CrypticGirl
CrypticGirl
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815475#Comment_3815475
They might as well instantly die if they don't open the gate within 30 seconds of hatch closing. That's how slim their chances of escape are.
So you are in support of making survivors instantly die after 30 seconds of hatch close? I'll open a thread with this suggestion if you are.
Which is why you want the exit gate to be blocked. You want Survivors to be guaranteed to die. That's the only reason you're wanting this change.
No. I'm saying on those maps after the hatch is closed, it is difficult to patrol the gates, so the survivor still has a very good chance of escaping through the gate without abusing the instant door strat. My suggestion doesn't change this.
I still can't believe you think survivors are guaranteed to die when hatch is closed. Do I seriously need to link a clip of a survivor escaping after hatch is closed?
I main Survivor, so I know how difficult it is to escape through the gate after hatch is closed. It only happens perhaps 1 in 20 matches, not counting the ones where the Killer lets them out. You're trying to make it even more difficult than it already is, and I will not support that. I have a clip of me escaping through the exit gate after hatch was closed, but I only escaped because the Killer allowed it.
Of course you'd also suggest Survivors instantly die after closing hatch. That's how sweaty for the 4k you are.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815346#Comment_3815346
If the "sitting on gate" strategy is the only viable strategy, why don't survivors just instantly die if they don't open the gate in the first 30 seconds of hatch close? You mentioned in previous comments that the hatch is intended to close out the game faster. By your logic, there's no point of keeping the game going after 30 seconds since the survivor is "guaranteed to die" when they don't open the gate immediately. The survivor should just instantly die at 30 seconds to "close out the game faster".
Also, this guaranteed to die argument is bs. There are definitely maps where gates cannot be easily patrolled, e.g. The Game, Lery's, and Hawkins. These maps highly favour survivor for the exit gates.
If the "sitting on gate" strategy is the only viable strategy, why don't survivors just instantly die if they don't open the gate in the first 30 seconds of hatch close? You mentioned in previous comments that the hatch is intended to close out the game faster. By your logic, there's no point of keeping the game going after 30 seconds since the survivor is "guaranteed to die" when they don't open the gate immediately. The survivor should just instantly die at 30 seconds to "close out the game faster".
They might as well instantly die if they don't open the gate within 30 seconds of hatch closing. That's how slim their chances of escape are.
Also, this guaranteed to die argument is bs. There are definitely maps where gates cannot be easily patrolled, e.g. The Game, Lery's, and Hawkins. These maps highly favour survivor for the exit gates.
Which is why you want the exit gate to be blocked. You want Survivors to be guaranteed to die. That's the only reason you're wanting this change.
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@Unequalmitten86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814608#Comment_3814608
I agree here. No one should be so hard pressed to get a 4k. The killer can see the exit gates the entire end game and they are fairly easy to monitor. If anything if it's down to two survivors hatch open and see who gets it first then the last survivor needs to unlock the gates. Unfortunately most games have 2 gens or more with 2 survivors and it is quite difficult to get a win. Then we enter the survivor standoff.
These killers need to understand you can't win every game with a 4k.
You're still contradicting yourself. You keep mentioning that this change would "make it easier for killers, who are trying to make the survivor give up". This change only benefits killers when they close hatch. By saying that this change would make things easier for killers sitting on hatch, you are admitting that these killers would close hatch and hence benefit from the change.
But you clearly want to benefit from the change by closing the hatch. The "sitting on gate" strategy is the only viable strategy that Survivors have left, and you're wanting to take that away from them and leave them with no strategy at all, thus guaranteeing the 4k.
Seriously, you're starting to sound like that one guy who constantly complains about losing their only kill due to the 4% self-unhook or Deliverance, announcing every time it happens to them and begging to get rid of 4% and self-unhook perks in endgame.
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I can think of a few "campfire stories", but I'll spread them out.
The first one that comes to mind was a particular Plague player that I faced for three matches in a row. Has that ever happened to anyone?
The first match was average, we all lost. Near the end, everyone was slugged or hooked. I managed to wiggle out with Boil Over and Flip-Flop, but I still got downed again and hooked.
For the second match, I suspected the same Plague player, as she had the same cosmetic, same perks, and had brought a 5th anniversary cake offering. They tunneled me off the first hook, so I let go on the second. I spectated the rest of the match, and in the endgame chat, the Killer said they felt bad, that they were going to let me go after the second hook. I pointed out that I would've held on if I hadn't been tunneled off the first hook. So the Killer said if they see me again, they won't even hit me.
And then moving on to the next match. Another 5th anniversary cake is offered by the Killer, and I went, "Is it the Plague again??" Sure enough, the Killer PMed me on Steam, informing me that they were going to be my Killer again for the third time and promised to leave me alone. And they did, except for when I got hit by the stray vomit (but that was my fault for not moving my butt when she spit at us). But she left me to get picked up by the teammates. Afterwards, we finished the gens, and three of us escaped. I ended my session after that, because I really didn't want to run into the same Killer a fourth time, and I was suffering a headache anyway, leftover from a cold I was recovering from.
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Recently I've been hearing people say that the first chase is the most important. And given how Killers naturally get stronger as the match progresses while Survivors get weaker, I can see that point. It is EXTREMELY difficult to recover from a bad start as Survivor. The first Survivor who goes down within the first two minutes of the match likely knows this, that going down so early can doom the entire team, even if they don't give up. This is especially true if someone gets hooked in the basement.
This isn't the only reason, of course, but I believe it is the most common one.
tl;dr, I'm agreeing with what edgarpoop is saying.
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Yeah, delete the Infinite Tier III and Tombstone, and then we can talk about buffing him.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809736#Comment_3809736
You talk as if my team is very coordinated and skilled and plays at their best, no I play soloQ and you know how miserable it is.
dw, sbmm exist to fix your games accordingly to skill.
So it's great that the killer leaves you in a dying state for 4 minutes, you can't do anything, you can't play, you just crawl very slowly and that's it.
There is already a solution for this, but you choose to ignore it when i posted it.
Just hook the survivor don't leave survivor in dying state and that way you get kills, if you leave them in dying state intentionally for a long time then you are telling me it's a free escape while you literally had a chance to hook survivor , so my suggestion is literally dedicated to such a playthrough that you are advocating.
There is nothing wrong with that playstyle, blame the last survivor for not just giving up and run to the killer instead, the game is lost anyway.
According to your logic we should remove Noed and Deadlock because it rewards the killer for his failure "The killer had a chance but the killer failed"
You like to put words into other peoples mouth when they dont agree to what you are saying? you did the same thing to me.
The difference is that there are specific endgame strategies that the killer plan for when they make their build, if they use those perks. Its clearly from your post that you didnt plan on getting slugged for 4 minutes, and if you did, you should have brought the perks for that (as i showed you before in this thread).
You are slugged because you failed at looping, if you are bad at looping, there are perks that can help you. If you get slugged a lot, there are also perks that can help you.
So you're actually planning to lose when you bring NOED? No one plans to lose. NOED is powerful because the Killer always gets value regardless of what happens. Anti-slug perks are very situational at best, so 9 times out of 10, they don't help at all.
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@A_T_E said:
https://forums.bhvr.com/dead-by-daylight/discussion/428489/solution-for-two-survivors-left-case
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809451#Comment_3809451
Nah, bro. The Victims had a "chance to escape" when they entered the game. If they play so poorly, that there's still 4 gens left, when there's 2 Victims remaining, they don't deserve to be given second chances, just because… What… It sucks to lose?
Then what about the Killer? So if Victims manage to repair 3-4 gens, so there's 1 gen left, should the Killer then be able to down Victims in 1 hit? Teleport hook? It's only fair, it sucks to lose, you know?
Your suggestions sound like the petulant whining a child makes, wanting the rules of the game changed to favor them, because they are a sore loser. Just accept you can't win every game, and if the Killer wants to slug for 4K, it's their risk to do so. It's not risk free.
Nah, bro. The Victims had a "chance to escape" when they entered the game. If they play so poorly, that there's still 4 gens left, when there's 2 Victims remaining, they don't deserve to be given second chances, just because… What… It sucks to lose?
Then why does the match even continue when there's two Survivors and four gens left??
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I'm not even sure how people think that matchmaking is busted when we can't even see our MMR. It probably seems that way because people are either dodging lobbies, or people are backfilling into lobbies that others have dodged without even knowing it. Therefore, I'd be in favor of removing lobby dodging entirely, or just remove the lobby itself altogether. Don't even show the offerings played before loading into a match. This way no one can develop any preconceptions about other players based on their hours played or offerings played or items held, etc. I'm pretty sure the complaints about "busted matchmaking" are actually preconceptions about other players in the lobby more than anything.
And if I get into a lobby with 100- hour players, then most likely it's because I die a lot, and my MMR score dips low enough to be at the same level with those players.
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I can't see randomized items and add-ons working out. Idk about anyone else, but if I randomly start with a flashlight, I'm immediately putting it down and looking for a medkit in a chest.
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Yeah, they might as well just end the match once it's down to two Survivors, because the game is lost at that point. Not only is it nigh impossible to complete the remaining gens, but it's also pointless, even if they somehow succeed. There's still the problem of getting out through the exit gate. The last gen completed will notify the Killer of the location of the Survivor(s) who finished it, and that person would undoubtedly get chased, and it's very unlikely that they'd reach the exit gate (assuming they're headed to the one their teammate is opening) before they get caught. If that person isn't on death hook, it would still be an extremely risky endeavor for just one person to save them, and would likely fail 99% of the time. I personally feel it's not worth that risk. If the third Survivor is on death hook, then the final one can get out (unless the Killer slugs the third person and comes straight for the fourth, resulting in their getting downed and hooked/killed as well).
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I might just wait until they fix the T1 perk glitch before I play it again…
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I wouldn't mind it only during Bloodhunt/rush/feast events, but all the time would be too much, I think.
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@Sika21 said:
I will be completely honest, I would much rather these changes don't ever see the light of day. But besides that, I really like your idea. I am not sure if killers need or not any more BPs but it's fairly known that survivors have a harder time earning BPs, so I like how you try to balance this out. The glyph idea is creative but given that they would have to actively escape with the thing, it might be a bit hard to get it. Maybe if they only had to interact with said glyph no matter whether they escape or not? Kind of like, those restore the memory tome challenges.
Yeah, maybe they could have it so that you earn 25k bp if you escape with the thing, but only 15k if you get the glyph but die in the trial. Maybe it'll be incentive for Survivors to not give up prematurely as well, but who knows on that one…
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@DarKStaR350z said:
There’s a lot of talk about making the game more fun for survivor so they don’t bypass the DC penalty to go next, but how about when it’s not fun for killers?
How many do you think would just walk out the exit or jump in a hatch if they lost 3 gens before first down or the first chase took too long? Not having that option to bypass the DC penalty seems to be working on that side. How about we give them an option to get out the game early without penalty and see how that goes, see if you are all arguing for the game to be more fun for killers or if you just want their way to bypass the penalty removed.
It’s also funny to see that when it comes to survivors people say punishments don’t work and we should make things more fun etc, but when it comes to tunnelling the argument is never to make hooking different survivors a better option but always to remove it or punish killers for trying to do it. So carrot for survivors, stick for killers - seems fair and reasonable.
There have actually been plenty of arguments about making it more worthwhile to spread hooks. (There are a few perks that do that already, but if someone really wants to tunnel, they're not going to use them.)
I wouldn't oppose the idea of giving Killers a get-out-of-jail-free card if they're not having fun in a match, but that's not what this topic is about.
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@tippy2k2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805935#Comment_3805935
Ok, let me rephrase this then
They should go into Ragequitter lobbies so they know how it feels AND they won't be able to interfere with people who don't ragequit the second anything goes wrong in their game. Ideally the Ragequitter lobbies will get them to stop Ragequitting but if all it does is get them out of regular queues, that's enough for me.
Another thing to consider is that you don't really know that these "ragequitters" are serial ragequitters. They could have just been having a one-off bad game. It happens to all of us, and I can guarantee that everyone has gone next at some point. So I don't see this ragequitter lobby being utilized very much, even if it were implemented.
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There's a software called Medal TV that allows you to capture the last 30 seconds or so (the time can be adjusted in the settings), I'm not sure how long you can set it to, but I think 30 seconds is the default.
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@tippy2k2 said:
I had seen it on Twitter and now I can't for the life of me find it again so I'll just kind of paraphrase it
There should be "Rage Quitter" lobbies. Basically if you ######### and/or DC constantly from matches, you get put into Rage Quitter Lobbies where all the other players who Kill Themselves/DC constantly go. Maybe you'll learn a thing or two having to deal with others who constantly quit the game and ruin it for everyone else…
I don't like the idea of having that happen with regular lobbies and just marking them as "quitters" since now everyone has to do the job of avoiding them. Stick them all in the DBD Jail as you put it and make them play a few matches in there before they get to come back into civilized society
I can assure you that ragequitters have already been on the other side of it as well, so we don't need ragequitter lobbies to let them know how it feels. Yes, it sucks when they do that, but I understand the reasons for doing so, as well as others who have commented on this thread.
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@CountOfTheFog said:
Friday the 13th: The Game had queues for these players for a while called The Salt Mines...
How well did it go in that game?
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@Devilmc90 said:
then let's nerf Windows of opportunity if we talk about "overdoing it with aura reading"
There's a massive difference between aura reading players and aura reading inanimate objects.
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@Shot_thru_a_cannon said:
https://forums.bhvr.com/dead-by-daylight/discussion/426775/we-dont-want-moris-to-change-behavior
I agree 1000%. Not only that but I have made it a tradition to let the last survivor go whether it be through hatch or gate and now if I want to see a mori I am now forced to kill them. I know a creator who does something known as "Mori Mondays" where he runs the ebony mori on every match so we can have fun watching the animations. Needless to say, that will be dead now. I wonder what is the nefarious purpose for this change that nobody asked for? I suspect it is a way to make the game more PG-13 as I think they are kinda ashamed of the brutal nature on the animations (they are rather tame IMO) and want to hide them as much as possible. I REALLY hope this change does not go through and we really need to let uit be known that this is not wanted. It really does push me to not wanting to play the game any more.
According to the dev update, the mori won't be forced. Idk why people are still thinking that…
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I don't know what I'd call it, but I'd like a perk that does what Kindred does when a Survivor is slugged.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796723#Comment_3796723
Ah, game design by committee. Nothing can go wrong with that.
People are always going to come up with reasons to be unhappy with any given match. A world where people don't give up and play a game out is a nice fantasy, but still a fantasy.
Look at all the stuff that's been added in recent years. Basekit BT. Activity HUD. Hook grabs removed. 3 gen system. Face camping meter. Mori nerf. Regression nerfs. None of it matters, people still get upset and leave matches.
You're positing these changes like killers are the bad guys here and survivor players are the victims. Of course they give up versus unpopular killer, unpopular perk. It's valid, right? Not a peep about the people that play that killer and don't deserve to have their favorite character changed or that perk that fits into their favorite build. It's their fault that survivors decide to give up, apparently.
...Are you sure you're replying to the right person? I wasn't the one who put out the suggestions.
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@Blazin973 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793570#Comment_3793570
yeah cause its very fair for someone who is inexperienced to be matched with p100's and get "bullied" which makes some people not even wanna touch the game again cause some survivors are just sick in the head the way they play cause they've been playing since release and have 5k+ hours
@ppmd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796856#Comment_3796856
The problem in this case is with the matchmaking system, not prestiges. I agree that what you're describing isn't right but dodging is only a bandaid solution.
And all this dodging is most likely the reason you're getting matched with people with way more experience.
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I would definitely prefer the third option, too. There are just as many valid reasons for giving up as there are petty ones. I believe BHVR should put out one of those Player Satisfaction surveys with specific questions as to why there's so much giving up going on. At least there people can be honest without worrying about getting lashed at by the community. And then the devs can see where the real issues are.
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Like, there is absolutely zero reason why we shouldn't be able to see character prestiges in swf lobbies
I would argue that there is absolutely zero reason why we need to be able to see our swf friends' prestiges either. I'd say that seeing our swf's prestiges is even less important than seeing random teammates' prestiges'. (Not that the latter is important at all or anything either.) Regardless of our friends' prestige levels, we trust them to be good teammates who try their best, right? Right??
Plus, prestiges are still visible in the post-game screen, so you can show off/congratulate each other there.
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@Paternalpark said:
Bhvr have stated they not touching the dc penalty system. What the point in this conversation being had every week?
They've said they're not removing it, which is fine. But it does need a cap of some kind. There is no reason it should extend past an hour for each DC. Absolutely none.
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The window already flashes orange when loading into a lobby or loading into a match. And do you have audio enabled, or does it mute when you tab out? The latter you can set by going into the Audio settings in the options and set "Mute Focus" to off.
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I had a pretty bad losing streak in soloq this morning. Worst match: Pig. I got hooked, Dwight was in chase, Lara was trying to get her trap off (and ended up dying from it), and Nicolas was upstairs on the gen. So Nicolas should have been the one to get me. But he didn't. Just lets me die on first hook.
I go to spectate, and guess what? HE HAD DELIVERANCE! You'd think that would motivate him to get off his bum and save me, right?
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794294#Comment_3794294
As I've said, the only people this change affects are people abusing the strategy I described. By afking at the exit gate, the survivor made 0 attempt to look for the hatch, so they gave up their 50% chance to find hatch and escape. The survivor shouldn't have a high chance of escaping after hatch is closed. Hatch give survivors an escape when they use it, so the equivalent should be given to the killer when it is closed, which is a kill. Getting to play for exit gates after hatch is closed is a privilege. Hatch is also a privilege as a survivor that lost at 5 gens would have had 0 chance of escaping if not for hatch. When survivors complain about hatch and exit gates, all I see are entitled people complaining about their privilege. These are all 2nd chance mechanics that survivors did nothing to deserve. They were given simply for losing the game.
You're complaining that you don't want this hatch standoff, yet YOU are the one who creates it by sitting on top of the open hatch.
You're asking the devs to fix a non-existent "problem" that you bring upon yourself when you don't have to.
Nope. Survivor is equally guilty for hiding and abusing a strategy with no counter play. The survivor can give up any time just like me.
It's not a non-existent problem. I've had it happen to me several times in the past. I closed hatch, walked straight to the gate and it was already openned when I arrived. There was no counter play asides from sitting on the hatch.
The counterplay is simple, as others have said. Close the hatch. Of course it's not guaranteed to work every single time, nor should it.
A strategy that is guaranteed to fail if the survivor is using the strategy I described is not counter play.
And for the record? If all four Survivors are alive in endgame, and I happen to get hooked then, I will throw on hook and let the others escape. So your accusation of me being a "hypocrite" is a blatant lie.
Link your Twitch. Also, you're already shifting it to "if I get hooked". You're still trying to escape if you haven't been hooked, which is probably 75% of the time.
When survivors complain about hatch and exit gates, all I see are entitled people complaining about their privilege.
And this suggestion of yours is about the most entitled I've ever seen from a Killer. It's absolutely ridiculous to expect (or even just wait) for the Survivor to leap into your arms by sitting on the hatch.
It's not a non-existent problem. I've had it happen to me several times in the past. I closed hatch, walked straight to the gate and it was already openned when I arrived. There was no counter play asides from sitting on the hatch.
Only several times? Again, it sounds like you just want the 4th kill to be handed to you. If the last Survivor escapes "only several times" after you close hatch, it's not a big deal. You're not going to 4k every single game, nor should you. You don't need to 4k every single time. Just like we don't have to get a 4-person-out every single game.
Link your Twitch. Also, you're already shifting it to "if I get hooked". You're still trying to escape if you haven't been hooked, which is probably 75% of the time.
Sorry, I'm not linking my Twitch just so you can pick apart, scrutinize or criticize everything I do in the game.
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I've been meaning to experiment with this, so now I don't have to. Thanks for saving me the trouble. 😁
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794168#Comment_3794168
Stop with your boogus "I already won the game" at 3k argument. By your logic, survivors should not try to get a 4-man escape and the last survivor should suicide/give up instead of escaping because they "already won the game". If I check your stream, I doubt you consistently give the killer a free kill when your team will get a 4-man escape, making you a hypocrite.
How is it a free guaranteed 4K? In almost every single match, the survivor attempts to open the gate in last 20%-30% of the end game timer and running to the gate takes more than 15 seconds most of the time, so the gate will already be unblocked by the time they even reach it. It literally has 0 impact unless the survivor is abusing the strategy I described.
Boy, I wish I had you as my Killer every time I was the last Survivor standing if the last one gets out every single time you close hatch. Because the last Survivor only has like a 5% chance of getting out through the gates once hatch is closed. What you are asking for is to remove that 5% chance and guarantee that you'll catch the last Survivor.
You're complaining that you don't want this hatch standoff, yet YOU are the one who creates it by sitting on top of the open hatch.
The counterplay is simple, as others have said. Close the hatch. Of course it's not guaranteed to work every single time, nor should it. You're asking the devs to fix a non-existent "problem" that you bring upon yourself when you don't have to.
And for the record? If all four Survivors are alive in endgame, and I happen to get hooked then, I will throw on hook and let the others escape. So your accusation of me being a "hypocrite" is a blatant lie.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794158#Comment_3794158
Nope. I already told you. If the hatch spawns far away from the gate, it's impossible to reach the gate in time before the survivor opens it. This is guaranteed to occur on certain maps, such as The Game and Lery's. This is what happens:
- Survivor is waiting at gate for me to close hatch
- I close hatch
- Survivor immediately starts openning gate
- I walk straight to gate
- Gate is already openned by the time I arrive
There's 0 counter play asides from waiting on the hatch for the survivor to give up. It's the exact same scenario as a hatch stand off.
Blocking the gate for 15 seconds only affects survivors that are abusing this strategy. It's extremely rare for survivors to attempt to open the gate within the first 15 seconds. If they are genuinely looking for hatch, the time it takes to walk to the gate should already take up most of the 15 seconds.
And like I said, you've already won the game at that point anyway. Losing the last Survivor isn't the end of the world. No one should be guaranteed a free 4k like that.
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Why? The endgame collapse starts as soon as the hatch is closed, so they can't hide forever. And the Killer can easily reach the door before the Survivor can open it. The endgame collapse timer is not long at all, so blocking the gates for 15 seconds can 100% doom them, which shouldn't be a thing. As it is, their likelihood of escaping after the hatch is closed is about the same as their chances of unhooking themselves, about 4%.
And if you're purposely waiting to close the hatch, then this standoff is your own fault. If you don't want this standoff, close the hatch. If the last Survivor gets out, oh well. It's not the end of the world. You've already won the game anyway.
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Unfortunately, the DC penalty is one of the things that BHVR will not budge on. Mandy has even said as much as recently as three days ago…
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@IIITweedleIII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791309#Comment_3791309
This is one reason I feel BHVR needs to rework the penalty, other games understand what a disconnection from the internet is, while a predisposition to willingly click a button shows a willingness to quiting a game. Those are the ones that should be punished. Clicking on a I Quit button, recieves the penalty.
That said, physically unplugging a console, or PC to bypass an acknowledgement of quiting. Faking a disconnection. Is what needs to be determined and that's the hard to do. Sadly.
This is the reason why the DC penalty needs a cap. Maybe 60 minutes max. If they DC again, get locked for another hour (until they can refrain from DC'ing long enough for the penalty to reset). That's quite a long time for a single penalty, considering there are only 24 hours in a day, and ideally 16 of them are spent either working or sleeping.
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@TieBreaker said:
Imagine a mode where certain perks get mega buffed for a day. So each day you are incentivized to use these insanely strong perks. Then the next day a new set of perks are buffed. That could be fun.
Failing that, mega buff all chase perks. Give us a chase meta.
A 1v1 mode could be pretty fun for quick games. No gens, maybe a two-minute timer, and the Killer just chases the Survivor. If the Survivor lasts the entire two minutes, the exit gates and hatch open. If not, the Killer could choose mori or mercy (maybe give them hatch).
I think the devs had proposed a purely chase-based game mode in one of their surveys, iirc.
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I think having everything basekit would be too much, but I liked what they did with the classes in 2v8, where certain "perks" were basekit based on the class you chose as Survivor. I hope they incorporate something like that into the main game, probably with a lot more classes to choose from, and classes for Killers as well.
And basekit Kindred, too (even if the Killer's aura has to be removed).
Then again, they could do the "everything is basekit" as a temporary modifier. What chaos that would be, lol…
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@Blazin973 said:
dumbest update ever, now i have to play against p100s as an inexperienced player and get mad cause they have advantage over me, so i just stop playing mid game and then find out in the end they're all p100s or p50s p80s. revert hiding prestiges.
This is the exact reason why Prestiges were hidden.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793464#Comment_3793464
it's funny that you keep asking people to replicate your "research" by doing their own research in soloQ environment.
If you really want to see if it's the very tunneling that is problem in soloQ or skill variation of players due to MMR being nonexistent, pick 3 teammates you are confident have decent skill in DbD for the test, invite them to lobby with specific rules:
- no voice comms;
- no announcing loadouts
Pretend you have been matched with a decent soloQ team against average killer, play 175 matches and then come back with results.
Because the research you are presenting is literally blaming tunneling instead of what i think is the actual monster of a problem here, and that is terrible matchmaking.
I'm really failing to see how matchmaking has anything to do with tunneling. Killers will tunnel, whether they're good or bad at the game, they will tunnel at high or low MMR. Survivors find tunneling frustrating and unfun, regardless of their skill level. Even if they take a hit for the tunneled Survivor, their fate is still decided by the Killer's choice, whether they choose to continue the chase with their tunneled target, or start going after the person who tanked the hit.
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@survivor0311 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790669#Comment_3790669
Since you're worried about not having the option to potentially save yourself, then we can have it so that once the sacrifice meter (or whatever you call it) drops to 50%, a skill check will appear: hit it and it's a toss up between you successfully unhooking yourself or proceeding to second stage. Missing the skill check means you will move to second stage like normal. But there shouldn't be any other self-unhook attempts (other than the ones I listed in the original post).
Also, your argument for not removing this tool that griefers use (self-unhooking) lest it enables other forms of griefing is flawed because if developers thought like that then no forms of griefing will ever be addressed.But it's true, and that's exactly why the devs haven't addressed the "throwing on hook" issue yet. They know that removing self-unhooks will not stop people from giving up. No one knows what will.
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@NarkoTri1er But you can't know if the sandbagging is intentional either. Plus the report system is crap, so the devs aren't likely to take those reports seriously.
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@Feneroe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791209#Comment_3791209
If one side gets no dc penalty, both sides need to. Also, if you read my first post, I said they should remove hook suicides. I'm not fine with survivors ruining games, but you make it harder to ruin games, not easier.
Removing hook suicides wouldn't make it harder to ruin games, though. They'll just start sandbagging, or hiding in a corner, or maybe they'll do objectives and leave you to die on first hook. I've been seeing that a lot lately. If someone wants to get out that badly, it's best to just let them.
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Can we just make Prestiging optional instead?
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The self-unhook mechanic needs to stay, because there are just as many times when teammates can't or just won't save you from the hook, and you have to take your chance.
Also, removing the self-unhook will just enable the teammate to ruin the game in other ways. I've had teammates grief and screw around, still making a miserable match for the rest of us when they got saved before they could go next. That those actions are reportable means nothing, since the whole report system is crap anyway. You'd need video footage for proof, and 90% of the playerbase can't be bothered with that.
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Or you could just. Run at them and swing your weapon? You might get a hit for more points, you might even get a down and an extra hook or even a kill from it. Either way, they'll be out in an eyeblink. If the Survivors are extra cocky, you might get a glorious moment like this. XD
https://www.twitch.tv/cryptgirl1981/clip/SuccessfulSteamyReubenMikeHogu-yi4HmUxh2_ZK58_M -
I'd be a little wary of having all bot teammates (I've had it happen a couple of times). I got nervous when I was hooked by the Killer, not knowing if the bots would come for me.
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@Massquwatt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786623#Comment_3786623
I don't know, I think we should avoid giving survivors (and killers) any more basekit perks. Especially a basekit bond and kindred, all you'd be doing is just giving people free information at all times. There has to be SOME kind of cost associated with information because a large part of the game is built around it. If you're gonna give those two to survivors you might as well just give killers basekit BBQ and Lethal persuer. And absolutely no way to the implementation of the generator bug, all it did was punish killers who played fairly. We don't need to be giving anyone comeback mechanics just simply because they're doing badly.
And yet Killers have all the comeback mechanics in the world. Less gens to patrol, fewer pallets to get stunned with, bloodlust to move faster despite their base speed already being faster than Survivors. And that doesn't even go into the perks like NOED, No Way Out, Blood Warden, Remember Me, etc…
If Killers had an ability to ragequit that bypassed the DC penalty, we wouldn't see more ragequitting from them. With tactics like tunneling and camping at their disposal 24/7, they have no need to ragequit.
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@eggham17 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786063#Comment_3786063
I just wrote an entire post about how I like showing off my prestige regardless of the consequences. So "nothing good" coming out of it is not true for me. I want the choice.
But you're not the only player in this game. If you enjoy showing off your prestige, good for you. The problem is that it's just not healthy for the game as a whole, and people have already explained why multiple times.
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As much as I would like to see those tunneling Killers get pushed up to a higher MMR so that we casual Survivors won't have to deal with them, I think it would cause more harm than good.
For one, it's already happening, Killers are getting pushed to an MMR that's above their actual skill level, and then feel even more reliant on tunneling to compete with those top-MMR Survivors.
And two, it skews the killrate data (even more than it already is). If a pitiful M1 Killer is getting the top killrate from tunneling rather than effective use of their powers, then they'll likely get nerfed when they actually need buffs.
