CheyeneKL
CheyeneKL
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2063561#Comment_2063561
I never use DS. I wasn't one to abuse it and it didn't matter if I got tunneled because... Well, most killers would tunnel you through DS.
So I'm pretty used to having no-obsession lobbies. Doesn't seem to change much from my perspective, although that might just be a difference in regions (when I play in EU or NA servers with my friends, people tunnel a hell of a lot more even though everyone has DS. Well. had DS).
Which brings up the point, why was DS nerfed so hard and firmly brought into line as an "anti tunnel" perk if it still isn't REALLY that? I'm in agreement that most killers will continue to tunnel through DS (simply because it makes them mad), and if you're on a bad map that already had certain resources burned, or against a killer like Nurse, Spirit, etc., even Deathslinger, DS was just about a 10 second time saver that only slightly delayed the inevitable.
I myself also don't tend to run DS, but last night I played the new survivor and DS was one of like... 4 perks I had that were tier 3, so I threw it on since I'm not really a "This Is Not Happening" gamer. I had to use it against a Demo that returned to hook every single time he heard an unhook, and after I hit him with it, I STILL had to call out to a friend who hadn't been hooked yet to take the chase for me because I knew I wasn't getting anywhere off of the stun, since I was aware of the fact that the only places I could make it to already had the resources burned through and was completely barren (not a rare occurrence on certain maps, but especially prevalent on Grim Pantry, which I was playing on). A good call on my part, too, because the Demo DID try to continue tunneling me and the only thing that helped me lose him and save myself from going down shortly after DS was the fact that my friend LITERALLY threw himself at the killer (giving him a free injury and a quicker down than if a chase started organically)
I was never opposed to a DS nerf- even as someone who very rarely equips it, I can still very clearly see how strong DS could be, especially in a 4 man who knew how to abuse it. I have issues with how much they nerfed it without anything in return, though. Because, let's face it- for YEARS, DS has been a crappy little bandaid for some of the more frustrating aspects of the game on the survivor side.
I foresee DS perhaps going on a cycle- right now we are most likely going to see a LOT of people drop the perk, killers tunnel more (idk what region you are, but I'm NA east and killers at every rank tunnel like it's their daily bread, ESPECIALLY if they don't see an obsession), and then DS get picked up again. Repeat ad infinitum.
In any case, I do personally believe that DS is still a good perk, but it is of course much, much less useful, and it has become an anti-team and anti-altruism perk tbh LOL
The ONLY thing I would change about it is perhaps either keep the nerfs, but add a buff where scratch marks are not left for a couple of seconds, or maybe change the healing and unhooking bits somewhat. I'm all for the gen deactivation (aside from the fact that it is easy for controller players to accidentally tap a gen when they are simply trying to vault a window placed very close to a generator- I had this issue back when I played on the Nintendo Switch) but the fact that it deactivates upon even tapping a heal has already led to unpleasant experiences in solo queue.
Anyways, sorry for the super long reply that wasn't even fully directed towards you, just wanted to say my piece on the nerf somewhere hahah
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@Altarf said:
Ah, yes, a perk that only activates when you're carrying someone, doesn't tell you if anyone's affected by it, only lasts for 30 seconds, only works on basic attacks and has a big cool-down regardless of whether it activates, that's useless on injured survivors. Truly a meta perk.
If you're looking for another good survivor perk, look at Smash Hit. You get 4 seconds of sprint burst while the killer is stunned in place and then has to break the pallet. The chase is basically won then, against a killer without a mobility power.
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Starstruck IS good. "Backpack" builds are gonna have actual utility with it. I wouldn't go so far to say it will become meta, but I think it will fall into the same type of niche that perks like Lightborn and Franklin's Demise are in- brought to combat a very specific game mechanic, or perhaps fit in with a specific build type.
And besides any other reason you could want to equip it, this perk absolutely kills body blocking by way of taking hits unless the survivors are willing to trade 1 for 1. Idk if you've ever paid much attention to it, but there are LOTS of killer players who think body blocking is the Ultimate Toxicity. I view this perk as something added to placate those who heavily dislike body blocking as a mechanic.
30s is about as long as you're going to get with it because you have to consider situations where someone is picked up right next to a hook- I'm sure devs aren't trying to make it THAT difficult for a healthy survivor to go for an unhook. Also, you can trigger the perk an unlimited number of times throughout the trial outside of the cooldown, so 30s is actually somewhat generous considering that factor.
Smash Hit is good when it works... but... it's without a doubt the most situational exhaustion perk and probably the worst one overall just due to that. I am also grateful that most noob players won't have it, because I'm not a fan of the idea of all the pallets on the map getting wasted in their attempts to use it LOL
Like, it's an exhaustion perk, so therefore it's not really BAD, I guess. But I would really hesitate to call it a good one when it is completely controlled by map resources and killer behavior (some killers are incredibly good at never getting pallet stunned even with bait attempts, you know?) I probably will never equip it over another exhaustion perk like Sprint Burst or even Lithe, and the majority of survivor mains I know feel the same way. It's just another exhaustion perk, except this time you have to find a pallet AND you have to successfully stun the killer. I wouldn't say both requirements are that difficult, but there are a finite number of pallets on the map AND a killer can simply choose not to get stunned.
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@swager21 said:
i feel like they shouldve made it so if you do a specific action for 3 seconds cuz you might accidentally tap something
This is also something I agree with. I do hope that they eventually address this. Controller players (especially those on low quality consoles, such as the switch) can VERY easily accidentally tap a gen or a heal when they are trying to perform another action. It isn't much of a problem on PC because you are allowed a few more options when it comes to key binds, but I cannot tell you how many times I accidentally touched the killer shack gen when I was trying to fast vault the window in shack back when I played on Switch. A poorly placed slug can also screw you over- if they're under a pallet (extremely common scenario) and you're trying to throw it down to get away from the killer, you can very easily accidentally start picking up the slug rather than throwing the pallet. So now, you get downed from an unfortunate misinput (again, very easy on a lower quality pc or console on controller) AND your DS just got deactivated.
BHVR does seem to care about quality of life, so hopefully it does get addressed eventually, but it will probably take a lot of complaining from the community to get their attention on the issue.
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It kind of makes sense when it comes to healing. But I dislike the deactivation upon unhooking. Again, I get why it deactivates upon both actions. Just don't think that it will take the game in a healthy direction in solo queue- survivors are already pretty selfish in that mode and I definitely do think that the deactivation upon altruistic actions will lead to a lot of survivors wanting to keep DS active as long as possible. They'll let YOU heal them off hook, but you're out of luck if you want the favor returned. Same goes for unhooking.
While you can reasonably surmise that it might be completely pointless to have DS active in a lot of scenarios, DBD has a big playerbase with, uh, a lot of people who don't necessarily think the whole thing through.
Perhaps I'll be pleasantly surprised, but that's the main thing I'm apprehensive about when it comes to the nerf. That, and I do think a lot of survivors will stop running it, which means I'll most likely have to start bringing it regularly just to ensure there is an obsession/discourage tunneling, even if I personally don't feel the need to use it myself (I usually last long enough in a chase for DS to deactivate anyways)
Edit: Also, if they're trying to take DS fully into the anti-tunnel territory, it needs a BUFF. Right now, DS isn't truly anti tunnel- Spirit, Nurse, Huntress, Deathslinger, etc., all can easily catch you right after the stun is over, depending on the situation. I firmly believe that they should add a few seconds of no scratch marks after a successful stun, just so a real tunneler has to work a little harder to get you out of the game.
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@KingFrost said:
Felix's outfit is pretty cool.
Hipster Dwight doesn't look quite given his personality. I just can't imagine Dwight wearing that.
Nice to see Adam finally getting more outfits, even if I never play him.
I hate Feng's outfit. I may have to tunnel anyone wearing that outfit, because their life decisions clearly need reexamining.
LITERALLY WHAT I WAS TELLING A FRIEND LMAOOO
I told him that I was gonna have to sandbag any and every Feng that wore that cosmetic like... I NEED to not see that face more than anything. I'm PRAYING that the render just looks bad somehow and that it looks better in game. Definitely gonna buy it anyways and use it when I throw together my "Ugliest Feng Possible" outfit. I'm kind of stoked I got a new piece for that, at least
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Nah. Most hex totems are meant to be so strong that survivors feel compelled to stop what they're doing and find the totem at all costs. The risk-reward is inherent to their design and part of the perk is the stoppage of other actions to prioritize running around the map looking for them. The only issue I currently can sympathize with concerning totems is the unlucky placement of them at times. But, again, that is unfortunately part of the risky business of bringing totem perks into the game.
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@Firellius said:
How does not having an obsession encourage tunnelling? I've seen that sentiment before and I'm not sure how it works.
If there is no obsession, then the killer knows with 100% certainty that none of the survivors have DS (since DS brings the obsession mechanic into play) which means he can tunnel someone if he so wishes or finds convenient, without any worry of getting hit by a 5 second stun.
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Nah. A MAJORITY of SWFs are literally just friends playing together. I only have 2 4 man groups that I enjoy playing with if I'm trying to stack escapes. The rest of my 4 man teams are just friends who play thrown together. And while those games are still usually fun, it's very often a 3k or 4k for the killer with only a few gens done. Even as a rank 1 with 1,500 hours in the game, I can't carry the team hard enough if I don't have at least one or two other players who are also good. I've had games with particular SWFs where THREE of the players were more than good enough to do well, but our fourth player was a friend who was new to the game and absolutely threw the game for us.
4 mans can be fast on gens. But you'll almsot always catch them tripping up on altruism. That's the reason why my friends and I do poorly if we have a garbage player on the team- we are trying to make sure he doesn't have a super short and miserable match, and it leads us to being put into awful positions with the tradeoff of temporarily saving our friend not at all being worth it (when it comes to escaping, that is!). If you let the baby survivor die, then sure, you can probably handle it. But that's not why you play with friends, you know?
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@Marigoria said:
Agree with everything besides the "strong killer" part.
It's getting quite ridiculous the bad perks survivors get every chapter.
Trickster is bringing some really cool and fresh perks to the game. Starstruck absolutely KILLS body blocking and is going to be incredibly annoying to deal with on survivor side, especially when paired with Agitation as you're just gonna have to constantly respect the killer when he picks up.
Hex: Crowd Control is going to be disturbing on maps with good totem spots and actually might shift the meta on survivor side towards making sure you bring something to get totems out of the game. It's going to ensure quicker downs early game OR get pallets out of the way so that you have quicker downs later in the game.
And then No Way Out will more than likely find its way into a lot of killer's builds- if you can't stop the fast gens, you can at least hold off the 99%'d gate for some time. When I play with my friends we usually have the gate going seconds after the last gen pops and that will NOT be happening as often lmao
And then you look at the perks the last few survivors have gotten and they all have such convoluted activation requirements that even if they sound good on paper, you either need a good coordinated SWF or for the stars to align just right to get them to ever be useful once per every ten games. Like... they're OKAY... but none of them are even close to being meta changing (with the exception of Soul Guard being popular and pretty clutch when combined with the right perks- it does still basically require that you bring Unbreakable)
Self Preservation is what Poised wishes it could be (Poised needs to be thrown in jail or reworked LMAO) but definitely won't be common unless you're always fiending for flashlight saves. It'll probably be clutch against killers who love to slug, though. But again, it's one of those situational perks that will see little use of, I think.
Smash Hit is probably the worst exhaustion perk (it's currently fighting with Balanced imo) but maybe it will prove to be better than I expect (just don't see much use in an exhaustion perk that can be 100% avoided by a killer if he plays it right)
And Fast Track might be decent. Probably the most useful perk out of all of them but I don't really see it replacing Prove Thyself as the "genrush" perk. Still wont be worth taking over all the old good perks, even nerfed DS, I guess.
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@WeenieDog said:
don't worry, he'll probably fade into the catalogue of cryptid killers that witnesses claim to exist but never see.
Hell no! Way too many girls n gays play the game for him to fade in obscurity. I'm not really into kpop myself, but plenty of my girlfriends are and I KNOW Trickster will be their killer of choice. He's definitely going to have a "cult following", for lack of a better phrase, and in my opinion will most likely always be a somewhat popular killer. Huntress and Deathslinger are very highly used killers and his power is just too similar to theirs while also remaining easy to understand (see survivor, throw things at survivor), therefore not having a big frustrating learning curve to pick him up, as opposed to recent killers like Blight (imo one of the more difficult killers to pick up and play well) and Twins (it is very punishing to be bad with Victor and many people won't realize the playstyle the Twins NEED to utilize to win)
I definitely don't see him as a very strong killer, but you still see low tier killers being played very often just based on their design being fun or their power being fun.
I would assume Sluzzy is basing his claim off of the statistics released by the devs around a year ago, which did imply that killers tended to kill more than they let escape. Have no idea what the updated statistics would be now at this point.
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I don't play Billy (successfully... at least🥺🥺) so I can't talk from a killer perspective, but he is one of my favorite killers to go against. I personally don't think that the overheat mechanic is unhealthy, rather it adds a little bit more balance to a killer who is still good with it. Not gonna comment on his add on changes. But I don't think the overheat mechanic is a bad thing because it adds a little more work to looping on the killer's side, and it stops face camping (yes, I have run into face camping Billy players. I have no idea why they aren't playing Bubba instead LMAO)
I don't necessarily oppose the idea of the overheat being reverted, but I do stand by my opinion that it is not an unhealthy change to him.
Also, I know it's controversial but I LOVE the scream he makes when he goes with the chainsaw LMAO
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Cool! Do you keep this same energy for 4 man survivor groups with Prove Thyself, 4 BNP toolboxes, and Object?
After all, they're just trying to win by getting their objectives out of the way quick, too.
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With all due respect, the world unfortunately can't be designed around every disability. As someone who has her own share of disabilities, I personally don't expect to be catered to. I'm usually just grateful to have an option that I can take, even if it's not always as good. In your case, having to give up a perk slot to always bring Lightborn is unfortunate and not ideal for you, but it IS good that you DO have that option so that the game is still accessible to you, rather than you being completely forced to stay away from the game for your own health. I know that there are many games that are completely unplayable for those with epilepsy, which is sad.
The suggestion that there be an option to have a darker flashlight blind screen isn't a bad idea, though, even if it technically makes very little sense for a flashlight shining in your eyes making your sight go dark. It doesn't offer an unfair advantage to anyone and therefore isn't really unreasonable to ask for as an accessibility option.
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The funniest thing about the DS changes that every killer who has complained about me using it (after like... 10 months?? of not using DS, I bought it in the Shrine and decided to use it while it was in it's pre-nerf state) would have gotten hit with it even if it was post nerf DS. I had a well known streamer rage over getting baited into my locker DS when he thought I didn't have it, insult my skill level (after previously complimenting me in the match), and ultimately leave me to bleed out for 4 minutes as the last survivor while BMing me. I'm not sure why he was so angry over it- I wasn't even "progressing the game" by working on gens, if I recall correctly. I guess he just expected me to hand him the kill on me while he had 2 of my teammates slugged/hooked and knew where the fourth one was LOL
Personally? While DS has been retrofitted as an anti-tunneling perk, I don't really view the current version as solely anti tunnel. It felt more like a second chance/I'm not out of the game within 60s seconds sort of perk. It's almost kind of lame to expect the survivor to have to bring a perk to counteract a killer strategy that may be difficult or otherwise impossible for them to counter, anyways (if you get hooked in a large dead zone and unhooked by someone without BT, you're back on the hook and it was out of your control the whole time). It definitely is a much less useful perk now, and I can't say it's unhealthy for the game to receive the changes that are coming for it. Just wish it didn't deactivate upon unhooking someone else as I feel like that is gonna lead to a more unfortunate solo queue experience for a lot of people LOL
In my opinion, I think it would be fair for DS to ACTUALLY become full on anti-tunnel. Having no scratch marks appear for the duration of the stun would make it that much harder for a killer who was hellbent on tunneling to accomplish his goal- because, DS, as it stands currently, does NOT truly prevent you from getting hardcore tunneled. Nurse, Spirit, Deathslinger, and Blight really don't care that much about DS in most cases, you know?
Anyways, it will be interesting to see how killer gameplay changes with the DS nerf. I wonder if they will care less or more about getting hit by it or if killers will attempt to get DS out of the game more early now, due to the fact that it will certainly have its greatest use in end game.
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I always give the last survivor hatch/gate. There might be a couple of exceptions (for instance, if I get lucky against a really, really rude team that was otherwise destroying me and then lost due to BM) but for the most part I'm very difficult to offend as a killer and I think the majority of "offensive" survivor play is really funny. If you're a little Jake Park tbagging and flashlight clicking whenever you're not on gens, you might just get the hatch anyways LMAO
I'm a survivor main so I know well how even just giving hatch at the end to some random survivor can make an otherwise salty and frustrating match feel much better at the end. Sometimes, even if I know where hatch is and have the opportunity to close it myself, I'll even give chase to let the survivor think they got lucky finding it while running away from me because I know from my experience that it can be the most thrilling part of the game at times. Playing killer, for me, isn't really about the 4k or absolutely dominating and it honestly feels nicer to get the polite thank you messages at the end when I give someone the hatch than to just sacrifice everyone. That's just how I feel about it, though.
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I don't understand why anyone cares if the killer leaves the lobby after loading into a waiting lobby. The survivor wait times are before you even get pulled into the second waiting lobby. If the killer leaves the lobby after getting a good look at us and deciding he doesn't want to play against that particular group, another killer usually seems to quickly be assigned to that lobby.
When I play killer, I shamelessly lobby dodge LOL
Not often, but I'm still waiting on cross progression from Switch and so I do not have my main killers on my PC account- can't say I'm too comfortable with the first five killers or the Twins LMAO, so if I see a group that looks way above my pay grade, I let someone else handle the smoke for me. We can play each other after June once I have Doctor back LOL
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@Freddy96 said:
Dead hard is absolutely fine, they shortened every single loop keeping in mind that dead hard was a thing. If they are ever gonna touch dead hard i would expect a lot of loops to be made safer than they are.
As usual now that they are gonna nerf ds and OoO the community needs another scapegoat as an excuse for their loss
Literally what I was thinking LOL, ever since devs said "DS and OoO are nerfed! 🦀🦀" I have been seeing a LOT more complaints about Dead Hard. Not that people didn't already complain about that perk, but I definitely have seen that, for some players (not calling anyone out in particular, just in general) it has become the brand new target for their loss and has to be nerfed or taken out of the game.
Anyways, a little more on subject, I really, really don't think that perks should be balanced around how fair they are to the worst killers in the game. Wraith lowkey sucks and nerfing Dead Hard isn't really gonna make him that much better 😭 Are you gonna tell me that Dead Hard is so overpowered against Nurse, Blight, Spirit, Huntress, Deathslinger, etc.? Or does it matter much that Dead Hard is one of the few perks that offers a small reprieve from how powerful their chase abilities can be?
Dead Hard is a GREAT perk. But I don't think it needs to be gutted LOL
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/1986501#Comment_1986501
I rarely see baby megs these days but to be honest I don’t mind baby survivors running it, I understand it.
It’s when it’s rank 1 P3 Claudettes with second chance perks galore that run it that I get tilted. Its the biggest no skill crutch build in the entire game. You just hide in bushes to not be seen, and if by some miracle the killer does spot you then you have your free escape perk. These players are completely carried.
If you’re red rank you should not be using or relying on sprint burst. In fact I’d say the same applies to purple rank too.
Who says everyone in red rank is using it as a crutch? It's so silly to me that every perk HAS to be being used for [THIS/THAT] purpose. A good amount of players who use Sprint Burst don't use it because they NEED it, but because it's FUN. Staying too long at a particular spot before the killer knows you have SB and then making them miss a swing as you take off is funny to a lot of players. Just making the killer think he has you in a bad spot without actually being in a bad spot is fun in general. I know several players who like to equip SB along with Saboteur, Break Out, a flashlight, etc.
In any case, sure, a lot of survivors in red rank ARE using it because they can barely survive without it. A LOT of red rank survivors are... quite frankly... not that good at the game LMAO
But I wouldn't go so far as to generalize and say that every survivor who uses Sprint Burst in red ranks is using it because they need it as a crutch LOL
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@Yords said:
All of the chase musics are pretty cool, I think BHVR will do a good job on it. Can't say the same for the actual perks characters coming out.
I'm hoping/expecting a perk related to breakable walls- either putting them back up, or breaking them yourself.
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Is Blight actually getting a different POV?
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It's honestly a better strategy than most people give credit for. Which is somewhat unfortunate. You need to get a very fast first down, though, and be playing the right killers with the right builds
A Corrupt Intervention + NOED + Bitter Murmur + [whatever perk] basically guarantees at least a 2k, if not a 3k or 4k if you are camping with Bubba. Otherwise survivors can probably finagle a save.
But watch big streamers- a LOT of them win against decent 4man SWFs just by heavy proxy camping and virtually forcing hook trades. Most SWF teams are MUCH more altruistic than regular solos, so that's where you tend to catch them slipping up.
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/1983886#Comment_1983886
Pretty much everybody has said its a joke and there own fog whisperers have called it trash. I dont think Ive ever seen oh tofu rip on a map or have monto make a video calling out how bad a map is.
Theres no “wait for data” its obvious to anyone with time in the game that its a really bad map and probably should be pulled from rotation for the time being
Unless I'm rusty on my DBD history, devs do not pull maps for the simple reason that one side hates it. So I doubt that that will happen. Maybe they'll start by removing a couple of pallets that are a little too near each other, though- that's not really an unreasonable expectation.
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/1979879#Comment_1979879
Perhaps, but why are there god pallets back to back then? It's not like the existing windows are weak either on the map, and I'd be surprised if the total amount of windows on the Game is fewer than let's say Sheltered Woods, or Thompsons House.
Omg... no... there literally are less than ten windows on the Game. No other map has so few vaults. Shelter Woods has many more, with pallet gyms, T&L walls, shack, and Z walls. I want to say that the Game has... 7??? vaults??? Maybe 9. But all I can remember right now are the three vaults upstairs (one by the exit gate, the above the bathroom loop, and the one that takes you down the M E A T T U B E) and then maybe 4-6 downstairs (T&L, cold room vault, and then ??? Maybe another T&L I'm forgetting?)
Gideon Meat Plant DEFINITELY has the smallest number of vaults in any map, and therefore SHOULD have more safe pallets as an alternative. The trade off for a strong early game for survivors is that anyone chased in mid and late game could very well get caught lacking, running only in dead zones. This essentially means you have a very poor chance of ending chases quickly before the gates are powered you don't have a good start as killer, though, imo.
I think Gideon did need to be reworked to become more survivor friendly (was one of the most killer favored maps by stats) but it's definitely a possibility that they went a little too wild with the pallet additions. They probably will want some more stats before they do anything, though
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@WestManTooth210 said:
https://forum.deadbydaylight.com/en/discussion/comment/1981236#Comment_1981236
It's not convoluted at all if you are open minded to the idea. If your agenda is just to repeat the same counter argument we all already know, then youre not actually here to see the full perspective of the original post.
Bro it's convoluted because most people are missing whatever your point is, even with the edited original post.
And after reading most of your comments, it really seems like your issue is with aspects of the game that you dislike, masked by bringing up that you dislike that are temporarily banned from playing after deciding to leave so that you don't have to put up with those annoying gameplay aspects. I guarantee you, for the vast majority of people who DC because they dislike what is going on in the game and selfishly only care about their experience in a TEAM game, "well, I'm gonna depip anyways" does NOT factor into the decision that they ultimately make regarding DCing. If that mattered to them, then the fact that they are going to lose bloodpoints, shards, xp, etc., would also matter to them and be an even bigger deterrent than a single pip that could be gained or lost just as easily in the next game. It's really not on BHVR to babysit rage quitters.
There is no real argument to be made here. You either stick the match out (go afk if you have to, like you would anyways with a five minute ban) or accept your penalty. People who aren't having a good time don't get to extend that bad time onto someone else by making the game less enjoyable due to how much the game changes when a single player leaves the match. And as for hardware, software, and internet issues- I am PERFECTLY FINE with the DC penalty discouraging people who can't get their setup together enough to consistently play through a match, from playing.
Of course it's ideal that you wouldn't get punished for unintentional disconnections, but until BHVR has a way to ferret out the absolute true reason for a DC (which is completely 100% impossible) there can be no distinction made, and therefore bans must be meted out no matter what.
Anyways, it really sounds to me like your issue isn't with DC penalties. It's with aspects of the game that you dislike enough that you disconnect. Again, I guarantee you, that for the great majority of players, caring about depipping from DCing doesn't matter enough to them to prevent them from making the decision to DC.
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@Ecstasy said:
https://forum.deadbydaylight.com/en/discussion/comment/1981710#Comment_1981710
The argument isn't that DC punishments can't ever be improved. The argument is they worked exactly as intended here, and you got everything coming to you. That is justice.
You've not actually proposed any viable alterative, nor have you even outlined meaningful injustices that might warrant abandoning it for less effective yet "fair" alternatives (more prone to abuse by people like yourself). You're only arguing some theoretical misapplication of justice as your avenue to escape the meaningful pursuit of justice as it occurred here. A distinction fooling no one.
You weren't wrongfully punished twice. The system actively takes accident potential into account with the penalties dolled out, whereas you anticipated hiding your disconnects under that umbrella of goodwill afforded everyone via inconsequential initial punishments.
You also shouldn't cite axioms like "double punishment is unjust" as the sole reason you should avoid any meaningful punishment, when:
- (A) you've now got the substantial burden of proving the axiom is even true in the first place, and then proving your circumstances actually meet that standard,
- (B) that's not strictly true, as these events mirror the concept of parole violation, in which lesser crimes (even the appearance of criminal association depending on the terms) similarly invalidate the notion of that prior crime "being paid for" already, and...
- (C) your circumstance damn well suggest otherwise, where--if you definitely wanna label this double punishment--well, clearly double punishment must be justified at least sometimes--as there's no doubt you're deserving of harsher punishment with intended DCs expecting to manipulate the system in a way you can shrug off.
In a perfect system... you would have been barred 5 hours that first time around. Perfect isn't possible though, so we err on the side of caution with an allowance for valid/accidental disconnects with penalties short enough to match those real occurrences.
The fact you faced actual consequences for a calculated abuse of the system you figured would fly under the radar... all because you took-advantage of the safety-net we're normally afforded, only to end up needing it for real... yeah, that's the furthest thing from injustice. That's, like, divine justice by way of irony.
What an enjoyable and well written comment!
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I think everyone is missing your point on the best camping build for Bubba LMAO
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1981375#Comment_1981375
Ah yes I tried Bitter Murmur as well. The 10 second aura goes so well with NOED. Also watching the auras around the map as they pop various gens can provide brief but welcome moments of entertainment as you stare through the basement wall.
LMAOOO, camping Bubba is so hated but lowkey SO funny. The only unfortunate part is that he is literally guaranteed kills for very little effort on his part. It sounds like Bitter Murmur is very necessary entertainment while camping!!! Hate when your camping friend won't do anything other than sit on a hook and refuse to talk :///
When I get cross progression from my Switch account I definitely plan on playing a least a game or two of Bubba with the aforementioned Bubba build LOL
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For a camping Bubba build,
Corrupt Intervention
NOED
Bitter Murmur
And then any other 4th perk (maybe Whispers like you said, or Knockout, Blood Warden, or Insidious)
makes it literally impossible not to 2k unless you are AWFUL at downing survivors.
Corrupt and Whispers will help you secure an early down before too much progress is made on gens, and then Bitter Murmur will help you locate the last survivors once they think they have any hope of leaving. NOED is a must of course.
If you can get your first down within a minute of the game starting, the other survivors will not have enough time to finish all the gens before you can start the hunt for a new camping buddy, and they can kiss goodbye their dreams of cleansing every totem before NOED pops up.
Unfortunately, face camping Bubba with a build like this is viable for getting a decent number of kills LMAOOO
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@WestManTooth210 said:
https://forum.deadbydaylight.com/en/discussion/comment/1980819#Comment_1980819
You misunderstand the whole point of the thread. See original post. Firstly, this isn't about my ban in particular. And not all the bans occur because of rage quit. Aside from game crashes as well, people have lives outside of games. Things happen, and players need to leave. So therefore, you cannot say that they are justified. You really shouldn't generalize based off assumptions that you can't prove are correct.
Also you don't beat or punish people while they are down. That creates a whole new conflict on it's own. Imagine disciplining a child for something they did a very long time ago in which they were already disciplined then.
So what is the point of your post? It's so convoluted that most people seriously can't tell 😭
DC penalties should exist, regardless of why or how you DCd. There is not going to be a way to tell WHY a play got DCd, so unless there someday is a magical way to tell the game WHY someone disconnected, all DCs will deservedly be meted out the same punishment. Also, needing to leave is NOT a valid excuse to avoid a DC timer. If you need to leave then I HIGHLY doubt a couple minute ban will matter, and if you keep needing to leave so many times in one small period of time that you go and rack up a five hour ban, then you need to stop playing games for the day and just finish whatever you're doing. "Poor planning on your part is not an emergency on my part"- nobody should have to be bothered by another player suddenly having to do something. Leave the game up and go afk at that point.
Anyways, there is nothing wrong with how DBD does DC penalties, IMO
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Waiting excitedly, too! I've re-bought a couple of DLCs, which is annoying, but I play way more on PC than I do on Switch, and I definitely got a little tired of not having certain perks/characters that I often used in my 800 hours on Switch.
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I don't necessarily see DBD turning into an e-sports game. HOWEVER, I could easily see them make a spin off game that is actually geared towards being suitable for an e-sports scene. A new game would give them a chance to get away from all the spaghetti code, you know?
Perhaps they'll dip their toes in the water with DBD as it is, but DBD is already close to 5 years old at this point and I would actually be surprised if they tried to retrofit the game to be e-sports friendly. Maybe that IS what they're thinking of doing, though.
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That's a really interesting question actually LMAO
you'll probably wanna get a group of curious minded survivors and do a KYF lobby. Set up four traps around a 4 man gen (like a middle of killer shack gen), let them disarm, and then wait for them to open up. They can blow skill checks every now and then to make sure the gen doesn't finish before one of the traps opens up LMAO
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Neither are toxic, but both are very annoying for the other side. I personally hate going against Trapper when he has his best add ons equipped, and I imagine (I don't play Trapper) it must be quite frustrating to constantly have your traps disarmed, even if means there are probably only 2 people on gens at the time you are chasing someone.
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@WestManTooth210 said:
5 hour ban after being disconnected from a game with no other internet interruptions on my internet network. In other words, modem or connection wasn't a issue.
Before you ask, its not about the amount of times that led up to the ban. Its the general idea of punishing players that do nothing wrong. I mean this could have been a 12 or 3 minute ban for the same reason.
Well, did you DC a few times before the 5 hour ban? Just asking.
I think a time ban for this is fair and necessary. It's inarguably 100% fair for chronic DCers. And if you keep DCing because of your internet, why would you even want to keep playing the game if your internet is so inconsistent that you don't know if you'll DC in the middle of a game?
Even outside of that, it's not solely about you at that point, it's about the other players, too. I don't want to have a solo queue teammate with internet so bad that he might just DC at a random critical moment, even knowing it is out of his control. Having to play a match 1 man down is never a good time and sometimes honestly makes me wish that *I* could DC without repercussions.
Even having a killer DC can be really inconvenient- I've lost items due to killers unexpectedly DCing (pick up a brown medkit to heal, pick your purple flashlight up afterwards), have wasted bloodpoint offerings (hate putting on BPS only to have the killer DC on the first long chase with a different survivor before I can even interact or get many points).
Anyways, the game can't always tell whether you DCd purposely or not. Internet DCs are very abusable, anyways, which is why they don't bother differentiating.
If it's DBD itself DCing you from an internal issue that isn't related to your hardware or internet, then that's a whole other story and nobody should be punished for it. My friends and I have actually been having some issues with it lately but it usually happens before a match DC penalty would come into effect. Not sure how big of an issue it is- I've only been DCd through literally no fault of my own (no internet connection loss, either) once before.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/1977241#Comment_1977241
yeah they have and its always kind of contrived.
Also fortnite is mindless and kinda crap so it doesn't surprise me that anything goes there because lack of plot is th ebastion of the masses. Why do super hero movies rate so high when at base most of them are plotless crap, because it rates with the mindless masses.
I'm not saying it can't happen, it won't ruin the game but I'm not holding my breath for it because like most games that try and horseshoe in something that doesn't quite work it will feel contrived and crappy as a result.
Fortnite isn't crap just cause it doesn't have a plot LMAO, you might prefer a game with a background story line but it doesn't mean that games without it are bad. Fortnite has one role to play and one role only, so adding skins is a great way to add a little more variety (along with map changes). Adding any type of skin doesn't matter because there is no plotline to contradict or work against. You already have Demogorgon throwing grenades from a car window at Travis Scott hiding in Kit's Cantina, so what's stopping you from adding in Alien crouching behind a tree third partying with an AK? It doesn't make the story weird because there isn't really a story.
Anyways, you still have a point in that DBD actually has something of a plot/storyline with a little made up universe angle going on, so it really WOULDN'T make sense to just up and add everyone. Like, every addition has to have the overarching lore taken into account. It still leaves a lot of room for who it takes into the Entity's realm, but definitely not as much room as Fortnite LOL
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@FastestVirginia said:
https://forum.deadbydaylight.com/en/discussion/comment/1976217#Comment_1976217
Here is how Ripley will look like dude :D
They need to add a downvote function to the forums 😭😭😭😭 I had a visceral reaction to seeing this TERRIBLE image LMAOOO
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@PeaceNGrease said:
I think they said for a while they were focused on updating existing maps rather than creating new ones, but since they're pretty much all done now, I wonder if this will be the start of new realms myself...
Then again, based on the teaser, I wonder what map they could even drop? A Synth-hop clubhouse?
I would love to eventually see a cool cityscape sort of map. It might be a little difficult to design in a way that wasn't really annoying for survivors and killers, but maybe it could feel like an indoor/outdoor hybrid. Something with alleyways and TALLLL buildings, lots of lights and little building entrances to duck into. I think that would be an incredibly cool map to see, especially if they drew a lot of inspiration from New York City and Tokyo for a design
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1952184#Comment_1952184
It's a fact that Spirit is mechanically more demanding than survivor.
I even listed the number of mechanics involved in using both sides. Your argument on the other hand is:
"mimimimi killer so hard"
Because there's literally no difficult mechanic for survivors. There's nothing you even have to practice to play survivor as survivor gameplay is intentionally all about decision making only.
I disagree that survivor gameplay is only about decision making and that there is nothing mechanically difficult about survivor. I think that the looping is where you find the "mechanical" skill.
This is coming from someone who switched from controller to mouse and keyboard on DBD- I picked up killer just fine on KBM, without issue past my first 2 or 3 games??? (If even that many) but it took an embarrassing number of games (I'm not even gonna name my estimate of just how many LOL) before I could comfortably and properly control my survivor on mouse and keyboard to get to the same level I could have on controller (I'm STILL not even quite there).
In my own opinion, killer tends to require much simpler movement than survivor. The exception would be certain killer powers (Blight, Oni, Billy, Nurse, etc.) that require knowledge of how their hit boxes work, their movability/ability to turn, and so on and so forth, and then once you understand that, you must hone your ability to control that power. I would 100% agree that killers like that are, at the very least, just as mechanically difficult as survivor, if not even more difficult (and I do think there are many killers that require more mechanical skill than survivors). But if we consider chase interactions, survivor requires a decent amount of mechanical skill. You don't just get a fast vault on a dump truck tile by understanding how you get one and wishing that you would get one- you have to move properly. (Just like how I can understand that with Deathslinger, I see survivor, I get close enough to survivor, and I shoot survivor. I will not hit my shots unless I have mechanical skill and am properly acquainted with his ability. Same can be applied to a lot of killer abilities- you can understand, but you do need good execution/mechanical skill)
That's only a single example where good execution is important on a survivor's part and where you can easily separate a survivor with bad mechanical skill and one with good mechanical skill. Sharp and tight looping, proper angles for vaults, and timing could also be considered part of mechanical skill, no?
I would actually put Spirit at the very low end of mechanically difficult killers- certainly NOT any higher than survivor if you lumped both roles + every killer into one single category. Her power even seems to be more based on decision making and being able to pay attention to visual and audio queues (not really mechanics related?) rather than requiring mechanical skill. Even once you get to what separates great Spirits from good Spirits- good knowledge on typical survivor looping behavior which therefore gives them the ability to successfully predict/guess where the survivor will be even while ignoring the usual audio/visual queues- it still is more based on game knowledge and good decision making rather than actual mechanical skill.
So unless I misunderstand what you mean, Spirit actually seems to be one of the least "mechanically difficult" killers to me, and at least in my own opinion, not 1000 times more mechanically difficult than looping as survivor. Not to say she doesn't require skill, I just don't think it really is so much based on execution, you know? That just be my onion, tho
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@gendoss said:
The rank bug only really affects survivors and I think it definitely means something now. I made a post about this and a lot of people commented on how they were upwards of rank 2 and now can't get past rank 9 and stay in green ranks. The past few days i've been consistently in rank 3 and I have never ever seen anybody past that. It says something to me that the people who were once rank 1 and 2 who were matching with me are actually only green in this new ranking system. It's to the point where I rarely see any red ranks at all anymore.
Basically anybody who was red rank in the old system could have been anywhere from green to red in this new system and that's disappointing to me.
I myself haven't dropped to purple yet, but I can't seem to get past rank 3. Before the most recent patch, I never dropped past rank 2 once I hit rank 1 after rank reset, but I don't think I've seen the number 1 or 2 on any player other than a killer lately LOL
If this was a shadow change to ranking up, I don't mind it. As someone who usually plays in red rank, it was very surprising to me how many players were also red ranked but very low skilled. And not that I'm talking down on them, I just think it would have been better for everyone involved if they were matched along with people who were a little more equivalent to their actual skill, you know?
Then again, it doesn't seem to matter, as I am still currently red rank and I am getting matched up with lots of yellow rank survivors while still getting red rank killers. (Duo queuing with another red rank- so it isn't as if a red rank is dragging his low rank friend in our match. It's literally just two random yellow ranks thrown in the blender with a red rank killer and a red rank duo SWF LOLLL)
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1949414#Comment_1949414
You do know that plenty of people like to paint their own narrative after a post-game argument, right? We get them on the forums a lot more often than people want to admit, trying to make themselves feel better by calling out whomever they were arguing with and conveniently forgetting that they were being just as bad if not worse.
Edit: also, seriously, go play more killer and you'll see just how toxic survivors can get, it is way more common than toxic killers. You don't see it in solo very often because solo's don't hang around after dying to berate people.
I'm well aware (and maybe my reply appeared naive- I didn't mean for it to appear as if I'd never seen anyone try to garner sympathy here with a fudged story)
But a lot of users on the forum seem to default to assuming that a survivor is almost always falsifying the narrative and the killer isn't (depending on who posted the thread). It's a major "killer good, survivor bad" vibe. I'm not making any statement about if there are more toxic survivors than killers or vice versa (especially considering that the sample size to find toxic survivors is much, much larger, due to the fact that every game will have 4 survivors and 1 killer per game), simply that a lot of threads made by upset survivors get "yeah, but what did you do?" as if it's unbelievable that they DIDN'T do anything to warrant out of the blue toxicity from a killer, or "what was your build?" as if that's an excuse for otherwise unprovoked killers being rude (which should mean that the same is also an excuse for a survivor to be tight, right? That doesn't seem to apply as often, though).
Anyways, saying that killers can be toxic for no reason at all isn't also saying that survivors can't be, or that there aren't more toxic survivors than toxic killers. It's also not like I haven't seen toxic survivors either from survivor or killer side, too. But I never said survivors weren't toxic, just that killers can quite often be just as toxic without provocation, in my experience, and that's why I find it weird that people immediately jump to casting doubt on OP's assertion that nobody did or said anything toxic before the killer made a snide comment. I personally have had SO MANY GAMES (playing with a nontoxic swf) where the killer just decided to be a jerk in the post game chat without any discernable reason, so I find it easily believable that a killer could have been randomly snarky to poor rank 15 OP LMAO
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I would hope that for Freddy, they change it so that he at least has to pull survivors into the Dreamworld for the first time. Not every single time after they wake up, but I don't think that survivors should automatically be on a timer to fall asleep. That wouldn't be a huge nerf to Freddy, as far as I know, but it would at least be a little bit more work for him to do and make it a little less free to get his buffs from survivors being in the Dreamworld. Considering all he has to do right now to put an awake survivor asleep is hit them, I don't think it is unfair for him.
I also would hope that devs would somehow make BT less easily countered by him. There are perks and killers that have abilities to counter BT, but none of these abilities/perks completely counter BT if a survivor knows what's going on. On Freddy it's complete overkill, absolutely for free. Perhaps they could make it so that you don't immediately go into the Oblivious state if you get hit within a certain proximity of the hook? Idk, BT not working against Freddy is definitely an issue, though. He can do whatever he wants and not only easily force a hook trade, but make sure the unhooked survivor goes down very shortly, too, and there is no counterplay aside from hook bombing, which is rarely a reasonable expectation.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1949568#Comment_1949568
I had that once.
I've experienced... twice I think? And seen other people experience it as killer and survivor. Really weird issue and I'll be glad to see it go.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1949476#Comment_1949476
As said above. There is currently a desync. So the killer hits you, when you are far from him, from your perspective. While you are in normal range from the killers perspective. The pallet hits also work in a desync, where it looks normal from the survivors perspective, but from the killers perspective it looks like getting hit with the pallet from 2 meters away.
I understand that it is desync issues and that MOST of these hits look completely normal to killers.
Perhaps you don't know exactly which issue I am referencing. Have you experienced it yourself? I myself haven't personally experienced the pallet vacuum hit as killer, but I have witnessed my boyfriend experience it as killer while sitting next to him as he played. It did not look normal at all, and even if it somehow did, it would have been extremely confusing to suddenly be on the other side of the pallet. I'm not sure how a pallet vacuum hit could look normal to ANY killer, considering what you said could not apply. If the killer's perspective shows him getting hit by the pallet from too far away for it to stun, then shouldn't he still be on the same side of the pallet, opposite of the side that the survivor is when he threw it? Instead, some killers are ending up on the same side of the survivor instead of the opposite side, as if the pallet pulled/vacuumed them from the side they originally stood on, all the way to the other side of the pallet. This is not normal and it is visibly abnormal to both killer and survivor.
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This is honestly not related to the patch. Matchmaking has always been suspicious. But I myself have been getting matched up with a lot of yellow rank players for some reason, even while queuing up with a fellow red rank. More so than usual, which is weird to me, but it is what it is. I think a lot of the higher ranks have perhaps put a pause on playing while DBD sorts out the desync issues. That would help explain why more reds are going against lower ranks, perhaps.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1949363#Comment_1949363
The problem with the vacuum hits is, that they hit killers when they shouldn´t. It looks like the pallets have a greater range.
Sorry, I'm not completely sure if I understand exactly what you're saying?
When I've gotten the pallet vacuum hits, it's been something like, I'm outside of shack, killer is in shack. He starts lunging from inside shack but I throw the pallet down in time to stun him without taking the hit... normally. But, in this patch, while he DOES get stunned, I get hit anyways, AND he teleports outside of shack where I am standing. This is what I'm talking about as far as something both the survivor and killer can see and say "this happening is very abnormal"
Perhaps you are talking about stunning killers from further away? Oddly enough, I haven't run into many instances of that, despite the fact that I am currently dropping pallets earlier than I usually do in an attempt to counter the current desync issues. It's not what I'm talking about, that's actually a fairly normal occurrence in usual versions of the game if you go against a laggy killer. I just haven't ever really seen the other stuff before.
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@MadLordJack said:
We have no context besides what you provided to highlight how hypocritical the player supposedly was. Some screenshots of the 5 players builds and the post-game chat (with the names blurred, of course) would go a long way to confirming your claims.
@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/1947656#Comment_1947656
I have proof that that is the case. Dollars to donuts this guy messaged that killer first before he told him to get good. Killer almost never goes out of the way to say that unless they were previously messaged.
I don't know why people are making comments like this. I play mostly survivor and while a decent amount of killers either say GG or nothing at all (if they got "beat"), a good portion of killers are the first to be snotty in post game regardless of what happened in the match. Really have no idea why this forum loves pretending that every snotty killer HAS to have been provoked first 🤔
You can literally get face camped in the basement after getting downed with NOED and the killer will find a way to be snotty to you after the only thing you said in the chat was a nice message to the other survivors.
I don't think OP would be complaining/making this post if the rudeness from the killer wasn't out of nowhere, you know? What's the point of complaining about a rude killer if you were the one to start the flame war? I have no problem with killers who throw back a little fire if someone else is mean first, but don't act like there aren't a TON of killer mains who are jerks in the post game chat first before any of the survivors.
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@Tsulan said:
You think ######### as killer? Thats weird. Cause apparently its a desync, which makes the hits look normal on the killer side. Survivors will just land, where they are on the survivors side.
Anyway, do you really want a rushed out patch that might break even more stuff? Because thats what usually happens with rushed patches.
I suppose he would be talking especially about the hits where you swing at a pallet, get stunned as the survivor throws it down, but the survivor gets hit anyways AND you end up on the same side of the pallet that they are on. That's a very noticeable "hit that shouldn't be happening" that even a killer would see, regardless of how this seems to be a desync issue.
I myself haven't experienced the "pallet vacuum hit" (or whatever you'd like to call it) while playing as killer (I guess I don't tend to swing through pallets or something?) but I've experienced it as survivor and I've seen gameplay where other killers experience it. My boyfriend and I have been joking that Enduring might be one of the very best perks in the game right now, due to the fact that, theoretically, you could get a pallet vacuum hit, and then knock them a second or two later after ending up on the same side of the pallet as the survivor LOL
I've definitely noticed a lot of killers who know about this issue taking advantage of it while they can, too 😵
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This isn't completely related to your post, but the sort of funny-not-funny thing is that my boyfriend and I played the PTB and talked about how weird some of the hits felt, but when I brought it up to other people they said "oh they probably just don't have any hit validation at all in PTBs". I've played other PTBs and never really noticed it being that much different than regular gameplay, but it definitely was very pronounced in this past PTB. I think there was an ImProbzz video where he got hit from pretty far by a Trapper that was exactly what my BF and I experienced while playing. I'll have to see if I can find the exact moment in the video.
Anyways, I just ended up writing it off as some lack of hit validation that was otherwise present in the live version, especially since I didn't end up playing too much of the PTB. Kind of funny to see that it maybe wasn't even just that. And more on topic- I hope the 4.5.2 patch rolls out quickly 🥺 the game is extremely frustrating to play right now but I still want to play!
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I am SO grateful that the Twins are unpopular. I'm sure they're due for a power overhaul in the future, so I don't think anyone should worry about them too much. But they're frustrating to play as and play against. I actually end up raging so hard every single time I get downed by Victor LMAO, I find it extremely frustrating how he can miss a hit, land right next to me, and STILL be impossible to kick. Idk what goes on but I'll start the kicking animation and be unable to finish it more than half the time (even with having plenty of time to do it and knowing that I have to hold the button down to do it). Not sure if there is some exploit for the killer player to be able to interrupt me while I attempt to do it but it is really weird LMAO
Anyways, I bought the whole dlc pack but I haven't played a single game with them. I'm afraid to get my butt completely kicked because I don't think I could be capable of bringing myself to play the way I usually see Twins players play when they want to win, ahaha
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1947387#Comment_1947387
Then probably you are not a good enough survivor yet if you say such things. Learn how to loop and mindgame.
Most people who can 360 DO already know how to loop and mindgame. I can loop and mindgame better than I can 360 (literally cannot 360) and I still want them back.
Also, as far as killer goes, I literally cannot recall a single time I was ever 360'd. Maybe a couple of times when I was newer to the game and played on Switch??? But that was... the Switch LMAO