can do it there.

  • @Jayboy46 said:

    Will they still work after the event?🤔

    Yes, you just won't be able collect more from the bloodweb.

  • You make some interesting points but I wonder if your solutions would be difficult to implement. However, something does need to be done about the amount of camping and tunnelling before more players up and leave for good.

    For me, I would like to see a much bigger penalty to killers who camp - perhaps hitting their blood points, since they don't seem bothered about emblem points, or perhaps the progress bar on the survivor doesn't go down when the killer is within a certain range - I'm meaning close/face camping, rather than proximity patrolling. I like your solution to tunnelling too - though would perhaps reduce the immunity time to 20 seconds but no penalty if they do anything other than heal (not everyone goes equipped with self care or med kits). For anyone who 4% off the hook, perhaps they should also get a short period of immunity so a camping killer cannot instantly down them again.

    For looping, it might be fixed by setting a limit on how many pallets were available on a map, rather than removing looping altogether. Also, killers (myself included) need to learn when they are being led into long chases they can't win and break off, rather than being run all over the map.

    These are just my musings - I don't expect others to agree with me. I play both sides and as a killer, I won't camp and will try not to tunnel, though sometimes it's unavoidable. As a survivor, I know the frustration of waiting to get into a match, only to be caught and killed within the first few minutes. After this happened several games in a row to me and my friends, I gave up playing for a month. I only came back a few weeks ago and I'm already considering getting rid for good because the player base has gotten so toxic.

  • It gets easier as you boost the player's perks but yes, you're going to get toxic players and I've seen more in this game than I like. Get in some practice, build those perks up and maybe watch some Youtube tutorials and you'll soon pick up soom strategies. It's also worth playing survivor too - I found I did better playing both sides as you learn a lot from it.

    Bear in mind you are going to get some SWF groups with high levels possibly included, who will make life difficult for you. I've just had such a team dc while the match was loading - I'm a rank 15 killer, I got 2 rank 20s, 1 rank 16 and a rank 5. It will happen, just roll with it and move on to the next. There are good games out there.

  • Looping, if done correctly, can keep a killer busy but you need to break the visual contact to prevent bloodlust giving a boost (something I'm rubbish at). As a killer, I've been in loops where the survivor has managed to loop me endlessly, until I got wise to the tactic and now give chase for a short time before walking away if I'm not going to catch them.

  • I'm on PS4 and have learned to watch the pings - if it fluctuates wildly I'm dropping out of the lobby. I've had a few games with high killer pings which were practically unplayable.

    If the ping was stable and this happens, it could be either another survivor who's ping is messing it up, or it could be someone is using a lag switch; seems to be a fair bit of that going on too.

  • I see a fair bit of this when playing killer. My rank is only 15 but I have been paired with all ranks, right up to a red. I always know when someone in the SWF is higher rank as they put themselves in the way to protect their lower level friends, they try to get me in endless chases and spend as much time as possible trying to taunt me.

    When this happens, I ignore the high level - I wont go and chase them, I'll take a swipe at them if they get in the way but I try to prevent them bullying me or running me around the map. Of course, if I manage to hook them, then it's quite satisfying. I had a purple rank in my lobby a few days ago and was rather pleased that I'd managed to sacrifice them.

    While I'd prefer not to face 1 similar rank and 3 high ranks (yes, that's happened), at the end of the day, I can't really complain as when I started playing, I had some higher ranked friends (including a red rank) play with me to teach me, which meant some low rank killers sometimes got us in their lobby.

  • I've only ever DC'd deliberately once and that was because I had to make an emergency run to the hospital for a family member. If I DC at any other time, it's because the game crashed/internet went down/got booted because of this 'lost connection to the network' error that keeps cropping up.

    If I'm in a game that's going bad (lag making it impossible, realising I'm being farmed by a survivor/killer pair or being screwed over by team mates), I will sacrifice myself on the hook, but I won't DC. As a killer, if the game is that toxic, I give it my best shot, then open the exit gates as soon as I can to force them out so I can get to the next (hopefully better) game.

  • I see where you're coming from but don't see the need for the change. If survivors power the last gen, most of the time they make for the exits, but if they don't (because they then decide to go totem hunting/chest looting, the killer can open the door to force them out. I've done this myself when playing killer.

    Killer's opening doors doesn't mean they are conceding defeat (at least not all the time). I will open doors to force survivors to go if they aren't leaving of their own accord or because it can be a way to flush out those survivors who have hidden away while others have done the work.

    Admittedly, there have been odd occasions where the game has gone so badly, with toxic players who think it's great to try and wind me up. In this case, I open the door and walk away, or sometimes chase them out. Had a match like this a week or two back and one player was so determined to stay and find the hatch despite being injured and the timer running that they got caught by the entity. If they'd have just left when they had the chance, they'd have got out safely.

    I was so pleased when EGC came out - no more spending 20 minutes or more looking for the last player because they want to hold the game hostage. I like how it works and even though I've got caught by it myself a few times, I'm happy with the current set up and hope they leave it as it is.

  • They are perfectly legitimate perks to use, easily countered by Small Game and/or Detective's Hunch.

  • Good, glad you got the full points rather than the quitter bonus. Could be you were far enough along that the DC didn't count/came too late.

  • 1) People who DC just because they don't like how the game is going.

    2) Face campers.

    3) Other survivors who, when seeing you being stealthy, run right past you so the killer has a trail to follow.

    4) Survivors who work with the killers or screw over the other survivors then expect you to save them.

    5) The match making system - fed up of getting a lobby of 3 and no more.

    6) The players who intentionally de-rank so they can bully low rank players.

    Hmm, remind me why I play this game again?


  • As the title implies I am curious. what is stopping players from Disconnecting, better known as DCing?

    If a player DC's, regardless of which side they are playing. they lose all the points they have earned in that match, will lose 2 pips so possibly get de-ranked, lose the offering they were using as well as any items/add-ons. They also risk a ban, though not sure just how big a threat that is.

    Sadly, some people will DC just because the game isn't going well, or because they were found and caught, or don't like the killer/map. A while ago, when playing killer (and you could still do this), I had someone DC right at the end of the match after I found them tea-bagging on the hatch, waiting for me to see them leave. As luck would have it, I caught them mid jump and carried them to a hook. They DC'd because they didn't get the hatch; considering the game had gone on a good while, they must have earned a ton of blood points and lost the lot.

  • Ruin is no problem if you run small game/detective's hunch, or if you can't hit the skill checks, you can gen tap. Yes, you can do gens without clearing ruin, but why not claim the points from clearing the totems?

  • @TeaLeaf said:

    "who gets 3 or 4 out of 4 kills per game and DOESN'T GET HATE MESSAGES AFTERWARDS regarding his gameplay style " those two things don't go together... something in this doesn't belong.

    Nope - I rarely get anyone complaining about my gameplay style. Even had a few 'GG'. But then I don't camp and try to avoid tunnelling if possible - though if the unhooked survivor is daft enough to hang around they go back on the hook. I've only ever had two salty comments when playing as killer: one calling me a Noob (which was accurate) and one complaining because I initiated EGC and managed to hook him with half the time bar gone. He still got rescued, and escaped - and as they'd been a royal pain in the butt the whole game, I really didn't care.

  • I play as hag frequently and would not want this.

    Part of the fun is to decide which bolt holds, windows, pallet slams, gens, etc would be most beneficial to trap and you wouldn't know until the game started what the survivors will do. Early on, I go for the most likely spots, or mark gens that haven't been started, but love being able to mark areas as I needed to, in response to what the survivors are doing. I tend to run Ruin so that is usually enough to slow up the survivors while I get busy setting traps. You could spend 2 minutes laying traps before the survivors arrive, only to find their placement is useless because the survivors don't play the way you think they will.

    Speaking of totems, while I agree that current placement is often detrimental to the killer, I don't believe the killer should have the option to set their own hex totems - it's far too open to abuse. I would prefer to see them properly hidden when the map loads, but not so bad that no one has a chance to find them.

    Also, when playing survivor, the wait time can be ages as it is. Survivors aren't going to want to hang around while the killer gets a head start.

  • I've found it pretty quick so far today (just a few minutes each time) and I'm playing with another friend. Some good killers too - having a lot of fun. I'm on PS4 in the UK.

  • Haven't got the clown yet but since I tried playing as PIg, she's become my new favourite.

  • Or there's that many who just bought Ghostface that they want to play killer to try him out.

    I do take your point about the camping and tunneling - I've had so many rounds like that of late. The lobby dodging has increased too - took several attempts to get into a match the other day because of it.

    When playing as a killer, I try to play fair and give everyone a chance to earn points (unless they're being toxic or aggressive then anything goes). I think it's a shame that people are being turned off the game because of the current toxicity on both sides.

  • Been an epidemic of it just of late. While I know some possibly would have to do a mori ritual, they aren't all doing that. They're using them after the first hook too - I was told that they get less points for using a mori before the second hook and less points then if they sacrificed on the hook. Is that right?

  • My first killer round today was pretty quick (around 1.30pm UK time). I played some survivor rounds (again, no problems, was faster than normal) then tried to go back to killer - couldn't get a match at all. Gave up after 20 minutes. I got the lobby okay and players came in, but never got above 3 - apart from one player who stuck it out till I gave up and turned off the game, the others waited and left since we couldn't fill the lobby. This would have been around 4.30pm Uk time. I'm used to survivor rounds being difficult to get around that time but killer is usually pretty quick.

  • I've seen a lot of DC's from survivors; they don't like the map, you find and down them too quickly (or sometimes just because you found them). I've even had them DC on the hook when close to dying, just to deny me the sacrifice. Might even be the killer - played a round with the Doctor and the first person quit as soon as they saw me (never touched them). Then a second DC'd straight after (guessing it was SWF).

    As I understand it, they lose all the points they have earned, plus 2 pips.

    However, lately I've been hearing about players (both killer and survivor mains) that have been doing this to deliberately de-rank themselves so they can bully the lower ranks - in fact have seen this for myself when playing on either side. I wish they would reinstate the inability to drop below a certain rank deliberately and those that regularly DC should have a greater penalty - inability to get into a match for a set period, perhaps.

  • @Spicybarbecue said:

    problem is..

    they changed the ranking system so that you don't pip unless you play by these made up survivor rules.

    kills mean nothing now, killers are NOT killers anymore, they are fun keepers for survivors, who BTW will go out of their wy too ensure that the killer will have zero fun..ironic eh

    Certainly seems that way. Had a match yesterday where I felt like giving up entirely after the toxicity of the survivors. Started EGC after they refused to open the doors (they were hunting for totems and chests). They ran about and tea bagged, but then I laughed myself silly when I found the last (injured survivor) who could have got out with the others but was evidently hunting for the hatch, gave up and raced to the still closed exit but ran out of time and got swallowed by the entity. Serve them right!

  • When I play killer, my rules are:

    1) I don't camp (I'd rather survivors got rescued so I can hook them again and get more emblem points).

    2) I try to avoid tunnelling, but if survivors take someone off the hook when I'm right there, I'll hit whoever I can reach. If I come across the person who was rescued and have no other target, then I will try to catch and hook them again.

    3) If a player DC's, the game carries on as normal. When 2 or more DC, I will happily farm with whoever is left, so we at least get some points out of it. Wherever possible, I'd be happy to hook everyone twice before trying to sacrifice players - unfortunately, it just doesn't always work out that way.

    4) I will try to play fair and if I don't managed to sacrifice everyone (or even anyone) so long as I had a fun game and got the chance to earn some points and perhaps pip up, I'm fine.

    5) When survivors decide to be toxic, then the rules get thrown out of the window and anything goes. I have dragged players out of the exit area and hooked them because they stayed too long to teabag and give me the run around. I will also initiate end game collapse if after doing the gens the players don't look to leave - should have gone for the totems and chests beforehand.

    6) After the game, any salty messages are ignored. Any rude/sweary/insulting messages are reported and the player is blocked.

    Ultimately, it's just a game and despite playing the killer, I do want to play fair so everyone has fun and gets their points (especially while the extra blood point events are on). I've been told before that I'm far too nice to play as killer; maybe they are right.

  • @Qwavex20 said:

    I have the game on cd and i won’t loss my progress? I’m kinda scared @Pike_Trickfoot

    You won't lose your progress. I deleted this game a bit back as I'd had enough, then came back about a month later. My progress was still there.

  • NOED can be good, so long as you don't rely on it as if you get survivors who actually bother to cleanse the dull totems (like my friends and I do), chances are there won't be a totem left to activate it.

    However, it's a very useful perk when you've had a team who just rushed through doing the gens, then decide to go hunting for totems, chests and the like before opening the door. Combined with EGC it can be a game changer, as well as payback if the survivors have been a pain.

    One thing I have found is that if I want to run NOED, then I tend not to run any other hexes - no ruin means survivors often get sloppy and ignore the totems, so they get caught out towards the end.

    I don't run it as often as I used to but still think it's a good perk. Ultimately, as killer, it's up to you how you want to play and if you want to use NOED, don't let others put you off.

  • It's an interesting idea but not sure how practical it is as people are going to rate perks dependant on their experiences (someone could rate a perk as bad just because it didn't work for them, or they didn't know how to use it effectively).

    It could be good though, to see which perks are the most popular to use and what spread of perks they use. I tend to use the same ones for the most part but that means I tend to play the same way all the time - another's insight might help people branch out with different playstyles.

  • Agreed - I'm not brilliant at this game (and haven't been playing all that long) but after a reset put me down to rank 17, I clawed my way up to rank 13. Within 2 days, I was back down to 15, mostly because of disconnects by the killer. There seemed to be a spate of it - one killer I played 2 matches in a row against DCd just because I removed their Ruin right at the start (not my fault I started right by it or found it within the first few seconds). Others quit because they were losing badly.

    Aside from not getting any points (despite it telling me I earned plenty of blood points, I lose a pip more often then not. It's frustrating - I can accept de-pipping if I play badly, but why are we penalised because the killer quit on us? If survivors DC mid-game, everyone else still has potential to get points and pips. It needs to be fair on both sides.

  • As a killer, I do use ruin on some characters; nothing wrong with it, it's an available perk and easily countered by finding and cleansing totems. Ruin can slow the game and so all players will do more actions and more points get scored by all.

    As a survivor, I cleanse all totems I find (I notice a lot of survivors ignore dull ones). Apart from the points, it prevents NOED from activating - these days I assume all killers run it (used to run it regularly myself when I first started playing). I run with small game and/or Detective's Hunch. Makes finding totems pretty easy.

  • It does seem to depend on the time of day (at least for me), but yes, it's been worse of late because so many people are wanting to play as ghostface. It will even out.

  • I don't mind them waiting in the exit till the time runs down - sometimes survivors wait so the killer can get a few extra brutality points by hitting them on the way our (I've done this myself when the killer's not managed to get any/many kills, especially while the event has been running. Some will wait to see if they need/are able to go back for a rescue; again, I've done this myself.

    Yes, some will wait just so they can show the killer they get away I've had survivors make noise by the exit to bring me over there just for their tea bagging session. I walk away/don't go over.

    It's not that long to wait for them to leave and there is always the chance that they'll get too cocky and get swallowed by the entity - it happens and I laugh every time it does.

  • DC? No, I won't do that but on occasions when rescue is difficult/impossible and I have a friend in match to can get out of the hatch, I will sacrifice myself on the hook. I've done it for friends and they've done it for me.

  • I'm on PS4 and when playing as killer I frequently get SWF. I don't mind and don't lobby dodge them, unless they are obviously looking to be toxic (say, 4 torches and bright clothing). i play survivor in SWF sometimes too so can hardly complain if I have to face a team. My only issue with it is that, as a low rank killer, I can end up with groups containing a purple or even red rank on occasion. Sometimes they are pretty cool, sometimes they are a pain. It's just how it goes.

    Frankly, considering how long it can take to get a match going, I'll play pretty much anyone. SWF are welcome.

    I know there are those who think that having a SWF connected by chat is an unfair advantage but having played several SWF matches yesterday, having chat didn't stop us getting slaughtered by some really good killers - not camping, not tunnelling, not toxic, just very good at hunting, chasing and protecting generators.

  • I play both sides and I like the EGC. I don't rely on it as a killer, just appreciate it stops the hostage taking by survivors as if they don't open the gate soon after the last gen, I'll do it for them. Activating it doesn't guarantee kills. In fact I've only had one survivor killed by it and that was when I was chasing him.

    As a survivor, I've been caught by it a couple of times now - because I didn't head for the exit sooner then couldn't find it. The only time I was left on the floor was because Myers downed me and then downed another, who he hooked first. I crawled off but as everyone else had left, and the other survivor couldn't get off the hook, I had to wait until I bled out. Myers never found me.

    Unfortunately, you're going to get some toxic killers but considering how toxic some survivors have been, I think killers might just be enjoying getting their revenge.

  • I've had a similar issue - I suddenly get DC'd and according to my screen, it was the killer that DC's and shows everyone as surviving. However, my SWF teammates and still in the game and able to complete it. Their screen shows it was me that DC'd. It's happened several times.

  • If it's the killer's connection that is bad, you could leave that lobby and try for a different match. If it's your own connection that's the problem, check with your internet provider as there may be something they can do to boost it, or advise you have to improve it (such as removing/moving items which could interfere with the signal.

  • @Orion said:

    This is a killer story, but I suppose it's acceptable. I was playing the Cannibal, going up against a 3-man SWF plus one random, on The Game. I found one generator that had been worked on, then found a Claudette. Downed with the chainsaw.

    I decided to open a locker at random, figuring they might have spawned together (it's happened a lot to me lately, for some reason, so I figured it must happen to them as well). There was a David in it.

    I hooked the David in the nearby basement, came back for the Claudette, and there's a Meg hopping out of a locker. I ignore her completely and proceed to hook Claudette in the basement, which seems much darker than usual for some reason.

    I charge my chainsaw, even though I think it's a stupid move because there's no way the Meg is going to attempt a basement unhook against the Cannibal. She did, and was downed along with the unhooked. I hook her and leave the other one on the floor, since I think she might have DS.

    As I'm leaving to check on the generator that had been completed, the survivor who completed said gen rushes into the basement, gets introduced to Mr. Chainsaw and then hook. One survivor DC's.

    In the post-game chat, the DCer proceeds to inform me that I'm "cancer" and "#########", even though I did basically nothing during the entire trial.

    I wonder if you got the same player as me. I played a round using Dwight (first time I've tried him out) and it was down to me and a random player. The random was hooked on the other side of the map and I was hiding from Myers as he knew the vicinity of where I was and was preventing me from running. Hooked survivor dies and Myers closed the hatch. Me being thick went the wrong way to find a door and got caught in EGC, I laughed, thought no more of it. The random however messaged me (in Spanish), just one message after another (8 I think). I don't know Spanish so had to translate it all; needless to say, it was full of insults, such as "I'm a cancer on society' and 'I'm so slow my hands should be cut off'. There was something about my parents but I couldn't translate it all. I think they were even more salty because I wasn't responding to them initially. I eventually told them 'thanks for the spanish lesson. Grow up' (which I painstakingly translated via google) then reported and blocked them.

    I mean, it's just a game! Why the need to get so salty?

  • If you hit the button where the image shows the skill check, then that would have been successful - not the best, but still successful.

    It's really just a matter of practice for the most part, but if you're experiencing lag when playing, it can muck up the skill checks as you think you'e done it but what you see and what the games sees is different. When you play a a match, check the killer's ping - if it's red, chances are you're going to have problems. Perhaps check your own internet connection to make sure you have a decent speed.

    There are perks that can affect skill checks but that doesn't sound like that's the issue, if it's happening all the time. My guess is you have a lag issue.

  • I've got a bad habit of continuing the chases far too long. There's good advice here and I think, unless I feel I have a good chance to catch them, I'm going to start breaking off the chase after perhaps 20-30 seconds instead of keeping it going longer. I've got into chases and they've gone on that long several gens have been done without me realising it.

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