DarKStaR350z
DarKStaR350z
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- DarKStaR350z
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The one thing I would like to see changed is to prioritise TV placement over things like chests, as sometimes you can have areas with no TVs and others with multiple right next to each other.
I think it’s still a thing as well where survivor coin offerings can make TV placements even worse and the same applies to Xeno tunnel entrances, Pig boxes and Singu EMPs etc -
@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913476#Comment_3913476
How would I nerf nurse?
1) Blink cds need to be longer (maybe a couple more seconds)
2) Blink distance should be shorter (bracelet basekit so -20% distance)
3) Remove bookmark, only absolute terribads (sorry but people are) use this. 3 blinks should not exist ever.
Maybe fine tune from there.
The average killer base really is terrible enough as her so, its probably not going to happen any time soon. Her kill rate has been on the lowest end every single time. Nerfing her would just make it go down even more.
Its a killer where you really have the extremes. Either you are good at her, or simply you are not.I don’t think 3 blink will ever go because it’s needed for one of her achievements and iirc they can’t change those on console and can’t make them unachievable
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As others have said being colourblind I can’t see the difference between the rare and very rare, or the tier 2 and tier 3 rarities.
@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911820#Comment_3911820
Thank you! I'll pass this on to the team!
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911877#Comment_3911877
Where does it say 15 seconds of haste? Looks like 6 seconds to me
the in game tooltip says 15 seconds but apparently it’s wrong
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@TotemsCleanser said:
https://us.v-cdn.net/6030815/uploads/DEA9F6EZ3N7D/1000011198.jpg
It is NOT 15 seconds, the perk is intended to work for 4/5/6 seconds depending on the perk tier. The game stating 15 seconds is 100% a mistake.
that’s much more reasonable if the in game tooltip is in fact incorrect
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@DeBecker said:
What exactly is a problem here? I dont get it. Just because its haste?
Because it’s a massive 25% haste… for 15 seconds… for everyone within 16m…
If it doesn’t deactivate during endgame this is a free full team escape even if killer is camping a hook and survivors have a small amount of teamplay.
15 seconds at that speed is enough to get most of the way across the map against all but 3/4 of the killer roster.
Compare it to other haste perks to see how high the numbers are in relation.
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With the gen kick limit the killer can’t hold gens indefinitely; also you could’ve made more progress on the gens and forced the killer to do more if 1 of your teammates hadn’t given up on hook and a second teammate was not touching a gen which is the only survivor objective.
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I definitely feel this, my most played killer is Doctor which used to be a favourite but I’ve barely played him over the last year as put loads of time into other killers. Feng it says is my most played survivor which while it is my main, I have been levelling up all the other survivors and playing those this year as they have more items and offerings unlocked while my main I have used most of them and haven’t spent any more points on her.
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@Rudjohns said:
So how do you fix it? By increasing survivor's hitboxes and make it even easier for any other form of attack?
Surely increasing the hit box of the killers m2 attack vertically slightly would be the obvious solution. It would not affect gameplay in any other way as long as they don’t do anything crazy.
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@shalo said:
https://us.v-cdn.net/6030815/uploads/I35PDWB3F8PQ/30-21.jpg
Copped this burn playing today, I guess because my Steam profile has "member since November 17, 2004" (20 years in a few days woohoo!).
So, how old is too old?
I’ll stop enjoying games, animation, comics, and TCGs when they stop being fun and not until then which I guess will be never
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@ChuckingWong said:
"run a perk you are forced into playing that doesnt prevent but just prolongs tunnelling"
Running anti-tunnel doesnt solve the issue in the first place. 2v8 and getting randomly teleported somewhere after a hook was really the only counter to this playstyleThe same could be said about killer gen perks, they often don’t prevent the gens being done just prolong it in hopes of getting time to play the match.
How long is a survivor expected to last in chase and then work that out for 8 hooks before you can kill anyone compared to how long it takes the other 3 survivors to complete gens, then add in how long it should reasonably take to find a survivor chase them across the map walk to a hook and find another to chase. Unless survivors aren’t doing gens while someone is being chased it’s not really feasible to spread hooks and is completely in the survivors hands how much time you get to play during the match.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832908#Comment_3832908
This is a false argument because those long waits were before they added a bp bonus. Right now killer has a much longer wait most of the day, in EU survivor is at 150% bp bonus most of the day. Solo Q is practically unplayable with how killer sided the game has become.
As other have said, your bonus is dependant on factors like region, time of day and MMR.
But something is wrong with bonuses atm and devs are investigating as even with a high survivor bonus the queues are a few minutes and killer queues are always instant no matter the incentive.
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Things did change though as now people don’t slug because they can’t hook, only when they want to slug.
It’s not more efficient than hooking as it doesn’t contribute to kills which is the objective. If you can hook people quickly someone will eventually die where if you slug they can always be picked up indefinitely unless you manage to slug all 4 at the same time.
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Not really possible on console which are the majority of the playerbase, also doesn’t change some maps you need to drop from height to a hook which means a Boil Over user gets off for free.
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As long as survivors can run Boil Over etc and keep running to an upstairs on maps such as Eerie which make them unhookable slugging needs to be a thing
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@Xernoton said:
"Killers should be scared to play the game." Sorry, but that won't go over well.
If a killer constantly has to second guess everything they do because some kind of base kit mechanic will punish them for it, that ultimately leads to people not playing killer anymore. Think about it. We have something for 3gens and camping, we are discussing a solution for slugging and tunneling is discussed about just as much.
If you are forced to play nice, survivors can and will abuse it because it grants them an advantage.
We should have a mechanic for survivors to play nice where the first 3 gens can’t be progresses past 99% until another 2 different gens are repaired to 99%
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last night I was looping a main building with the killer on my back and just as I was about to make it to a pallet the bot drops out of an upstairs opening and lands right in front of me proceeding to crouch on the spot and block me for the killer to down
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I’ve definitely seen more toxic killers than I’ve ever seen in normal gameplay, slugging and bleeding out at the end for no reason with messages afterwards ‘hope you had fun’ ‘ez’ etc; but I’ve seen plenty of survivors running all the gen rush stuff Deja Vu, Hyperfocus, Prove Thyself and toolboxes etc and trying to smash the game out in 5 minutes without interacting with the event.
Just seems these events bring out the worst in people on both sides.
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As others have said; my killer queues are still instant wether there’s a bonus or not, and survivor is a couple of minutes or more even with up to 150% bonus. UK region late evening. Usually killer bonus would be 200% with the same queue times I mentioned which makes more sense.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826586#Comment_3826586
Go watch his showcases against high level players. He is absurdly strong and I don't know how people can't see it. He's an A+ killer at worst and probably the strongest killer in the game after nurse, blight, billy.
Why when it comes to nerfing killers do people say look at high level play; but when it comes to playing against them or nerfing survivor stuff it’s always argued to not look at the top level as most people aren’t playing that well.
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@Marc_go_solo said:
It's got a good chance, judging from a few polls about "most requested license" saw FNAF at the top (it was either FNAF or Friday 13th winning). Resident Evil has the history, but FNAF is a modern favourite and sits in the current popular trend of "Mascot Horror" (I think it was the first big game to really bring it forth).
What about the rabbit mascot in Silent Hill 3?
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@PreorderBonus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824813#Comment_3824813
Is Resident Evil an indie horror game? I said FNAF is the indie horror game, which it is, not that it’s the horror game.
You said even big AAA companies wished they could pull something like that off
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@PreorderBonus said:
FNAF will be the most popular license added to DBD. It's probably the most influential horror IP in recent times. I also don't think Killers like Jason, Candyman, etc. Would even come close in popularity, lol
There’s no doubting FNAF is super popular, but saying it’s influential is surely a stretch
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@KA149108 said:
For a long time the bps incentive has been on the survivior role which would dictate that the survivor role is low on players. Also, I play majority soloq and majority of those matches the gates aren't powered. In fact the only reason I keep playing survivor I'd that there is a small chance that hatch is an option to escape otherwise 90% of my matches would be 4ks from the killer.
I genuinely think the devs need to address this and show data on how many matches are ending in 4ks so we can get a good picture of the balance of the game. From where I'm sitting it's not that balanced. Personally I think 4ks and 1ks should be rare and it should lie mostly in 2-3ks where gens are either powered or 1 left. Also my point being that just because gates are powered doesn't mean the game is over but majority of my matches I'm experiencing the gates don't get powered. (Please note that I'm solo q and trying to help my teammates by going for saves and heals as well as trying to do gens in the process)
The devs themselves have stated that the incentives are unique to not only each region, but MMR bracket; as well as being affected by time of day you play. So your experience is not the same for everyone. Just because you are seeing mainly survivor incentives does not mean that there are not enough people playing survivor.
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What’s crazy is how quick survivors can DC or ‘go next’ on hook at the start of the game because they feel the game is already lost; but when it’s down to the last 2 they often just try and hide each other out for forever no matter how many gens are done for what 2500 extra escape points?
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@KTH said:
People commenting here saying "just run x,y,z perks" have a sh it take. Like why should a person run those perks just to "prevent" tunneling? Will just make more killers come to the forums to complain about the fact survivors are always running the same perks.
It’s the same with gen perks though, killers bring perks to slow down survivors gen efficiency, survivors bring perks to speed up gen progress. If either side brings them and the other doesn’t it’s a very unfun time for the side that doesn’t.
Tunnelling is just killers being efficient completing their objective and the devs need to make it so hooking different survivors is more rewarding as currently trying to spread hooks out is just going to lose you the game with how long kills will take compared to how long completing all gens takes. -
@tjt85 said:
I don't think I've seen a single Killer go into the void to get a haunt. That said, sometimes when I've spent time going into the void as Killer, I've already lost 3 gens and the game is nearly over. Too many players so far are sweating and playing "normally" for me to be able to gauge if the event is Killer or Survivor sided. Neither side can progress their objectives by going into the void, so I guess it's hardly a surprise most players are treating it like a time wasting side quest instead of, you know, a fun game play mechanic or a way to earn more BP.
I have the odd fun game when the other Survivors are going into the void to get void crystals, but most players may as well be playing the regular mode for how little they've interacted with it.
This has been my experience as well, it seems like it’s not worth the time to go into the void as killer as gens just go too quick.
The smoke bombs are annoying and I h will say as survivor the void is pretty strong for extending chases or disappearing. -
Definitely Boil Over and Head On as killer, Franklins as survivor
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I’d love to see kuchisake onna as well
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@OnryosTapeRentals said:
So another update dropped today with no mention of the bug that’s been affecting The Onryō’s invisibility duration for the past 10 months. That brings the total number of patches that the Onryō has been bugged for to 29.
Completely absurd that in 29 patches spread across 10 months, the issue hasn’t even been acknowledged, let alone fixed.
Have you got a link to the main bug report post so I can upvote it please?
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@cclain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819850#Comment_3819850
You make a point on something , we dont know when we launch a game if survivor are here just for challenge or for trying to win.
But its a 4v1 game , so valide challenge only if survivor win
Or
Let survivor strong enought to 1V1 killer to not depend on your mateThe game is 4v1, you can never have 1 of the 4 be as strong as the side who only has 1
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819592#Comment_3819592
That's what it was designed to be. It's an asym horror game; as a survivor, death is supposed to be the more likely outcome, like in a horror movie (whether it's actually scary or not isn't relevant). Not so likely that it's oppressive, but certainly not a 50/50 coin flip. Escape is meant to be an accomplishment.
Balance is a relative term, and 60/40 is what the devs are going for, to keep in the spirit of the game. Relatively speaking, DBD is closer to balance than it ever has been. But perfect balance isn't as was never the goal. I mean it's an RNG dependent 4v1, for god's sake.
I'm not sure why so many people have a hard time wrapping their brain around this.
If people want a nice evenly balanced competitive experience, they are looking in the wrong place for it. That isn't what DbD is, or was ever intended to be (or likely ever will be).
I play mostly survivor at this point (probably like 60/40 over the past year), and I am fine with it, because it's what the game is supposed to me. If I wasn't, I'd go play something else.
And frankly, anyone stressed out and wringing their hands over the fact it's not 50/50 should probably just move on.
This, people say ‘oh it’s just a casual party game’ and ‘we’re just having fun with friends’ but then complain about wanting a forced 50% win rate no matter how bad they play and that not winning isn’t fun so they ‘go next’ not realising that’s an inherently competitive mindset. It’s all these sweaty killers fault lol. And complaining about tunnelling throwing arbitrary numbers of killers who do it around, while quitting at first down before there’s any chance for the killer to not do that. There’s arguments for some sort of snowball mechanic now so if they’re playing bad the game will help them turn it around into a win with no skill on their part like the new 2v8 changes. Crazy.
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Even when the incentive is on survivor my killer queues are instant always, uk/eu region.
When the incentive is on survivor my queues as survivor can take minutes. -
@Doxie said:
So I'm 8 achievements away from having all steam achievements accomplished. I've gotten semi decent with Huntress but I've only gotten one down from .... I think it's 20m away? What's the best strategy to get this achievement in the books? The distance is far and difficult to even see an injured survivor so far away
I tried getting this on console and still struggling but some of the tips I saw were to use perks like Nurses Calling which iirc at tier 2 is exactly 24 meters so you can gauge distance; or using Devour Hope/Make Your Choice which both perk icons light up when you are over 24 meters away and either proxying injured unhooks/use iri head addon.
The other method was to catch survivors tbagging in the exit and keep throwing hatchets from distance at them and try to get downs, some will probably know what you’re doing and if they’re feeling generous let you get some.It’s still 100 on console btw not 20 as it was changed to on PC 😭
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Moris do count but bleeding out does not.
If you used the new end game Mori on the last survivor it may be a bug with that, but I’m sure I got some using an Ebony Mori. -
@Ziemniaczana said:
Sporadically speed up the madness skill check rotation speed at irregular intervals and increase the chances of madness skill checks. The longer you're healing or repairing, the more chance you have triggering a skill check.
Add skill checks to totems too.
Interesting ideas but honestly think Doctor is good as is. The recent buffs didn’t seem necessary but did make him feel less sluggish to play.
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It’s the controller analog movement I find to be the problem. You can’t move forward at full speed while using any left/right input and it means you can’t hug loops as tightly so lose distance and what would’ve been a hit on PC is a pallet to the face on controller. It’s most noticeable against Boil Over which is uncontrollable on console, the inputs just can’t fight against the wiggle movement let alone move forward at the same time and you have to try and turn into the wiggle in a kind of crab walk to get to a hook.
I don’t know why analog movement is a thing for killer as when are you ever going to not want to be moving at full speed by only pushing the analog stick half way? -
@Laluzi said:
I'd really like to see some stats on slugging before and after the change. I'm noticing a marked uptick on slugging for the 4k in my games - it went from being an occasional annoyance to all but a guarantee if I'm one of the last two survivors. I can only hope the novelty wears off soon.
This is my experience as well, I just hope it’s as it’s new etc but yeah being slugged for the 4K when they have no idea where the other survivor is and I can see them crouched in a corner somewhere has gone from once in a blue moon rarity to almost every game now.
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815698#Comment_3815698
Blocked gens stay in the state they get locked in. so a kicked one keeps losing % till it unlocks where a unkicked one stays.
From the wiki:
Blocked State
A Generator enters this state whenever Survivors or the Killer invoke The Entity to do so for them using specific Unlockables.
A blocked Generator freezes its current state and progression for as long as it remains blocked.
If a Generator was regressing at the time of becoming blocked, it will not lose any further progression until the block is lifted, at which point the regression will resume.Blocked Generators are also immune to immediate Regression penalties.
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@MrMori said:
I noticed that last night too. 150% bonus, even though survivor queues were well over a minute and killer queue was instant, so queue bonuses are still clearly not working like they should. The survivor games were extremely hard, with very new teammates.
Then I played killer, and was pitted against extremely new players that stood no chance, so I guess the survivor queues being super hard right now makes sense. I guess it's because other than perk buffs, there were 3 killer nerfs and one tweak, while plenty of survivor perks got buffed, so everyone's playing survivor. New tome too.
I don't mind matchmaking being all weird, but at the very least fix the bonuses so the faster side gets the incentive. They've been bugged out for so long.
Is there really a problem with the incentives?
I’ve noticed this recently that despite the incentive being on survivor perks that my killer queues are still instant, whereas survivor I’m waiting a few minutes in queue.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815706#Comment_3815706
If the majority find it fun, then why are we even talking about people leaving matches as if it's a widespread problem, since the majority of people stay because they're having so much fun? That statement is contradictory to the reality of the situation.
Because it only takes one quitter to ruin the game for the other 4 players, so there’s enough ragequitting babies spoiling the game for the majority of players who actually enjoy the game and just want a normal match.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815524#Comment_3815524
That isn't the problem. Even if you get rid of "going-nexts" on hook, people will just stop playing the game altogether. The game needs to be fun.
My logic is allowing both sides to be fun simultaneously to facilitate people wanting to play instead of giving up. Since, after all, it's a game and that's the entire point of it existing. To be fun for the end user.
The majority do find it fun and stick games out, a lot of the fun is sucked out by people ragequitting and it being rare to actually play a normal game for those who enjoy the game and want to.
The people who wouldn’t stick the game out without an easy way out obviously don’t want to play the game and should play something else maybe come back after a break. A lot would not ragequit if there was no easy way out option.Fun is subjective and you’ll never please everyone; someone has to win and someone has to lose. People who only have fun when winning will ragequit as long as there’s an easy out option when they aren’t winning.
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815526#Comment_3815526
Maybe a way for perks not to stack together.
Facing only one regression perk isn't an issue, facing a full stack of regression perks, where your generator loses 20 percent of progress and then locks up and continues regressing at 300% speed is.
Facing only one aura reading perk isn't an issue, facing a full perma-vision Huntress that knows exactly where everyone is at all times is.Moderation does a lot to mitigate the generalization that the entire concept is bad. Aura reading, like regression perks and many other, could be much healthier if, for example, killers didn't have vision of the survivors from the start of the game AND after they lose a chase… and after survivors drop a pallet… and while survivors are healing…
There's a point where you feel cheated. Like game is essentially getting played by itself for killers.
Gens don’t regress while blocked unless they changed it
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So we complained about seeing nothing but slowdowns and now we’re complaining about seeing nothing but aura reading? What do you want the killer to run, no perks?
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814498#Comment_3814498
You are addressing the symptoms of the problem not the problem itself. It's not that hard to understand.
The problem itself is survivors ragequitting because they have a way to bypass the DC penalty, a symptom of that is people make excuses to try and justify such behaviour.
What needs to be understood is no matter how much the game is changed those people will always ragequit at the earliest inconvenience as long as there is an option to do so with no repercussions.By your rationale lobby dodging shouldn’t be removed, they should gut everything killers dislike and find unfun to try and make them not shop for lobbies like survivors do with match shopping.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814040#Comment_3814040
You won't get an answer because the elephant in the room is that killers lobby dodge magnitudes more frequently than survivors do simply because they have the knowledge of every item being brought. "4 toolboxes? And I'm running Deathslinger? Dodge." "3 flashlights? Can't take off one of my four slowdown perks to put on lightborn (one of the most unfair perks in the game might I add), dodge." "4 survivors running the same cosmetic outfit? SWF, dodge. Similar usernames? SWF, Dodge." "This might be a SWF. Dodge." Let's not forget that until recently with hiding prestiges, if a lobby had at least one p100, the likelihood of the killer dodging exponentially increased.
The "reward" for the survivors from the killer's POV is that they weren't able to play against their impossible skill check doctor on Midwich, 4 slowdown blight, or proxy-face-camping pyramid head, since even the killers know there are some builds that are specifically designed to make the survivor experience tremendously tedious and completely miserable.
I literally said earlier to get rid of lobby dodging, last second switching, and hookicides all together.
it would make the game so much better. -
I have far more people hookicide than DC on both killer and survivor combined; if we remove that option to bypass the DC penalty then it would be a great start and then we would only have to worry about actual DCs which are punished and running at the killer beckoning and which can be reported as not participating in normal gameplay.
I would be happy if lobby dodging and last second item switching went away as well. Then while some will still presumably hard close the game instead, it at least goes some way to making it more difficult for these kind of players who want and easy out just because they don’t like the look of something or the game isn’t going in their favour.
I personally would still like these quitters to be put into a queue together and they can ruin each other’s games and let the rest of us play normal matches wether they look like they’re going to be difficult or wins/loses etc.
You can not like things in the game and give feedback on it but no one should be excusing this kind of behaviour unless extreme circumstances like hackers or game hostage situations.
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I mean when killer shack had 2 windows, there was no entity blocker, and every running vault was a fast vault and killers vaulted half the speed they do now so it was literally impossible for the killer to catch someone there people still went down and died.
Quoting stats the devs say to take with a pinch of salt anyway without knowing what happened during any of the matches doesn’t really mean a thing. Maybe 60% of matches have someone hookicide during the first minute or have at least 1 person locker jumping to avoid afk crows hiding for hatch as soon as the trial starts. No one knows and it’s pointless to assume anything from binary statistics with no context. -
@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813849#Comment_3813849
Waiting for killers to show if they want to play charity and give survs a chance, or cutthroat and turbotunnel at 5gens is not rewarding in any way. To take a somewhat but not really extreme example if a Billy downs someone while Lethal is still active all 4 survs might as well go next. Staying even a single second after that is a waste of time.
Lethal is like 8 seconds? You really shouldn’t be going down that quick let alone a second person lol.
If you aren’t waiting to see what killers are going to do then what’s the point in queuing up at all at that point? Someone has to go down sometime; or is that the only time you’ll stay, when there’s 3 gens done before the first hook? What if killers just start DCing if they don’t get a down in the first 40 seconds, no one will ever get to play a full match out. -
@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813756#Comment_3813756
I'm iri 1 on both survivor and killer, so I would stop assuming things about people simply because they can recognize killers haven't had to develop "thick skin" when they constantly get their hands held every patch with needless buffs and tweaks that nobody in the community asked for.
I can tell you from experience that killers have way more going for them base kit than survivors will ever have. It takes one mistake by one survivor to snowball a game to a 4k. Killers can make 10 mistakes a minute and still 4k.
Yet you made an assumption about me to try and devalue my own thoughts, bit hypocritical of you.
The reason I say I feel killers have had to develop thick skin is because I’ve been playing since the console launch and things were so much more heavily in survivor favour and killers just stuck it out.
Now things are evening out and survivors quit way more than killers did when the balance was completely skewed against them, in my experience over the years of course. And survivors in my experience still quit back then because they got caught first or lost a mind game and went down.If quitters are playing the game but quit when things don’t go their way then it screams they only have fun when they are winning and styling on the killer, and screw over their team if they misplay or get outplayed. It happens so early into the game that they don’t even know if the killer is going to tunnel camp or slug which is the usual excuse people give aside from crying killer op.