Dreamnomad
Dreamnomad
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- Dreamnomad
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I think your dumbass little brother deserves to have his own opinion. I perform better with Hillbilly than I do on nurse or spirit. So for me, Hillbilly is in fact better.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/840866#Comment_840866
I'm not saying that ALL nerfs need to end, but the mentality that we should just nerf stronger killers in general. I'm kinda glad that Spirit's collision got removed, and I play her. Nurse's add-ons needed a rework. They were not in a good place.
Pig? Too weak to remove RBT at endgame. Pre-rework Freddy? Literal laughing stock of the community. Legion? Annoying, nerfed, reworked. Still annoying.
I'm not saying I'm in love with the nerfs they've made. But for the most part the changes have been reasonable. Most the killers are still playable. I don't know why you even bring up Freddy. He's a success story imho. They took the time and got him right.
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You had a bad game so everything needs to be changed huh? I actually get where you are coming from, but that is how your post sounds. My recommendation is to just not rank up. Yeah, that means putting your pride on the line and letting survivors escape. But from rank 15-8 it's generally pretty easy to get 4 BBQ stacks, lots of bloodpoints, and you can even get away with killing one or two w/o ranking up.
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If something is over performing then it will get nerfed. If something is under-performing then it will get buffed. The idea being an end result that most players will view as being reasonably balanced and fun to play. Asking for an end to nerfs is just silly. If they ever do stop nerfing and buffing things then that will be a sad day because it will mean they are no longer putting resources into the game.
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That is some next level logic.
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It really is a rather complicated question when it comes to DBD. "What is balanced?" I think the OP is confused about the actual goal set by the devs. It isn't intended for every single game to end with 2 kills and 2 escapes. That isn't even a thing. They are looking at averages over hundreds of thousands of games played. Why 2 kill average though? Think about it. Assuming an even distribution of player skill and resources, what other metric would be fair?
If the goal was 3 kills on average then playing as a survivor would be an awful experience and not enough players would choose to be a survivor and game lobby times for killers would be awful. If the goal was 1 kill on average then playing as a killer would be an awful experience and not enough players would choose to be a killer and game lobby times for survivors would be awful. But if the goal is 2 kills on average then both sides would have a reasonable chance at success and an enjoyable experience and continue playing the game and lobby wait times for everyone is reasonable.
In reality the game works very much the way the OP wants it to. As a rule, whichever side deserves to win generally does. Which results in an average of around 2 kills per match. The game is more balanced than most players give it credit for. Is it perfect? Ask 100 players and you'll get 100 opinions on what would be balanced.
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I don't like the phrase "git gud", but this is one of those situations where it is applicable. This is one of those add ons that is extremely map dependent and also relies on player knowledge. If you manage to figure out that Myers is running scratched mirror because he keeps sneaking up on you and hasn't increased his evil within then you just need to change up your playstyle.
Basically, do the opposite of what you would normally try to do. If you would normally try to hide to heal, instead go to the most open area of the map to heal. If you would normally try to be stealthy as you move around, instead brazenly run through the map and avoid places Myers could hide behind. Hiding is pointless against scratched mirror so don't even bother. Scratched Mirror (SM) Myers doesn't want a protracted chase. SM Myers wants to use information asymmetry and stealth to get hits and grabs.
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@PinkMochaV2 said:
LOL mini games no please.
Also genrush isn't real, not any more than "killrushing."
The killer gets genrushed if the killer isn't as good as the survivors he's facing. Survivors get killrushed if they are outclassed by the killer.
I agree with your point about genrushing and killrushing being an artificial thing created by players. But I think your view of the game is overly simplistic. At the absolute pinnacle of this game, survivors have the advantage. I'm not even necessarily saying that is a bad thing. I'm just saying this as someone who's played the game at all levels. If a team of survivors truly plays in an optimal fashion then they will win (on average) regardless of the killers skill level.
There are only a few killer things like mori's, one shot huntress, tombstone myers, etc that can really throw things off. Basically, anything that removes a survivor early in the game that offers little to no counterplay can break the game in the killer's favor for the simple reason that less survivors can be working gens at any given point in time. But it really isn't as simple as "whoever is better, wins".
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"So like, what is this HUGE overkill nerf people are crying about?"
I haven't seen a HUGE amount of crying over the nerf. Prayer Beads was expected by pretty much everyone and I haven't seen any complaints about it. Personally, I don't think a lot of the nerfs were warranted but at the same time she'll still be playable. So meh.
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The definition of petty is feeling that someone else's good fortune is your bad fortune. Stop being petty. For those of you that had the cosmetics before everyone else then that is your reward. You had a period of time where you had something unique. Nothing is forever.
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Personally, I think the only thing that needed changed was prayer beads. The rest of it feels unnecessary. With that said, I think she'll still be playable.
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It is a fair criticism that players that just want to play the game normally are going to be impacted by these challenges. I personally like the challenges. Even ones that promote doing dumb things like throwing down 15 pallets while being chased by the killer. If the objective is dumb, it is still an objective. Call me crazy, but I like working towards a goal. But I do see the OP's point. Not everyone enjoys them. Is it going to kill the game though? Nah. Players will adapt to the new normal. Challenges that are particularly hideous can be changed in the future.
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@PinkMochaV2 said:
What's this about free exclusives?
@Peanits said:
https://us.v-cdn.net/6030815/uploads/732/EMXAFUC5HSK0.png
Welcome to the November edition of our Developer Update, a series of posts detailing upcoming changes and our progress on ongoing issues. As always, we’ll start by recapping on previous topics before jumping into future updates.
Dedicated Servers
For a little over a month, dedicated servers have been live on the PC version of the game. Over the course of this test, we have often been asked why the servers were left on without any updates. We’d like to take this opportunity to explain a little more about this test.
First and foremost, we can tweak certain values behind the scenes without requiring a game update. This includes things like what the game deems to be an acceptable connection and various matchmaking elements. This way, we can test a variety of changes without forcing everyone to update their game repeatedly.
Leaving the servers on also allows us to collect far more feedback. We are hard at work making sure that as many gameplay issues as possible are ironed out before the full launch of dedicated servers. We have been including fixes for some of the most pressing issues in recent updates, including a fix for delayed stalking in the 3.3.2 hotfix. Thanks to the reports we have received thus far, we are looking to improve certain Killer powers, perks (e.g. Dead Hard), and the interaction system (e.g. Kicking Pallets or Generators).
Finally, this test gives us an opportunity to test the upcoming disconnection handling system, which allows us to better punish people who disconnect excessively. We want to make sure that disconnects are being tracked accurately so players aren’t wrongly timed out, and to do so, we need to leave dedicated servers enabled in order to test the new detection. In case you missed it, you can find the details of this system here: https://forum.deadbydaylight.com/en/discussion/73858/
The Archives
With the last Mid-Chapter patch, we launched a brand-new feature: The Archives. We are happy to see the mostly positive reception so far, although we are taking note of feedback as well. We’d like to address some of the common feedback we’ve received from this first Rift and Tome.
One of the main talking points is the difficulty of the first Tome. The first level of this Tome is fairly easy to complete, often taking only one match to complete a given challenge. This was an intentional decision by our team; we wanted to make sure that this level served as an introduction to The Archives so everyone could get an understanding of how the feature works.
At the same time, due to an error, some of you may have seen a sneak peek of the fourth level of the Tome. This level is significantly more difficult than the first. The intention is for the levels to gradually become more challenging the further you progress. With that in mind, we intend to use the following levels to gather feedback and adjust future levels and Tomes if needed.
We had also previously announced the dates each level of the Tome would release. However, due to the unforeseen delay of the 3.3.0 update, we needed to push back the release dates for these levels to match. The new dates are as follows:
- Tome I: Level 2 – November 13th
- Tome I: Level 3 – November 27th
- Tome I: Level 4 – December 18th
Exclusive Cosmetics
Alongside the launch of Chapter 14, we’ll be granting everyone the following cosmetics:
- Chuckles (Trapper – Ultra Rare Mask)
- Dweard (Dwight – Ultra Rare Head)
- Sharp Mustache Jake (Jake – Ultra Rare Head)
- Studded Jacket (Jake – Ultra Rare Body)
- Retro Windbreaker (Claudette – Ultra Rare Body)
- Claudette’s Weekend Shirt (Claudette – Ultra Rare Body)
- Purple Cords (Claudette – Ultra Rare Legs)
- Leather Hoodie (Meg – Ultra Rare Body)
- Retro Sneakers (Meg – Ultra Rare Legs)
- The BIG Hat (Ace – Ultra Rare Head)
- The TPGS Hat (Ace – Ultra Rare Head)
- Lazer Bears Victory Polo (Feng Min – Ultra Rare Body)
- Lazer Victory Shorts (Feng Min – Ultra Rare Pants)
- Donkey Jacket (David King – Ultra Rare Body)
- Hound (The Huntress – Event Mask)
- Untamed Donkey Jacket (David King – Event Body)
- Pro-Pain Hammer (The Hillbilly – Event Weapon)
- Free Song Bird Slip Dress (Kate Denson – Event Body)
There are a few reasons why we’ve decided to unlock these cosmetics for everyone. To start, most these cosmetics were unlocked using Steam codes and could not be unlocked on the console versions of the game, meaning we couldn’t give these codes to console players. Given this limitation, we have moved away from exclusive items in recent years and want to continue the trend of making cosmetics available to everyone equally.
Most importantly, the codes for these cosmetics were also being sold by code resellers for exorbitant amounts of money. Others were taking advantage of this by creating fake listings to scam people out of their money. This is not something we endorse, and not something we are able to support if someone does fall victim to one of these scams.
By giving these cosmetics to everyone, we hope to put an end to shady resellers and scams while also including everyone, regardless of the platform they play on.
Future Events
Recently, we’ve changed the way we handle in-game events and wanted to take a moment to explain why we’re putting elaborate objectives on hold. Unique event objectives take a huge amount of time to create and test, taking up time that could be spent fixing bugs and creating new content that’s available year-round. Going forward, events will be focused around extra Bloodpoints (through Offerings and/or Blood Hunts), Archive challenges, and event-exclusive rewards within the free track of The Rift. This allows us to focus our efforts on game health, which we ultimately feel is for the best.
Spirit Changes
The last thing we’d like to talk about today are the changes coming to The Spirit in the 3.4.0 update. The Spirit has been a polarizing subject recently with a lot of players finding her to be frustrating to play against. We also noticed that she appears to be performing far above expectations. With all this in mind, we have made a few adjustments that should make her feel fairer for everyone.
Collision during Yamaoka’s Haunting
Currently, the Spirit maintains her collision while using her power. Since phasing prevents The Spirit from seeing Survivors, any time she bumps into something she can’t see, she immediately knows that a Survivor is there. This takes a big part of the skill and counterplay out of the equation, allowing her to know exactly where someone is before reappearing. With this in mind, we have removed collision from The Spirit while she is using her power.
Window vaulting animation
Although The Spirit appears to climb through a window from the Killer’s perspective, a Survivor currently sees her stand at the window briefly before phasing through it. This left the Survivor with very little time to react, leaving the Survivor to guess whether she’s actually vaulting the window and hope for the best. The Spirit will now play a window vaulting animation from the Survivor’s perspective.
Adjusted speed curve post-phase
The Spirit currently retains her phasing speed for a short period of time after exiting her power before returning to her normal 4.4m/s movement speed. We have altered this curve to be more gradual, similar to The Wraith.
Add-on changes
We have also done a pass on some of The Spirit’s more problematic add-ons.
The Katana Tsuba
- Decreased the post phase speed boost duration from +0.25 seconds to +0.2 seconds.
Wakizashi Saya
- Decreased the post phase speed boost duration from +0.5 seconds to +0.3 seconds.
These add-ons allowed The Spirit to cover a large distance very quickly after phasing. By toning these add-ons down, she will now need to be closer to the Survivor after phasing in order to follow up and get a hit.
Yakuyoke Amulet
- Removed recharge rate modifier.
- Increased haunting duration bonus from +1 second to +3.5 seconds.
- Decreased haunting speed modifier from +10% to -15%.
This add-on increased various aspects without any tradeoff, making it a clear choice in any loadout. This change gives the add-on a more unique identity, trading movement speed for extra duration.
White Hair Ribbon
- Decreased charge speed bonus from +30% to +20%.
Bloody Hair Brooch
- Decreased charge speed bonus from +50% to +30%.
Prayer Beads Bracelet
- Phasing sound effect is now global and can be heard anywhere in the map rather than silent.
By far the most controversial add-on, Prayer Beads Bracelet would previously hide the sound effect that would play when The Spirit is phasing outside of her husk’s terror radius. This meant that Survivors were constantly at risk of being pulled off a generator with no warning or chance to react. By making this sound global, Survivors need to be on edge, as they won’t know whether she’s near them. This allows the Survivor to choose if they want to take a risk and continue what they’re doing, or if they want to play it safe and move away.
These changes will be included in the 3.4.0 update and will also be available for testing in the upcoming Player Test Build.
This concludes the November edition of the Developer Update. Be sure to let us know what you think!
The Dead by Daylight team
Read that. It's also found at the top of the page.
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I really like the idea of her dad being a survivor. That would be the first time in the game that a killer has had a "good reason" to kill a survivor.
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So far I've been pretty happy with the premium pass. Still like 56 days to go and I'm around rank 20. I already feel like I've gotten my money's worth really. I definitely feel more motivated to play with the pass.
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Makes you wonder if you have a SWF crew with everyone running Dark sense if you can just ignore the mission to do 3 yourself and have everyone get credit.
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This particular challenge would be best attempted with SWF. Coordinate with your team so they don't touch any gens you work on and have one or two be rabbits to have the killer chase around. If you try this playing solo it will be a frustrating experience, but still not impossible.
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@Nazeef13 said:
Even though I have issues with the quality and design of some of the survivor challenges (e.g. throw down pallets, deplete medkits) that can promote throwing or anti-skill gameplay, it is proper for the survivor challenges to take more time.
Not sure if you noticed during the 1st tome, which imo was balanced for challenges, the que times for survivor were extremely short but killer was just too long. This is because they have the same number of challenges for killer and survivor. But you only need 1 killer for every 4 survivors.
I know not everyone does the challenges, but if assume players do, the tome 1 challenges would result in 1:1 ratio of killer and survivors in que, when ideally you need 1:4.
The other way to achieve a proper ratio without making the survivor challenges take more time would be to increase the total number of survivor challenges. However this is unfair to killer mains, as they will get less progress for the rift, which ultimately leads to less killer mains buying it.
As a survivor main, I will miss the short que times and short challenges if tome 1, but these longer challenges (aside from design) are better for que times.
This is actually a really good point.
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The pallet one I got done in 2 matches. I ran object of obsession and then used the offering to go to the map "The Game". I dropped 12 pallets in one match. I haven't done the medkit one yet, but if you show up with a brown med kit and use the perk Pharmacy then you should reliably get at least 2 med kits depleted per game. Hell, bring Plunderer and offerings for extra chests and you might get even more.
But yeah, some of these challenges are going to take a number of games to complete. 20 gold or better emblems is a 5 game minimum challenge. 200,000 bloodpoints could take a few game too. I'm not sure if that factors in things like BBQ or Survivor Puddings. Hopefully it does.
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I'm just happy it isn't a licensed killer so I can get it free.
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There is no sense in complaining about something until you actually know what is going to change. As far as where it all ends... well, whenever the devs feel they have achieved the ever changing target known as "game balance". Some things will get buffed. Others will get nerfed. Such is the nature of a game like this.
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I'll tell you the thing I'm most excited about. There is no way this is licensed content! That means those of use that have been saving shards will get the next chapter free! As far as what the killer will be like it's pretty much anyone's guess.
Oni (鬼) are a kind of yōkai, ogre, or troll in Japanese folklore. They are typically portrayed as hulking figures with one or more horns growing out of their heads. Stereotypically, they are conceived of as red, blue or green-colored, wearing loincloths of tiger pelt, and carrying iron kanabō clubs.According to this article Oni are hulking demon like creatures that often wear loin cloths that use giant spiked metal clubs.
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@yukairi said:
I play ghost face spirit Freddy and demogorgon
Guess what? There are more than 4 killers. Some of them could use some love. Why would you possibly oppose better balance among killers?
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@USELESS said:
i am thinking right now. May i try to do a lore for this killer?
lol, that is entirely up to you. If you want to write some lore then go nuts. This is the fan creation forum.
As far as your killer goes, he is rather weak and the power doesn't seem to match the killer concept. Why does the cop close his eyes and get daredevil vision? The power does nothing to help shorten a chase either. Sure it makes it a little easier to find survivors, but then what? It usually isn't all that difficult to find survivors to begin with.
Compare this killer to The Doctor for example. Doctor can easily locate survivors at the start of the match just passively walking around the map. Then the Doctor's shock ability can actually help in a chase (even if only a little). He also has the added benefit of passively making it more difficult for survivors to work on generators. Even with all these benefits, Doctor is widely considered one of the weaker killers or at best mid tier.
As far as your perks go "there is nothing for now" is way too narrow. You could play 10 consecutive games and have absolutely no impact with this perk in any of them. "They are here" probably has the most potential. It needs to be refined though. There is no cooldown which is problematic. If a killer lets a group of survivors finish all the gens except the 3 closest ones then it would be entirely possible for the killer to stall out a game forever. I think a more interesting and balanced version would look like:
They Are Here: The second time you kick a generator, the entity blocks the generator for 20/25/30 seconds. This perk has a 60 second cooldown.
The last perk "just a little jump" is pretty bad just because of the bloodlust 2 requirement. It is interesting to give a killer an exhaustion perk.
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It's not very balanced.
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Overall I like it. I do have a couple of reservations though. I'm not a fan of a killer's ability providing survivor buffs. I just have a hard time accepting that even if there is some kind of drawback. Giving a survivor a 20% increase in gen repair speed in particular is bad. I do like the idea of a killer's attack doing either a rotating or random debuff though.
The charge attack seems difficult to balance. Conceptually it is really cool though. For League of Legends players it reminds me of Nautilus. Maybe that would actually be a good source of inspiration. For instance, if The Catalyst were to hit an environmental object it could pull itself to that object. The idea of being able to pull yourself up to a second floor of a house or whatever or creatively use it to shorten a chase seems fun.
As far as perks go, I really like the idea of "Spiral Barricade". It even seems perfectly balanced to me. The idea of pairing it with bamboozle and blocking someone in a shack seems like a lot of fun. The other two perks I'm less enthusiastic about.
I think there is potential with "Biological Coil". I think it is an interesting concept to have a split effect on survivors based on whether they have been hooked or not. But the effects themselves seem kind of lackluster. Deep wounding survivors with basic attacks feels like it is treading awfully close to The Legion's identity as a killer. The altruistic penalty feels almost unfair to both the killer and survivors. For the killer, it doesn't seem like it would actually have too much of an effect on the outcome of the game and this is the effect that would be around the most. For survivors, it seems unfair to have a penalty that they can't do anything about even if it isn't that big of a deal.
The last perk "Lock and Key" is just too narrow. There are too many situations where the killer would get 0 value out of it.
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I wouldn't mind a small hindered effect with a successful shred. That seems relatively fair to me.
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Personally I don't mind them. They filter to the back when they aren't active so it's not like the first thing you see anyway when looking at which offering to pick. I like to think of them as mementos. They are part of the history of my characters. Sometimes I find it funny when I have like 90 of an offering because I was prestiging that particular character at the time of the event.
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Sounds like you were the toxic one here. Yeah, sure, their logic is a little warped or whatever but how can you expect them to not get defensive when you start out the conversation all condescending?
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@Schmiddy21 said:
https://forum.deadbydaylight.com/en/discussion/comment/810392#Comment_810392
Its been 2 years I doubt you'll bring back either offering event. Seeing as how the rift is out you really haven't done an event since year of the pig. How about just turn them into blood points?
lol, that is some wishful thinking!
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On a personal level, I'm all for lowering the grind in this game. I don't think it is feasible to do this retroactively for survivors though. That ship sailed. Maybe someday they will make it so survivor choices are more than just skins though. Wouldn't that be something?
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@LOA said:
It takes 8000 experience points to get one complete level. You average about 500 a game. You do get the 300 free for first killer match of the day and another 300 for first survivor. Seems bloody impossible. Before the rift came out DbD said you could complete the whole thing playing about 2 hours a day. I don't think so.
The event ends on the 13th.
My understanding is that you can still acquire and spend serum for the duration of the rift which is like 60 something days away. The bulk of players progress is going to be from completing the challenges. I was at around rank 16 after the first challenge. If that rate continues and there are 3 more series of challenges then I can reasonably expect to get another 48 levels. So I think most people that actually make an effort will wind up with all 6 cosmetic pieces.
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@Blueberry said:
Because people need to stop being snowflakes and thicken their skin. It's just words. We don't need language policing. People should be able to say whatever they want to say.
And yet oddly enough the very forums we are currently communicating on have all kinds of rules on what kind of behavior is allowed. Why do you suppose that is? Allow me to answer my own question. Because rules for communication are required for civil discourse to exist. Insults and swear words offer no benefit to anyone and only lead to hate and anger.
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A better question is "why doesn't BHVR give players the option to disable post game chat?"
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"tunneling on the team" That's pretty good. He's probably describing what I term "juggling". When you down and hook a player, see BBQ aura and go down someone on other side of map. By the time you do that the first player gets unhooked so you head that way and either get the guy who just got unhooked or whoever did the rescuing. Just keep bouncing back and forth across the map. At least that is the closest thing I can think "tunneling on the team" means.
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Personally, I find playing survivor more difficult than killer. I can rarely play against killers the way high skill survivors play against me. I try and it always seems like I can never quite make it to the next pallet or window in time. And it seems so effortless when I'm on the other side of things.
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Can something really be considered a nerf if it wasn't intended to work that way to begin with? Seems more like a bug fix.
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Bring Huntress with one shot hatchets and an ebony mori.
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@Blueberry said:
I agree. It should also not even have a cooldown as it's completely unnecessary.
I agree with this. No cooldown or restriction on hit type. If they made those changes, it would be playable. Not broken. Not overpowered. Just playable. I was pretty excited about this perk when it was announced. The reality didn't live up to the hype though. Needs a buff.
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@Hoodied said:
Legion, when they got reworked, quickly went of my play list and huntress got my return, then ghostface, and now its demoface.
but I get that feeling that when the next chapter releases we will see a legion change hopefully
What are you basing this on? Just pure gut feeling? I'm pretty sure they stated that doctor is next on the revisit list.
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You are being overly dramatic.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/812376#Comment_812376
https://forum.deadbydaylight.com/en/discussion/comment/811992#Comment_811992
@Dreamnomad Three gens were near the hatch.@NoShinyPony You aren’t really gaining points by standing on the hatch for thirty minutes.
Here's an idea. Get however many gens are needed to power the exit gates up to 99.9%. Pop one then if the killer leaves the hatch to investigate then run to the hatch. If the killer keeps camping, pop another one. A lot of times killers will just AFK while standing on the hatch to screw with survivors. Maybe this increases the risk of dying, but you'll get more bloodpoints even if you die just by getting into another game. No matter how you slice it, hatch stand offs are a waste of time and unnecessary. In the past, I would always blame the killer for hatch stand offs but this sounds entirely like your fault.
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I'm less concerned about a secondary effect than I am with the discrepancy between how easy it is for killers to earn their 100% bloodpoint bonus compared to survivors. There is a very simple solution to this. Survivors should gain tokens for doing the thing they need to escape. IE doing generators. WGLF should give 1 token per gen completed and each token should give 10/15/20% bonus to all bloodpoints earned.
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There is no excuse for a hatch stand off now. If the killer wants to sit on the hatch waiting for the last survivor then the last survivor can go work on a gen. If the killer wants to continue sitting on the hatch, keep finishing gens until you can open the exit gate. Complaining about hatch stand offs now is the equivalent of complaining about hurting your eyes watching a solar eclipse w/o proper eye wear. You have the tools, you just aren't using them.
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I got most of them in one or two games. None of them stood out as being particularly difficult.
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I would like it if MoM required 3 different events to activate.
1.) protection hit
1.) pallet stun
1.) safe unhook
I feel like that would be fair to both killer and survivor. Requiring 3 protection hits is the equivalent of deleting it from the game since it is so unusable.
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@JillSandwichL said:
https://forum.deadbydaylight.com/en/discussion/comment/809846#Comment_809846
That's not enough punishiment for a Dc tbh.
I don't disagree. I would like it if there was a soft ban that increased with frequency. 1st DC in a 24 hour period gives 5 min lock out. 2nd 15 minute lock out. 3rd 30 minute lockout. 4th 48 hr lockout. Something like that would dissuade abuse but not too heavily punish someone with a bad internet connection.
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If I was trying to rank up then I would use ruin on every killer. No exceptions. However, I've been going out of my way to purposely not rank up to make doing the rift challenges easier so I've removed ruin from all my killers.
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There already is a punishment for DC. The player that DC doesn't get any bloodpoints for the match and if it happens too frequently then there are other punishments as well.