Desh
Desh
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You don't play many games do you? Because this game is nothing close to P2W, especially when compared to other MMOs.
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@Smiler said:
But how would you bring the others in? Just make them apear with the Entity or something?
That, or they were always there but spectating.
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@katoptris said:
https://us.v-cdn.net/6030815/uploads/012/AZB9BDG5FWTX.gif
So you want something like the tmnt's abilities
Yep, just more horrific
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/1230180#Comment_1230180
I won't deny that some survivors will hide just to spite killers, but as you said other survivors will crawl to try to find the hatch before you can. They can't notify you where you are and it's not their fault that sounds are sometimes bugged. If those survivors had the opportunity to surrender and end the game immediately, it would save you the trouble of looking.
Of course this mechanic is not intended to be used ever game, but what it would excel at is ending those fringe games where you're all slugged and saving time that can be used to move to the next game.
But you get that same opportunity if the dying Survivors stopped moving. There's already an in-game mechanic to where if you don't move or do an action for a period of time, crows fly to your location and give Killers notification of where you are. So yes, they can notify you of where they are if they just cease activity. But when dying Survivors crawl around, even when hatch is closed, they are refusing to be found.
Again I see what you're saying, but I don't see the problem to be so frequent or severe that such a change is needed.
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@GoddessStacia said:
In their most recent QnA stream, Ethan argues how that killer should exhibit pressure onto the survivor by gaining movement speed throughout the chase. I find this argument to be pretty weak. A survivor should not be punished by outmaneuvering the killer in a chase. If the killer is being out-skilled then they should not be rewarded with a compensation speed boost to make up for their misplays. If you as the killer is chasing a survivor for extended period of time, then it is more smart/efficient to leave that survivor to pressure others that are on generators. My argument to the devs is that as the killer there are other ways to exhibit pressure around the map than just giving killers a free and undeserved movement speed boost. This discourages killers to play better and instead fall back on a buff that they will inevitably get. This also makes those unsafe pallet 50/50 mind games much less fun. Thanks to bloodlust, the killer is able to down the survivor not because they won the mind game, but because they didn't have to break the pallet and bloodlust passively allowed them to get the cheeky hit on the survivor because suddenly they can move much faster. This meant that it didn't matter how well the survivor played the mind game and that the killer was eventually going to catch up to you with their bloodlust no matter what.
Tofu explains this very well in his most recent video, so if you have time please give it a watch.
What if it's not a misplay on the Killer and it's based on that loop? What if all 4 Survivors went to that same loop or set up tiles that makes them untouchable? Why should the Killer have to mind game something like that 100% of the time when all it takes for the Survivor is to just run that same pattern over and over until 1) pallet breaks, 2) entity blocks vault, or 3) Survivor someone makes a mistake between tiles? Now for Killers like Huntress, DeathSlinger, or anyone who can quickly close that gap, it's not much of an issue. But what about M1 Killers like Trapper, Wraith, or Pig? It's smart to drop chase when it goes too long for different prey but that isn't always the case. Especially if all Survivors are on the same skill level.
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If Killers got the same amount of points as hooking a Survivor 3 times and the Sacrifice, sure. Let's be honest, 99.9% of the plays I've seen when it comes to slugged Survivors is that they crawl away to hide and not be found. Choosing to prolong their fate instead of taking the L and getting hooked.
Example: 2 Survivors left. I'm a Killer so I down Survivor # 1 and go look for # 2. I find #2, down him, hook him, and go off to find # 1. Well # 1 decided to crawl away to God knows where to either find the hatch or be spiteful and not be hooked. And then if you find the hatch before the dying Survivor does, now the Survivor is still crawling around or hiding in a corner, refusing to be found by having crows fly over them.
I'm not going to lie and say I haven't seen it where a Killer hasn't downed a Survivor and let them bleed out. Hell I've done it myself (to toxic Survivors or Survivors who have DS, Buckle-Up, etc.) But it is so rare and infrequent that I wouldn't even claim it to be an issue. This is coming from someone at Rank 1 on PC.
If Survivors want to stop having their time wasted, then they need to stop crawling off to be spiteful and sit where they can be easily found. The sound glitch already makes it extremely hard for Killers to find dying Survivors as it is.
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@Callmehandsome said:
Honestly if you slug third survivor for 4k it's extremely sweaty, so don't be surprised if other party is using sweaty tactics as well. I personally think survivor should have option to die in that situation and take their points and move to the next game
DCing isn't a sweaty tactic. It's exploiting the game that the Killer has absolutely no defense again. You can counter Slugging, Tunneling, and Camping. Hell you can counter Moris and Keys. They're extremely hard to counter and you may still lose, but the possibility is still there. But you cannot counter someone leaving the game so that the other escapes.
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Some of these comments are atrocious and I haven't even gotten off the first page. I'm just going to say my piece that's probably already been repeated.
- Slugging is a tactic and allowable. If I don't want 4 people to escape for whatever reason, whether it's a 4k, wanting to pip, or a challenge, I'm gonna do it. The devs have designed perks literally made for slugging. Are you honestly going to sit there and tell Killers they are bad and toxic because they gave you a chance to escape, recover, and not be on your 1st/2nd/3rd hook? You are the definition of petty and you're probably one of those toxic Survivors who berates Killer in the endgame post chat whether they've won or lost.
- DCing is ridiculous and ruins everyone's game whether it's Killer or Survivor. I'd had DC's where I downed someone for the first time and went to go hook them and they DC right before the hook animation to make sure I didn't get points. The only way DCing can be justifiable is if someone is obviously cheating/hacking and you don't want to deal with it. Other than that, you have no excuse.
- Also for the people who say it only happens when they get slugged so they don't escape through hatch. I've also had it where I was down to 2 Survivors left, hooked one and went after the other since I saw him running away. And the dude who got hooked immediately DC'd so he can jump through the hatch. There is no way you can spin it to where it's fair because you exploited the mechanic to allow the escape of someone. Sure, the DCer loses all points and the Killer gets a little bonus but that's not the point. The Killer made it to that point fair and square and you then decide to cheat that person out of it?
- And to the people who say The Plague is toxic. ????? Are you high? You know how common it is to see Plague these days (Red ranks, PC), and how many times the Plague has been beaten?
This community is ridiculous because it seems only the biased or extremely ever open their mouth.
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@GrannyonAcid said:
https://forum.deadbydaylight.com/en/discussion/comment/1223901#Comment_1223901
Yes. Obviously this is possible. But when you are playing as solo. If all 4 solo survivors are running around looking for 5 totems. Then that's going to be an insane time waste. Where as of course SWF can just count how many totems they've cleansed over voice comms. Just too much work to figure how how many totems are cleansed by your teammates when you have no way to communicate that.
I've played solo and I myself cleanse on average 3 totems a match. If my intent is to do other objectives before Gens, I run treasure hunting perks or perks that help me locate stuff like small game or detectives hunch which has many other uses besides just totems. And it isn't hard because like you said, it is obvious. You don't need comms to run over to the next Gen and just look around on the way to see if there are totems in the area and if they've been cleansed.
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I do fun and random builds so let's see here.
First Build:
Enduring / Spirit Fury / Rancor / Nemesis
Second Build:
Ruin / Surveillance / BBQ / STBFL
Third Build:
Distressing / Coulrophobia / Thanataphobia / Sloppy or Blood Echo
Fourth Build:
Tinkerer / Pop / Devour Hope / Infectious Fright
Good luck
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Imagine creating a troll account and posting in a DBD Forum with the title being 'Imagine Still Playing DBD in 2020'.
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I'm just saying, it is possible to get both gen rushed and all totems cleansed in a few minutes. I've seen it done as a Killer and I've done it as a Survivor. It takes like what, 16 seconds or something to cleanse a totem with nothing hindering you? It's not hard.
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Keys are not that bad. There are counters. The only way you can't counter a key is if they find one in a chest during the match. I don't understand the hate for keys.
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Survivor - Iron Will
Killer - LightBorn
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Your post is vague and open to interpretation which shows by the mix comments presented in it. So I'll address them accordingly.
BP gain - Max you can get with nothing to enhance is 32,000 flat. Throw WGLF or BBQ into the mix, it's 64,000. Throw Cake/Pudding into the mix, it's 96,000. This doesn't include any additional BPS thrown by other players or BP events. Everyone knows for a fact that it is easiest to gain BP on Killer side since you naturally meet your objectives as you chase and hook Survivors. Everything else follows through. BP gain is fine where it's at (in my opinion). You kinda lose track when you spend time playing and before you know it, you capped on BP whether it's Survivor or Killer.
Leveling Characters - I found it pretty easy to level Killers since there are far fewer than Survivors. It takes roughly around 1.3M BP to get a character to 40 if you go the cheapest route possible in the Blood Web by spending it mostly on brown and yellow items. If I had to give an estimated guess, it's prob around 1.8-2M BP to get a character to level 50. When it comes to the end state, my intention and goal is to get all my Killers P3-50 with all perks on them. For Survivors, I will only use one Survivor at P3-50 Max while the others are leveled enough to where I have all their teachable perks. For the time it took me to make that happen on the Survivor side, it took me about 2 weeks of farming on Killer with BBQ, no events, and minor boosts for offerings such at 50% in specific categories. Killer side, I so far have 3 Killers at P3-50 with all perks and currently working on the 4th. And it's taken me a couple months since I play other games and do can't play back to back.
Essentially, yes it does take time if your goal is to get every maxed and all that. But the grind isn't that bad honestly when it comes to BP. Now onto shards since I've seen someone mention it.
Shards - Let's be clear on shards. We are privileged to be able to buy DLC content and most Cosmetics with shards. While a lot of people support the game by just outright buying the content, others choose to farm for shards so that they can eventually unlock a character. So someone who has bought the base game and has grinded for new characters and perks, they essentially saved a ton of money while BHVR loses money due to the grind. In a way though, this still supports the game because it promotes players to continuously play the game in hopes of attracting new people into the fold. So it's questionable on whether or not BHVR loses money. I doubt they do but the possibility is still there.
When it comes to cross-progression, I am down for that. I love a lot of progress when I switched from console to PC. But I feel as though that's in the works and we'll just have to wait and see.
Bottom line is, the grind is needed so that players can be maintained. If we obtained everything so easily, not as much people would be playing because they have nothing to look forward too besides longer queue times for matches. There would be no strive or challenge.
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@Tricks said:
BBQ is a bit crutchey and cheesy. But the blood point bonus is hard to pass up. Seems a bit odd to have such an awesome perk with a bp award attached.
I much prefer Discordance, Surveillance and Nurses Calling (in that order) I'll usually have 2 out of 3 of those paired. No one ever complains about them post match.
No one complains about BBQ and Chili either aside from onesies and twosies on Forum posts such as this.
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@Ohnoes said:
https://forum.deadbydaylight.com/en/discussion/comment/1220777#Comment_1220777
The thing about those perks are so situational they're useless. Distortion specifically. Why carry it if you only have 3 tokens, no possibility to earn more and ultimately the killer will just assume that someone is near the hook most likely if they don't see you anyways.
Because distortion is the best perk to identify what the Killer is carrying. Hooks a Survivor; Lost Token; Has BBQ and Chili. Healing within a certain range of Killer; Lost Token; Has Nurses Calling. Fast Vaulted; Lost Token; Has I'm all Ears. Like Distortion is a powerful perk that tells you what they have in terms of aura reading and allows you to use those tokens sparingly when the time comes.
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Ebony Mori - Based on Killers usage, no idea on what you mean in giving "free health states".
Iri Head - Based on Killers usage, requires skills to throw at a considerable distance no different than a normal hatchet. Definitely wasn't intended for Killers who just walk right up to a Survivor and use it.
NOED - Based on Killers usage, typically used for endgame setup. Cleanse totems, you won't have an issue.
Clown - Sucks to play, not bad to go against since he's not in a good spot right now. Everyone in Forum agrees he needs a rework.
Spirit - Spine chill beats her. It also takes skill and educated guesses to use her against Survivors. And it's definitely hard using her against Survivors who know how to counter her.
DeathSlinger - No different than dodging a hatchet or a shred. Easy to adapt too since the rifle's hit box is a lot smaller than a hatchet.
Forever Freddy - Based on Killer usage and play style. I've yet to encounter it but that doesn't mean other Survivors don't experience it. Just wake up and press forward.
Dedicated Servers - Based on Killer's internet as it should be until they find a better solution. If it was based on a Survivor and that Survivor leaves the game because they died first, the whole match just ends.
Unbreakable/DS - It's a setup. Find a better way to counter it if you don't like it so much. No different that a setup of Forever Freddy. Both are annoying but counterable.
DS in a Locker - Yes, it is BS. And it has been annotated by Devs.
Dead Hard - Exactly how it's supposed to work. What's the issue? Bottom line is that it's meant to prolong a chase whether it's a measly couple of seconds or another minute.
Sounds - Yes needs to be fixed. Tired of silent slugged Survivors.
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@EvilJoshy said:
The devs are afraid to release strong killers. When a killer is just coming out they tend to nerf them shortly after release like old Freddy. If they use the PTB they nerf them just before release, despite everyone's feedback. The devs don't want to make a strong killer they want to make a "fun" killer. I don't find being looped for 3 gens fun.
You seriously going to tell me that the New Freddy is a nerf from the Old Freddy? Like I know you're obviously a hardcore killer main and are biased against Survivors and Devs but holy crap man. And yeah, Killers should be "fun". Freddy is the Strongest Killer in the game right now based on his win/lose and kill rate ratios. And almost every person on the forum can agree that he is one of the most if not the number 1 boring Killer to play in this game. I do want some minor tweaks of improvement to Demo but I enjoy him a lot more than Freddy. And Demo is the watered down version of Freddy.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1220396#Comment_1220396
Also, his shred isnt amazing. If you know what to do you can dodge it.
Lmao no, Shred is so fast is basically undodgeable, the only thing you can do is predict when demo is going to use it and TRY to fake it so he misses, but once you are in the range of his massive lunge you are literally #########.
I agree with the fact that he makes to much sound tho, but I somewhat agree with it, it serves a great thematic purpose and make him really fun.
So essentially like the previously OP said that you reiterated.... if you know what to do, you can dodge it.
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Never have a good experience against people using OoO in high ranks. They're typically the most toxic group of people I've met so I'll avoid them. If I can't avoid them, I'll just hook them and stay close enough in the area to make sure they commit 'not alive'
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@Speavy said:
https://forum.deadbydaylight.com/en/discussion/comment/1219884#Comment_1219884
The pallet breaking one would be interesting, I would love that in game.
But the main issue is that Deathslingers addons just bad, every single one. Reeling speed, reload and miss shot reduction the only useable one's, maybe the mending increase to buy time but thats all.
TR changing ones are terrible and one of them is a rare.
Rare chain health addon only gives 10 more point to it which lets be honest like 0,3 second more to a regular chain.
Deathslinger needs an addon overhaul, because right now his addons might be the weakest out of every killer.
You think his are the weakest, go check out Demogorgons.
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BBQ (for points); STBFL; DH; Thrilling Tremors
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@Pornbjörn said:
Always leave last person a hatch.
If one of survivors leaves during the match you have to play nice and guve up couple of gens.
Never chase a person who was on a hook less then two minute ago.
Never slug.
Never camp.
Never bring franklin's demise, pop goes the weasel, or any perk which gives exposed status to survivors
and NEVER bring memnto mori to a match
Stick at least to those simple rules and i can assure you that you get good at the game really fast and earn a little respect from noble survivor master race
oh and yes, go with nurse she fun to play against
You trolling? I can understand being a little more lenient in play if someone DC's or not being a douche and face camping but that's about it.
Not going to let a Survivor just escape through the hatch. If I find it before they do, I'm going to shut it for points.
If I hooked a minimum of 1 other person during those 2 minutes from when the original dude was unhooked and I see the original individual again, I'm going to hook them again.
There are perks specifically designed for slugging that create pressure in game against survivors. While there are also perks like unbreakable that counter slugging. Slugging is okay in game for both sides.
You didn't specific face camping so I'm delving into this one too. If there are Survivors in the area that are waiting for you to walk 20 meters in a different direction before the unhook, you're absolutely right I'll stay in the area to find them. It's ridiculous to expect a Killer to walk across the map so someone get's their guaranteed 3 hooks, even though 1-3 other survivors are all right there in the area.
I only ever use Franklins when A.) A survivor brings a Key or B.) 2+ Survivors bring flashlights. PGTW is an anti gen perk and is no different from Ruin, Surge, or Overcharge. There is nothing wrong with that perk. Any perk that brings the exposed status is typically avoidable. Iron Maiden - Don't hop in a locker, hardly anyone runs it these days and the killers that do, Survivors find out immediately and just don't hop in lockers. Devour Hope - Cleanse totem. It's also an incentive for Killers not to camp and it takes 3 tokens to be exposed. NOED - Cleanse totem. Make Your Choice - Stay hidden when you unhook the individual. Haunted Ground - Don't cleanse totem. Or cleanse totem and stay hidden. Rancor - Stay hidden.
Pink Mori - Understandable frustration when used immediately. But it is still allowable and should be used if you spent BP on it, no different than using Keys.
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Freddy if I want to obtain a more winnable match. DeathSlinger, Demo, and Nurse if I'm just messing around.
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Strongest in-universe killer would be between Freddy, Spirit, and Oni. Mainly because I don't know how Spirits would interact with an immortal dream demon. Weakest would be a toss-up between DeathSlinger/Hag/Pig/Legion/Clown/Ghostface. Hag is supernatural sure but she's frail and withered. Pig, Clown, Ghostface, and Legion are just people wearing masks and wielding blades. And DeathSlinger is grandpa with a speargun and a limp.
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Limit range or time to seeing the aura such as 10 seconds.
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@PigMainClaudette said:
Tampered Timer is actually pretty decent, especially when combined with Crate of Gears to massively slow down the RBT. Good thing is as well that I find with the RBT is that most of the time it activates, you've just placed the trap/picking up the survivor. If it was changed to activate when removed from a hook, rather than reduced time, it'd be a pink add-on and used a lot more. Not an unwelcome change to me, though. Her current pinks are kinda underwhelming.
I hate that people can just leave with a RBT on, but it now doesn't activate at Endgame, even though it should but count as an injured survivor for the purpose of the EGC timer.
And no. Just no. Dash is fine. It's like saying "why don't we make Wraith's surprise attack a one-shot?" or instead of Ghostface stalking for a mark, he just one-shots people. Basekit one-shots are already infuriating enough.
https://forum.deadbydaylight.com/en/discussion/comment/1217840#Comment_1217840
And good god NO. Do NOT make RS2 basekit. You want survivors away from your generators, and anyone who has any game sense will just do a generator and not care about the timer. It is an add-on that subtly hurts Pig more than it does help.
Her Dash definitely shouldn't be a one shot. But it needs some form of improvement for it to be reasonable to use. The intended purpose of that Dash is to get that first sneaky hit. I'm aware you can mind game with ambush but that is very dependent on what loop you're at and it's typically not a good one. If Survivors hear me roaring the milisecond I begin charging that Dash meter, it defeats the purpose of that ambush dash. I'd be happy if she didn't start roaring until halfway through that meter. Or increased crouch speed/better viewing angle. Just something to make the other half of her power viable for gameplay.
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@Karl_Childers said:
“Game is actually balanced around solo play”
Killer vs 4 solos is advantage killer, come on. If you’re going to argue to nerf SWF, then this at least needs to be acknowledged. It’s going to be even expanded further with the upcoming patch. A balanced game currently lies somewhere in the middle, a mixed lobby of solo and SWF. Hypothetically, if the devs removed SWF today, this game would absolutely be killer sided. I don’t see how people can even argue that. So yeah, solo players should be getting buffs (not just perk buffs) if you want to nerf SWF.
It's seems Killer advantage because you're always gonna have that 1 potato or no one's on the same page and knows what the other has. But I've had games though where we completely dominated the Killer with no comms. I've had lobbies where before the match starts, we discuss what perks we're using and what offerings or items we should bring. It's rare, yes. But it is possible.
Something also to keep in mind that a "balanced match" is a killer walking away with 2k and 2 survivors escaping. SFW's tip that balance towards them and (depending on skill) will walk away with all 4 Survivors escaping.
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@EntityDrudge said:
https://forum.deadbydaylight.com/en/discussion/comment/1217835#Comment_1217835
You can still hatch escape if it's started. Just happened to me before my rant here lol. I put it on before the last gen and hooked her. Gen popped, team came and got her. I opened the door because the TV had 99d it anyway. They escaped and she jumped through the hatch with it beeping
I thought so. I couldn't remember because I haven't played her in so long. That should be addressed or fixed but I don't think anyone mentions it because she's not Killer you meet often. She's as rare as the Plague these days.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1217545#Comment_1217545
I don't remember the exact stats but it was that when carrying a survivor, you'd see all other survivors' auras. You know, as an alternative to BBQ & Chili. Now, you see other survivors' auras within 4 meters of yourself while carrying a survivor. That's a downgrade beyond parody.
I think it was 12m at one point.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1217835#Comment_1217835
I honestly didn't know that the timers didn't just start as soon as you got unhooked so that very well could be the case :D
Only way the Reverse Bear Trap can be triggered is if a Generator is completely repaired. And only while that timer is active will it kill any Survivor wearing it who tries to escape through the exit gates.I learned that the hard way when I put on someone months ago when the Exit Gates were powered (but not open), thinking they'd have to go to a box before they left. Nope, gates were opened, timer didn't go off, they still escaped with their head intact.
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That happens like all the time, nothing's been changed. The new maps have done a much greater deal at concealing them such as Lery's reworked map and Dead Dawg Saloon.
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@tippy2k2 said:
My biggest complain is that the survivors can leave with a trap still sitting on their head
I kind of get why that is allowed (a killer could just not put it on until the tail end and essentially end the game unless the survivor got lucky and found the release right away) but it seems awfully strange that the survivor can just kind of up and leave with a ticking time bomb sitting on their head. It's great that you got away from the killer but you basically only got away to have your head snapped off in a few minutes now anyway because the key to it is the place you just left...
Unless there was an update recently that I'm unaware of, Reverse Bear Traps with timers that started cannot be escaped with. They will instantly kill the Survivor. However if the timer hasn't started, say the Pig placed the traps on Survivors after the exit gate was powered, then yes they can leave. Due to the fact that there isn't a trigger for the timer to begin.
Reading this post made me want to play the Pig so I did at Rank 1. Mind you, I only used her 3 unique perks and the Survivors were kinda potato. I got a 4k, but only at Ruthless status. I was unable to use Crouch effectively (I don't play her often) to ever get an ambush hit off and the mind game was minimal and hard to pull off (location was Coldwin Farm). Traps were surprisingly effective this time since Survivor's weren't getting them off immediately after the first box. However something to note is that I don't put traps on people until they have to repair 3 more generators. To me, it's a lot easier to hunt and kill people when the area they have to effectively work in is smaller and smaller.
Had I gone against a better group of Survivors and had I not been so lucky, I would've definitely lost. I don't even think I'd scrape by with a 1k without camping at the end. Her add-ons are fantastic, I would concur that the base kit does need some form of a buff. Especially the crouching and ambush. I can't get points off ambush dash unless it's mid chase and I get lucky depending on the area or the Survivor is a potato/not running spine chill and they somehow let me strike them even after hearing that ridiculously long roar.
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@BenZ0 said:
I know this too well, I meet often survivors that like to insult me about my country (Germany) for some reason xD
One time I recall after getting a 4k about how pathetic I was. They asked me how I was, being a non-essential person working at home while they were essential. Working in "Cyber Security" they bragged while I'm just a bad, sweaty pos. Also told me that they hoped my family and I catch Corona and die. Some are funny, some are just sad.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/1216245#Comment_1216245
Just to make it clear I don't defend anyone who uses that sort of language. With that said, you often see children with questionable upbringing and parents who didn't help them reach any level of emotional maturity find calling people names like that quite entertaining. Getting a reaction from their target only reinforces their behaviour. Nowadays the internet makes it so much easier to be a troll, so with the newer generations this sort of thing is a lot more common than before.
However, the actual point i want to make is that not being able to understand that and letting it get to you shows an equivalent level of immaturity. Even if you're the same age as them, the fact that you recognise that what they're saying is wrong shows that you should be mature enough to also understand that they're just children who don't know any better. Don't let yourself get bullied by 8-13 year olds. Just report them and move on. They'll get punished for their behaviour and this will help them learn that the way they act is not acceptable - let consequences in a videogame teach them what their parents haven't been able to.
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1216313#Comment_1216313
You actually don't need to submit a Support ticket for chat abuse. When you report them after the game, the chat logs are sent to the team with the report, so you're not giving them any information they don't already have by sending a ticket as well.
@Huff said:
I would put it more gracefully than the other guy, so don't try to twist me saying all this into "defending" toxicity:
I think while it isn't "your fault," you probably still shouldn't sit around in the end game chat if stuff like this bugs you. It bugs me to an extent too, in the sense that I hate that people are that stupid, but that's exactly why I don't stay after the game unless I specifically am wanting to check how many bloodpoints I got, or somebody's build/item+add ons. In that scenario, I'm not even looking at the chat anyway, and I leave immediately after. I highly recommend you do the same if you feel like you can't handle people being like this.
Once again, not to defend this behavior. Report them and do what's appropriate. Just remember you can always walk away from the screen.
It's not the slurs or the insults that are a problem for me. Everyone who's played an online game has at some point gotten hate mail in their life, especially on COD with Xbox 360. It's the fact that they've been reported before for similar usage of those slurs and nothing seems to have come of it because they're still there doing the same crap. I didn't screenshot the part of that chat log, but one of them (paraphrasing), 'Go ahead and report, nothing will happen'. And though none of you said it but others have so I'll include it, I shouldn't have to mute/hide my endgame chat just because someone else wants to be as toxic as possible. I want to say gg to those who play well and meet new people who I can possibly play with later on whether as opponents or SWF's.
Already done my in-game report, I just simply submitted it through the forums too so they can actually see it.
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@Lodgekiss said:
https://support.deadbydaylight.com/hc/en-us/requests/new
Please submit a ticket with the link above. Give them all the information required and attach your screenshots. The kind language they used is intolerable and they should he permanently banned if they have a record.
Thank you, I was unable to find this.
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@Reborn2020 said:
Dont read . Close chat. Your fault.
My fault they said something (repeatedly) that is reportable and violates community policy?
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@Dehitay said:
If it makes you feel any worse, you'll probly get in trouble for this post because you didn't block out the names even though they were clearly breaking the rules with indisputable evidence.
@MadLordJack said:
And they put in the time to get to red ranks and still have not been banned despite what is likely numerous reports, some even with evidence such as this.
On the other hand, I have been reported in-game for saying 'gg' or 'glng'. Maybe you should open a ticket on the official reporting page?
I attempted to find the report section or at least anything but I couldn't. I reported them in game but I obviously it hasn't gone anywhere since this isn't my first interaction with them.
@Accullla said:
Why do you let 13-year olds get to you?
Because that's a lot of 13-year olds to constantly play against that belittle you nearly every single match. This kills any joy in playing the game when this is what you have to look forward too as a high rank. Or really any rank since matchmaking is broken right now. 13 or 40 years old, they shouldn't be using homophobic and racial slurs.
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@ZoneDymo said:
you have got to be kidding me with this list....
Are you saying that Pig and Huntress aren't the hardest intermediate killers to master?
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@Haku said:
Wraith and Hag are both very easy to learn/use. You give them too much credit. THe wraith is the most basic killer in the game. There is nothing really to learn there. It is more about knowing how to play the game. Hag is pretty simple to understand. She gets complicated only with rare addons. Demo I find it hard to play, There is alot to learn about his "traps", how to position them and when to use them
So Hag is an average killer which is why she's at the medium. If she was simple, a lot more people would be playing her than they are now. Demo doesn't have traps either and is more so used for his shred and teleportation. Wraith is seen as complicated because without add-ons, he's a very hard killer to use. Especially when in chases when he turns into an M1 killer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1214654#Comment_1214654
Ah, I didn't see that, kinda weird though it looked like this was a complete tier list of all levels. What made you only do Intermediate level killers?
I find Intermediate level killers to be much harder to play than Hard level Killers. Doctor, Freddy, and Spirit are considered "Hard" killers yet they are relatively the easiest to master, especially Freddy. Nurse is the only exception to the rule and she requires a lot of time and effort put into her to be effective. But then you play someone like Pig, who's ambush is honestly mediocre and only good for mind games against average Survivors. Her reverse traps make up for it but ONLY if you use them correctly and have the right add-ons. Huntress requires actual aim and practice to make shots that aren't 10m in front of you.
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@chenais said:
@Desh what is sad in the fact of wanting my 4k?
You don't want a 4k. You just want to start drama with your hyperbolic post. If you really want a 4k, git gud. The way game is heading, 2k is supposed to be the average. The emblem system just contradicts what the Devs are claiming, which is why it's being reworked.
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@[Deleted User] said:
No Nurse?
Nurse's difficulty according to the Killer's list is hard. This only accounts for "Intermediate" level Killers.
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I think your post isn't really funny. Not even bait or trolling. It's just.. sad.
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Using Stridor against Iron Will does help HOWEVER, you need to have good head phones to hear them. Sure, Survivors are super easy to hear with IW when they run or just got done running. But beyond that, if that mofo is crouching, you aren't going to hear anything.
Also, Spirit does take skill. Toxic Survivors just hate playing against her because she's very challenging. Odd enough, the meta perk that downright nullifies Spirit is Spine Chill and they'll still complain if you are able to kill them with it.
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@Name_Unavailable said:
https://forum.deadbydaylight.com/en/discussion/comment/1213555#Comment_1213555
Who said DS is a skill perk? I use it beacuse i hate being tunneled after just being unhooked.
And if we gonna talk about perks is Noed skilled perk? what about tunneling and mories? is it skilled also?
NOED is a skilled perk but it's based on how you use it. DeathSlinger for example has terrible map pressure so I built him for end game. Blood Warden + NOED + PWYF + Remember Me are a great combo of perks. You can switch a couple out for Fire Up, BBQ and Chili, etc. Tunneling is based on circumstance and individual. If we're talking just straight tunnel Survivor soon as they're unhooked and hook/mori them instantly then yeah, not really skill unless it's like end game and you're aching for a kill.
All circumstantial
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@batax90 said:
Forget it the dev are probably happy with the way ruin is right now its not use much anymore just like they want it to be
Incorrect. New ruin is still pretty good. Especially when paired with Surveillance or a high pressure killer.
Ruin where it stand right now is currently in a good spot. However that would be pretty unique if totem(s) moved itself to the next Dull on the map when the hex was cleansed. That would give Survivors incentive to cleanse all totems.
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I somehow miraculously got adept nurse with no add-ons as a Rank 1. I think it's only because people rarely go against her these days on PC.
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@Cheers said:
Maybe every time you take a successful protection hit you see all survivors auras for 4-8 seconds? (4 might not be enough time for you to check where everyone is)
Maybe. Though as killer when I hook someone with BBQ and Chili, I can easily scan for Survivor locations within 4 seconds.