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Cheeki_Beaky_Bird

Cheeki_Beaky_Bird

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Cheeki_Beaky_Bird
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  • @Mr_K said:

    I disagree.

    It should never be a free kill once closing the hatch.

    I mean, as the game is now you can still get out through gates once hatch is closed, and killer has no way to counterplay against a survivor with a key going for hatch, as the interaction is shorter than the attack cooldown.

    It's a far cry from a "free kill" without a key present, and it's close to a free escape when one is.

  • I'm sad that unnerving presence doesn't affect DS :c Honestly it'd become an instant pick on almost all of my builds, right up there with BBQ.

  • 1/3rd of keys can't open the hatch ;)

    On a more serious note, though, YES, the key is meant to open the hatch. The issue I'm taking is that it should only happen once per game. If the killer has CLOSED THE HATCH, meaning it was ALREADY OPEN AT SOME POINT, than yes, they key should no longer do that. The key allows survivors to bypass exit gates, and even sometimes 1 or 2 generators, there's no reason it should also bypass the killer finding the hatch after it's been opened and closing it.

  • Killer here. Rank 10, go against 2 or more red ranks in about 75% of my games.

    I get by, barely. I still occasionally find myself DCing in a moment of extreme frustration (particularly three generators popping at the exact same time while I'm in the attack cooldown from finally getting my first down - so much for 'just pressure gens'...) but for the most part, I stick around by making sure to afflict survivors with as much frustration as they provide me.

    Going to play like absolute dicks? Okay. I'll bleed you out instead of hooking you unless I get all 4 of you down at once.

  • Never faced the same group.

    If this DID work, someone could, I don't know, hold a SWF hostage and prevent them from playing at all. That wouldn't be good, would it?

  • Honestly I usually find I can get more value out of just eating the DS, but hey, you do you man. No shame.

  • I almost exclusively play killer. Easily 90+% of my games are killer. Despite this, my survivor rank is somehow higher than my Killer Rank. I've never pulled off a single DS (brought it a couple times, never even got the skillcheck so decided not to bother again). The response to almost every sticky situation is "Hold M1 on something". You don't have to be good to win as a survivor.

    The issues, realistically, are that:

    1) Ranking is broken. Survivors are able to rank up without escaping, while killers can often safety or even depip (especially Plague, who can almost never get gold in chaser or malicious) on a 4k.

    2) There are more good survivors than good killers. A quick look at the survivors a green rank plays against in 20 games will show you that about a third of them or more are red ranks - players they should only rarely play against, and even than only one at a time. There are no high ranked killers for these high ranked survivors to play against so they're being placed against mediocre/casual players.

    3) Survivors are much more able to bring powerful tools every game. The upcoming change to addons will somewhat change this, but survivors get to keep items on an escape, where killers guarantee they're losing everything they bring. Survivors also have a good chance of gaining an item if they didn't bring one, or upgrading one if they brought a poor one. Keys that can unlock hatch (which, if used when 1 player died and 1 gen is left, does more than 4 BNPs at the same time, instantly, 8 BNPs if 2 gens are left and 2 players died), come in pink AND purple rarities, and can be pulled DURING A GAME from chests. They're also much harder to see coming than Moris (the obvious "secret" offering, where the only secret other than a Mori is ACTIVELY DETRIMENTAL to the killer.)


    Realistic solutions to these problems are:

    1) Reworking the chaser and malicious emblems to not punish killers for using their powers, or going against survivors who didn't heal enough

    2) Giving some overall buffs to killers, or nerfs to generator speeds, so as to bring the average skill levels for survivors and killers closer together

    3) Follow through with the planned changes to addons, reduce the spawned chests to 2, and remove dull keys from future bloodwebs.

  • Hey.

    Hey.

    Hey.


    ...


    No shame. We all do it at least once. Welcome <3

  • They're (I imagine, I can't read their head) blaming the devs for creating the player toxicity through complete negligence towards matchmaking.

  • DC penalty is exclusively targeted towards killers.

    If a Survivor's having a bad time, they can kill themselves in under 10 seconds (or the killer is holding the game hostage, which is reportable/bannable) while the only thing a killer can do to get out of a game quicker without DCing is AFKing... which is, guess what, "Unsportsmanlike", and reportable!

  • Oh, ALSO it wakes you up.

    Because, you know, perks that directly interact with a killer's power in addition to their main function! Woo!

  • Nope. Still going against at least 2 red ranks a game despite being in green.

  • You can remove NOED if we can remove HATCH, mhkay?

    Seriously, though. NOED rewards killer for... playing without a perk slot and pressuring you enough to not do Dull Totems.

    Hatch rewards survivors for dyeing.

  • I mean, I'm stuck in Green ranks for killer but go against 2 or 3 reds in of my games anyways :D FUN MATCHMAKING THANKS BHVR.

  • Just reduce the overall time to open the gate by the length of the animation to pull the switch down, and make that animation not add charges (It doesn't make sense to be making progress without having the switch in place anyways). Done and over with.

  • Even if we are trying to balance for 2/2, being able to re-open hatch doesn't make much sense. Hatch being keyed and closed means that AT LEAST one survivor has already escaped, AND that gates are powered, giving everyone else a decent chance at survival. Having hatch be able to be opened repeatedly is just a huge middle finger to the killer - they can't really do anything to actually prevent survivors from escaping.

    As far as getting 2/2 as an average, the killer doesn't get any sort of last-chance mechanic to get a kill on a survivor after three have left via gates.

  • I'm told that renaming C:\Program Files(x86)\Steam\steamapps\common\Dead by Daylight\DeadByDaylight\Content\Movies\LoadingScreen.mp4 will will remove the cutscene. NOTE that the address may vary depending on where the game is installed. Just changing the name of loadingscreen.mp4 prevents the game from playing it, though.

  • Honestly, I feel a DC is justified the moment they where unhooked and couldn't continue to play.

    There's no reason to force players to stick around in that case. In fact, why are DCs such a big deal in general? I don't imagine anyone would have more fun if you where to AFK instead of DC in any situation.

  • Playing on PC here.

    Currently Rank 11, was trying to have some fun on Demogorgon.

    Got pinned with a Rank 1 survivor who could loop me in their sleep, decided I didn't want to play anymore when adrenaline popped after several consecutive minutes of chasing them with no progress. Now I get a 15 minute ban :)

  • I don't understand why disconnecting is being seen as problematic.

    If a survivor is having a bad game, they can just hook suicide. Is that somehow better for game health? And if they can't, the game is likely being held hostage in some manor (or they could just do generators and win). If 3 survivors are on the ground slugged while a 4th is running the killer around, why should 3/5 players be forced to sit around and watch for however long it takes for the 4th survivor to be downed, and for the killer to then find and hook them as well?

    If a killer is having a bad game, they have no such option to just die (death is not an escape... for killers. It definitely is for survivors), but could get into a new game faster by tabbing away from the game, and watching a 10 minute YouTube video instead of DCing. Is it somehow healthier for the game for survivors to have to Hold M1 for a few minutes than be able to just move on?

    Disconnecting from a game is (for the most part, anyways) conceding that you've lost. Admittedly, there are a couple minor issues (DCing to give a player a chance at hatch, or DCing to deny points right before a hook/Mori) but these could easily be resolved by leaving an unmoving character husk in place of the player that DCd. Peanits once mentioned (in reference to back when a game would continue with 3 survivors and 4 gens to be done if someone disconnected while loading) that they'd rather just get into a new game rather than play one that's not going to be any fun. Why should a game that is already won for one side be any different? If the disconnect button where labelled "surrender" or "give up" I imagine we'd have much less issues.

  • This is most likely the case, many sites get 3rd party DoS protection that takes this form. Essentially, instead of directly getting to speak to the forum, your browser first has a short back-and-forth with a third party before it directs your traffic to the forum, so that an IP sending a bunch of junk traffic won't actually get through to affect the forum's ability to handle traffic.

  • Freddy is the ONLY killer in the game with a power that doesn't involve some sort of penalty to their movement.

    There's no "should I place a snare here" thought process, or "ha I got rid of a bunch of snares! Now Freddy's going to miss out on value!" play to make. Freddy passively gets tremendous amounts of value all the time.

    He gets 1/2 terror radius against awake survivors (this is HUGE, 16m closer before a survivor knows to book it is a lot of chase time even if you're going in a straight line). He forces survivors to either fail skill checks (terrible idea) or spend increasingly long times pseudo-healing each other (and only if one of you is awake...) or run across the map to pick up alarm clocks, or else suffer the penalties of falling asleep. What's worth noting, though, is that if survivors choose to play around these and stay awake all the time, Freddy *WINS BIG*, as these are such significant advantages as to completely eclipse other killers like Wraith.

    If you do fall asleep, you're highlighted (not a huge deal, but can suck with trying to use bushes and whatnot), and just lose every chase.

    Drop a pallet? Snare. Snare. Snare. Even as he's running after you he can set down snares (with NO movement penalty/cooldown!) that completely deny areas, or force you to eat a slow that lets him very quickly catch up (because, ya know, he gains on you twice as fast for a few seconds) to hit you. vault a window? Snare. Snare. Snare. You're immediately forced to leave it. LOOP ANYTHING? Snare. Snare. Snare. He now forces you to drop the pallet you're looping or take a hit because he immediately forces you to start eating Hindered status effects if you want to keep being near it. Even without the afterthought generator teleport BHVR added for no clearly apparent reason (IMO better to frequently fake the teleport to scare people off the gen for a couple seconds and only occasionally stick it after survivors are conditioned) Freddy is very strong.

  • A generator takes 80 charges to repair. Each charge repaired has an 8% chance to proc a skillcheck (with some shenanigans mixed in, but you can expect around 7 skillchecks a generator overall)

    Each skillcheck with a great result provides a 2% (1.6 charge) progression bonus. Assuming 7 skillchecks, this is 11.2 charges, leaving 68.8 to be repaired.

    A survivor normally repairs at 1 charge per second. An engineer's toolbox (25%) with socket swivels (15%) and a clean rag (10%) increases repair speed by 50% (0.5/s) and Resilience increases repair speed by 9% (0.09/s) for 1.59 charges/second.

    68.8/1.59=43.27

    **LESS THAN 44 SECONDS** to repair a generator. Two survivors (one with Prove Thyself) can do a generator in 22 seconds, and if both bring Streetwise as well, than they retain enough charges to do the same to a second generator, meaning that 2 survivors (not including the time to run from one generator to the next) could do 2 gens in 44 seconds, and still have some charges left to get a head start on a third.

    This, admittedly, isn't normally the case (well...)

    Killers can interrupt gens, regression happens, etc. Resilience is a great chase perk, but there are more important things (dead hard, BT, DS, etc) and Streetwise/Prove Thyself are entire perk slots just for a bit of gen time, so let's talk about the commodious toolbox instead.

    The commodious toolbox was forged in Mount Doom. It is indestructible. It has 180 charges - enough for 2 and 1/4 generators, and provides the basic 15% speed bonus. Paired with socket swivels and a clean rag, this jumps to a 40% speed bonus, while still good for more than 2 gens of work. How much time is this, you ask? Well, assuming good skillchecks (not everyone's Ussylis) and only 2 gens done (Jeez, let the rest of us get some lightkeeper emblems!) we're looking at 32 seconds shaved off of each of those to gens, or 64 seconds total, over a MINUTE of time. (With 20 charges left over for the heck of it. I don't know what you want to do with them, fail a couple of skill checks?)


    The problem is that gen times without crap tacked onto them are mostly ok (sort of, anyways) but each game is different. Sometimes Ruin, or Devour Hope spawns in a really good spot, and survivors get a lot more regression/are forced to go look for it or else face free Moris, and other games survivors bring multiple kitted toolboxes and the game ends ridiculously fast.

  • Earlier today, I tried to play a game as killer. I was trying to play Wraith (not the strongest of killers, but I have all perks on him and find him the most fun) and found myself against a team of 2 red ranks, a purple, and a green. They where running a bunch of healing perks (autodidact, solidarity, botany knowledge) between them, and took hits like no tomorrow.

    Survivors aren't at all scared of killers, and there's no reason to be. They can't act unpredictably, their ability to put out damage is extremely limited, and a team as a whole can heal up what hits you do get in ridiculously fast.

    I feel like healing timers need to get slightly longer with each hit, or something, ANYTHING really, to discourage survivors from using health states as an expendable resource to stall with.

  • Man, this is really upsetting that the matchmaking is so janky.

    I certainly wouldn't mind waiting a bit longer for a game where I actually get to play, and I imagine that red survivors would have exponentially more fun if they could at least play against a purple that would get two or three downs throughout the course of the game.


    What bothers me more is that the DC penalty system compounds this issue. When I'm playing against survivors that take minutes to get a down on, I'm hardly "playing" the game, and there's really no reason why the game should be forced to be played out. Let us concede when we know we're beaten, survivors get to do it without issue the moment they're hooked :/

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