Dustin
Dustin
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Changes for Pig - No
I understand the thought process behind them but their solution to potential problems are harmful to Pig and doesn't seem to actually solve their concerns.
They should really communicate more specifically about these Pig changes because if we need to tailor our feedback to what they are trying to accomplish we'll do so better if we understand their thought process.
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@Sythalin said:
Um, I stopped reading at "survivors were hosting" on a thread with "dedicated servers" in the title.
Player hosting = P2P networking
Dedicated servers =/= P2P networking
So which are you actually bitching about again, because you clearly have no idea what you're actually talking about.
I've tried KYF with a survivor hosting where everyone had pretty good ping (30 average)/ and good speeds and for the most part while it was fine there were a few times where I'd point blank hit a survivor and the attack wouldn't register as an attack similar to a ghosted chainsaw hit. That was around the time a few other things were broken though so I'd assume it was the game. Although it is a fear I have with Dedicated Servers.
Realistically I'd expect dedicated servers to have no such issue though. We'll know in a few days anyways so at least there's that.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/439484#Comment_439484
Probably the latter, but the Survivor was not able to interact with the Hatch, because the Killer was standing in it at first.
I'm assuming that but I haven't had the opportunity to test it out yet. Not a big fan of not being able to grab because it could remove a clutch moment where the survivor could barely escape but I understand why they removed it.
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Since you cannot grab survivors jumping anymore does slamming the hatch shut cancel a jump or is it pretty much who ever interacts with the hatch first?
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I mean I won't quit but I'm probably not going to touch Pig again if all the changes go live. Although if I knew eventually her traps wouldn't prevent exiting the trial I would have never bought her in the first place. She had a cool gimmick and now it's gone. There's no real urgency to take traps off now unless an addon that applies a debuff is being used and even so Pig is just a normal M1 killer.
After some thought and reading through the forums a bit I agree with a lot of questions everyone has. Even changes to Remember Me don't make complete sense because the End Game only activates once at least one gate is open. The only time the perk would come into play where it would be devastating is if there was just one survivor left and the hatch was closed. It would have been fine since the gate opening time was reduced from 20 to 15.
A lot of these changes look like preemptive nerfs to remove certain opportunities before people start trying them honestly.
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Give me a skill check sequence that's similar to Guitar Hero and I won't be bored with generators. If that's not possible I'm pretty well content with any change or no change at all as I'll prefer getting chased being a distraction.
Just my personal preference of course. If there's anything to take from my answer though I find completing generators boring. Although admittedly I'm pretty sure if you make any change that derives from the simple nature of generators less people will want to do them as a lot of survivors just want to play casually and generators are pretty much downtime as a survivor. Maybe if this was a toolbox feature or something along those lines I could see it being fine though regarding a minigame that focused in on the generator.
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There should be an unlimited supply of anything common in survivor and killer inventories. Wouldn't matter for veteran players for the most part but it would be good for easing newer players into the game by giving them immediate access to a diverse set of tools as survivor and killer. Also brown medkits would be an alternative to self-care.
To clarify: Survivor items and any common add-on for both survivor and killer. Exclude offerings as none of them have direct impact on the game aside from fog offerings. This gives survivors a free medkit or toolbox each trial and for killers it gives them access to common addons for their power.
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Another legacy isn't necessary and personally I don't feel entitled to compensation at all unless they can give me back the time I spent wasting getting the extra tiers of perks.
Sure I'll take some BP why wouldn't I but I don't expect anything if BHVR ever change perk tiers.
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I would prefer the removal of perk tiers as it would be less of a grind for us and less decisions on how to balance a perk for the developers. Although if they decide this is an unappealing option they could experiment and release some perks without tiers just to see how players feel about them. So all the old perks will still have tiers but all new ones no longer have tiers.
Although ultimately I'm fine with both options you suggested. I believe I've even suggested B at one point as it would simplify things without relying on RNG on the bloodweb. I wouldn't be against upgrading perks directly from loadout.
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Are keys getting reworked if the hatch now only spawns when there is only a single survivor remaining? This is assuming visibility rules were changed. Also "Where did they go?" achievement.
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@Well_Placed_HexTotem said:
https://forum.deadbydaylight.com/en/discussion/comment/424213#Comment_424213
Nah, im a killer main and despise BT but this really seems like no big deal. When you hit a survivor with BT you’re going to chase or you aren’t. If you chase, nothing changes. One more hit downs them. If you don’t chase, nothing changes for you.
Obviously combined with all the other trash survivors have now like dstrike and MoM etc it’s a problem but that’s a separate issue, not BT.
I wonder how many complaining about this BT “buff” were playing when BT activated for the hooked AND the person unhooking.
Honestly out of all the Deep Wounds changes the one I'm about to list below is the only one I actually hate because it takes away information from the killer.
- "The Killer does not see the Deep Wound timer progress–only the Deep Wound bar to know that Deep Wound has been applied."
I'm sure an argument can be made on why it's fine but this didn't seem necessary when mending paused progress. This is assuming this will affect BT also. I'm perfectly fine with the rest of the changes for mending. Although the one that pauses mend while in TR may be overkill we'll see though.
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@Carpemortum said:
@Peanits Thank you for the clarification. Like I said I know its a small group of people who actually don't know and run it because of its intended use, but I was concerned about how it could affect those without malicious intent.
Hearing they're temporary and and are being reviewed individually makes me feel a lot better about it.
<3
I mean I'd expect the ban to be temporary because in most situations it's a 3-strike penalty to get permanently banned. Although at least point #2 clarifies a little bit but it still seems like an awful choice to leave the addons active in game where innocent players can have their games ruined by this exploit.
Although the below quote specifically was kind of offputting because I can see some scenarios where a killer does indeed pick Legion after months of inactivity and uses those addons. Just hoping the data is accurate and no players who are innocent gets banned.
"If someone hasn't touched legion in months and suddenly picked them back up overnight and joined the legion fanclub and just so happened to equip those specific add-ons right away match after match, for example. If you are not intentionally abusing it, you're fine."
That's pretty much my whole problem with this. I'd hate to see a community member get banned incorrectly even if it's just a single strike. That's why I'd rather just see the addons disabled until a fix is issued. That way there's zero risk of someone getting in the crossfire of this. Although again I'll just trust that any data regarding bans is on point.
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Seems more like BHVR should just disable the addons until its fixed instead of luring in exploiters for bans at the expense of players who are playing survivor or killers who don't even know it's an exploit.
Players shouldn't have an obligation to do anything other than play the game in their free time. Especially when BHVR hasn't even notified players in-game yet.
However in the instance of the multiple killer exploit I see no reason currently to believe that this could be performed by accident. That is where BHVR should be drawing the line though.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/420450#Comment_420450
you would have to hit them 2 or 3 separate times, and then WATCH them mend for the entirety. It's very reasonable to assume Legions don't watch the mend unless they know about it. Most either let you bleed out, or hit you mid mend.
This is exactly what I had in mind. Unless a Legion just watched someone mend for entire duration after extending the mend timer for that long they would never know. They may just run up on someone after finding them mending and not think twice about it and then down them.
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@thesuicidefox said:
Tell players about the exploit. If someone says they didn't know, report them anyway. If it was a legitimate instance of them using those add-ons, they probably won't do it after someone tells them. A single report most likely won't get you banned. If you do use it many times and get a lot of reports then you can't honestly say "I don't know".
Ignorance is no excuse for breaking the law.
In the scenario that an innocent player somehow performs the exploit how would they know? They just used in game items that were presented to them without a warning. Considering Legion is such a poorly designed killer in the first place it would seem like any prolonged healing would be intentional. You'd have to be very observant to notice a survivor was constantly mending if you didn't know of the exploit.
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I think the last man dying automatically is fine but I'd rather them give you full struggle points or 1k bloodpoints as a consolation prize for being the last one to die.
Struggle should also be rescaled so the max possible is like 1000 if you end up dying instead of what is it 892? Such an odd number to end on.
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Honestly BHVR should just hotfix disable the addons until the bug is fixed. It seems like this is one of those situations where someone innocent could potentially be caught in the crossfire of those abusing it. You could easily argue how could someone not know but it's easier to not take a risk and know that there's no risking innocent players.
My bias is also no one should really be banned for this. Addons should have been disabled the moment this exploit was discovered and this should have been looked into.
Seriously though we have plenty of maps, addons, items and offerings for both killers and survivors. If any gamebreaking exploits are found they should be immediately disabled. We know the devs can do this and it would be less of a headache for everyone if they did.
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The grab animation at 14:00 looked cool. Doesn't the grab animation look the same for both generators and windows now where you just grab their back? Happens so quick now you can't really appreciate it.
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Between Freddy and Leatherface but I'd probably say Leatherface for consistency.
Sometimes you can have good games as Freddy if everything goes right and none of the survivors are prepared to exploit Freddy's weaknesses. Leatherface is just consistently on the same level of performance really.
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I mean I don't see why not regarding the perks starting at the tier the prestige is at. I could get behind that idea.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/417720#Comment_417720
If the grind is the only thing which keeps you playing the game than the game is actually trash. U r a victim of easy manipulation lol
Pretty much how I feel. If all that keeps someone playing is grind I feel like the game isn't really worth playing. Felt the same way about Overwatch.
For DBD the reason I play is I feel that each round is surprisingly very dynamic although can get repetitive. I could care less about cosmetics or progression. I get why people like them but if I spend time grinding to be competitive I'd rather play an MMO. I 100% would have quit a long time ago if I didn't start so early where grinding didn't stack up so high.
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One ideal solution to reduce the grind is to just make all perks a single tier. Easier to balance for the developers and less full bloodwebs players will have to plow through to get what they want.
@ApeOfMazor said:
Stop rushing to end game with every single perfect perk and enjoy the ride. If they cut the grind anymore they may as well just hand out everything.
The reason to grind out everything is to stay competitive by having access to all perks and some good addons / items. Plus having access to everything is more fun especially when you know what kind of build you want. Anticipation of that build doesn't exactly feel fun to me at least with as long as I have played. Maybe to a new player it might be.
BHVR definitely needs a progression system that isn't so heavily factored into gameplay. The cosmetic shop was nice but imo there should be other various rewards to grind to.
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Personally I can see this pushing newer players off but for someone like me for example the only thing separating me from a disconnect is if I'm having fun or not. However I don't rage DC regardless. Point being though when you reach a certain point of progression in this game bloodpoints mean nothing. For players like me this wouldn't really do anything as I have all perks unlocked and a large stockpile of inventory stuff.
Regarding the cosmetic mark of shame I've actually said this before but I didn't think anyone would go for it. I've suggested the survivor / killer wear a dunce hat if they DC a lot but I don't think you could get away with this for licensed characters. Although there's something funny about imagining a Basement Bubba wearing a dunce hat.
My personal opinion would be BHVR should create a type of matchmaking that puts players who disconnect a lot with other players who disconnect a lot. But then again what happens if you have 4 disconnecting survivors in one game vs a normal killer? Why punish the killer for survivor actions?
The only other option I see is a short queue timer restriction that escalates for each DC and only deescalates when you play a set amount of games. This is the most common suggestion but something light to test the waters then move it up based on feedback like
First Disconnect - 1 Minute
Second Disconnect - 2 Minutes
Third Disconnect - 5 Minutes
Playing about 5 games would lower the next penalty back to the previous tier. I wouldn't make those numbers high because then people start making smurf accounts. Keep them short enough that switching accounts would be redundant but make it an annoyance to keep DC'ing.
Also my main bias is still we should address the reasons players DC in the first place but since this was a suggestion for punishment thread the rest is above.
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No, not the basement stairs. The big tree in the middle. You can run up the tree a few feet and drop down. High enough to trigger BL.
I've known about this but I can never consistently trigger it for some reason. Although my honest opinion is the map is fine the way it is BUT they should make the tree the landmark of the map in a more important way. Make it slightly bigger and add a ramp made of roots to it where you can jump off where it's obvious that it's a ramp to survivors.
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If it's an improvement I'm fine with a completely new power. Current power is alright but there are far too many ways to exploit Freddy. I'm sure it's going to be great as they took their time with it and this is basically Freddy's last shot so they have to get it right. I'll patiently look forward to next month.
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Not reportable as they are showing mercy at their own discretion.
I personally let David and Bill pickers go all the time. Maybe had a few people accuse me of something stupid to make an excuse to report me just because I didn't spare them. If you get anyone like that you should probably just ignore them. Sometimes I let survivors go so they can get that one steam achievement for being the last alive and then powering a generator, opening the gates and leaving also and never been punished for that.
Disclaimer - Not a mod but I've never been punished for letting survivors go since I started playing about 2 years ago.
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@TWiXT I love the idea but that sounds like something that could make due with just being part of the game without offerings. Incentives and what not to perform well you know.
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Window Blocker - Very Rare - Hidden Killer Offering - 3 Random windows are permanently blocked by the entity during the trial. Killer can still vault them.
Generator Aura - Very Rare - Hidden Survivor Offering - Killers aura is revealed to survivors while they are standing within 12 meters of a completed generator.
Blood Mori - Very Rare - Hidden Killer Offering - A single survivor may be killed by hand if they have bled out 35% of their dying meter.
Survivor Mori Challenge - Uncommon - Semi-Hidden Survivor Offering (Visible to the survivor who used it and killer) - Once you have been rescued from a hook you may be killed by hand by the killer. Grants 200% bonus bloodpoints in all categories for the Survivor.
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I voted Deep Wounds Timer but I wasn't really sure what my vote should go on. So I'll just answer your question at the bottom of this post after my explanation
I strongly dislike Legion's power because it's too easy for survivors to disperse as a group preventing Legion from using the power as intended. Because of that Legion will instead focus a single survivor in which doing so removes almost all skill involved in chase with very little counterplay. However even if Legion did manage to use their power successfully it would quickly devolve into Feral Frenzy'ing a survivor to death which again removes a lot of counterplay against M1 killers.
"If you were given free reign to remove one single component of Legion's power, what would you remove and why?"
Some random proposals although these are just "spur of the moment" thoughts although the main point of my post is to clarify on my answer / problem with him. Below is just compromises.
-Feral Frenzy no longer charges while chasing a survivor affected with Deep Wounds
-Feral Frenzy gives Legion a passive MS bonus for each survivor affected by Deep Wounds
-Survivors hit by Feral Frenzy are not visible to Legion for the remaining duration of that Feral Frenzy. (Blood and scratchmarks included)
The entire proposal is to encourage Legion to look for other survivors to gain a speed boost. Although if they decide to chase the current target they'll have faster movement speed while Deep Wounds is active but the timer will be paused so Legion becomes a normal M1 killer.
Although there's still the issue of moonwalking and there's still the issue that Legion can double tap a survivor. Also it doesn't change the fact that Legion still requires little to no skill on the first 1-2 hits during Frenzy. Also iirc Legion can use his power at any point during Frenzy charge now.
I don't like Legion in its current state but I really couldn't say what needs to be done with Legion.
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@Kiskashi said:
@Dustin That is very true but we do already have a few "trap type" killers would be harder to make him unique, but what you suggested would be amazing, booby trapped chests and tripwires would be great, imagine booby trapped gens though that shock you if you try to activate them in a window of time post trap setting.
I wouldn't be against having another M1 Killer that used traps as long as their traps were interesting. Looking back on RE7 if you used Lucas as a concept his explosives would knockback survivors stunning them temporarily but the explosion would be a wide radius so it would have a point as opposed to Hag / Trapper.
What I'd imagine Lucas' kit would be is...
Passive - Half the chest on the map are given a random effect on opening. Explosives. become obsession, etc.
Generators could be trapped and these traps could activate based on which side you work on and how many work on the generator.
Lucas could set trip mines throughout the map that knock survivors down. These would be those little traps with the line across the floor or vertically touching the ceiling.
Although as always a character like Lucas would never fit in DBD because he has way too much personality. Eventually I hope to see a RE cross over though. I was pretty hopeless on seeing an Evil Dead crossover but eventually that happened. Granted it's lacking a map but at least we got Ash in all his glory.
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@Kiskashi said:
As long as the killer isn't Jack I'm all good. That was traumatic and eventually annoying enough the first time... Marguerite would be kinda cool though, crawling down walls and using stinger swarms, if you can ignore how she spawns bugs that is...
Realistically if the killer isn't Jack I can only imagine Lucas Baker being the killer with a Re7 cross over. Lucas would be interesting though because he would have a lot of gadgets and traps on the map. Like imagine looting a chest and the moment you open it the chest then explodes. Alternatively tripwire traps with explosives and devices meant to impale survivors would be cool.
To be honest though I'd take any Resident Evil cross over for DBD. Although if I had to pick and choose I'd be fine with only a killer from Resident Evil and some sort of mansion.
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Mod support - Custom maps, user submitted cosmetics for workshop, etc.
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@Jackikins Formatting is great and thread is well organized so I wouldn't worry about that.
While I also have controversial opinions about some perks and mechanics in game I do agree with Autodidact. Anything relying specifically on RNG sucks and while it's not the case that everything needs to be skill based I'd like to see something more consistent with this perk. Great perk but I'd rather use Botany Knowledge personally. Maybe other players who have more success with this perk could chip in with their opinions for this.
May be an unpopular opinion but I feel as though Left Behind should be part of the survivors base kit. I feel the same way about Unbreakable but as I said controversial opinion. My opinions about Left Behind though are based around the fact that when it's just a single survivor vs killer the game feels like it's dragging on more than it should sometimes. Anything to speed up that would be a bonus. Although the clear indication is end game is meh.
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@ModernFable said:
Each DC should give a BP bonus to everyone else who stays. Random number, but say 20% BP at the end of the match per DC.
That way you’re incentivized to keep playing.
Of course there could be a different bonus for when the killer DCs, but this would make Solo survivor and killer a lot better to play.
Yeah I came here to say this as well. I believe survivors should get a quitter bonus as well since a DC already puts them at an advantage. Maybe not as much as the killer but something.
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@DwightsLifeMatters said:
If tru3 wants to derank it means something cuz he was always trying to avoid to do that.
New pipping system is the only issue. Granted there were enough people doing it before but you know it's bad when tru3 is doing it when he so adamantly was against it. Although I think he plays the full game and then DC's at the end so survivors at least get their points.
@thrawn3054 said:
People are putting way to much stock in this fog whisperer #########. I can't see why anybody cares that he's dcing at the end of the game. The survivors got to play and got there points. He got to play and stream for his audience. He's hurting nobody.
For the most part people care because if you are a fog whisperer you are endorsed by BHVR and therefore they are endorsing your behavior. DC'ing tells the audience that it's okay which a lot of people don't like.
There are some streamers who were constantly DC'ing before this issue and that's what a lot of people were on about. Personally I think the DC'ing would go away if BHVR worked towards a big quality of life improvement update that addressed a lot of complaints players had instead of cranking out DLC. That's of course just my opinion though.
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Main thing I believe BHVR is doing very well is their art team is constantly putting out top notch content. Whether it be visuals for maps or the appearance of characters by default or through cosmetics I think they do an excellent job.
Although I'm not a fan of the actual game affecting content as of lately. At this point I would prefer a patch focusing on overhauling features for quality of life reasons or balancing current stuff in game. Although I know that isn't happening because that won't pay the bills.
I believe they're getting better at communicating but at the same time I wish they would be more specific about what's in the works, what they're looking into, etc. I find myself losing interest when the majority of it is "soon" or something along those lines. I would just prefer a direct answer more than anything. Not referring to anything I've posted but just in general how they respond most of the time. Although maybe I just don't see everything they post so who knows. I get they also may be reluctant to reply to threads also because most of the time it's a damned if you do damned if you don't situation with what they're responding to.
Although back to the art team thing. With the new Ash DLC my disappointment that there won't be an Evil Dead map is through the roof. I get that it probably wouldn't make them a profit but god damn I wanted a modern looking Evil Dead Cabin map so bad. With the talent they have at BHVR I know it would have been great for us fans of the franchise. At least they got Ash right though so I can't be too mad about it.
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Sure
In your opinion what has been the best addition to the game in the past year?
What has been the most harmful addition (if any) to the game in the past year and why?
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I wouldn't necessarily call it generator rush it's just everything else has gotten changed to a point where either getting chased or doing generators are the only fun options. Of course only one survivor can be chased at a time so that leaves generators.
What survivors need is a optional secondary objective that benefits them and keeps them moving around the map exposing them and buying time for the killer. Of course that is unlikely to happen because you know how Totems were shoehorned in because maps weren't designed with them in mind. Also a true secondary objective would have to be so appealing for survivors to choose doing that over just not finishing the generators so I'd be impressed if anyone would have a solution to that. Why do optional objectives when I can just finish generators and leave?
Although imagine BHVR trying to add a reasonable objective in the game as it currently stands. imo the only one that is decent is the Jigsaw boxes. Reverse Bear Traps can also act as an artificial time limit for the game and pose a small risk to survivors once gates are powered. Pretty much two things this game could benefit from is in Pig's base kit.
Either way tl;dr - I can only imagine an addition of a good objective solving the gen rush but at the same time with the way the game is built I don't see one being possible to add.
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Does Bruce actually voice his own character? I know he was in the trailer but part of me is actually surprised if he actually did his own voice.
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I've felt like I've been bored of DBD for a while. As survivor the only thing that changes the game is perks and killers. However most killers can be played around the same exact way so nothing changes for the most part. Because of this I rarely play survivor anymore.
As killer an interesting power can really change the mood of the game. I don't know whether this is unpopular opinion or not but I find both Legion and Plague kind of boring. Visually both killers look amazing and I can see The Plague being impressive on a technical level for this game. Her power is just boring though. We have killers that use brute force and teleporting and stuff and here we have this killer who just pukes on people. I just can't get into it.
Spirit for example was amazing. Great design overall and the power really changes the feel of the game but that was 6 months ago. Game hasn't added anything I really enjoyed for those 6 months so I play other stuff.
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@Acromio said:
https://forum.deadbydaylight.com/en/discussion/comment/398191#Comment_398191
Lol, no. Wasn't McLean the same guy that said Hillbilly is op? His "boss" is preventing him from making stupid changes, if anything.
I thought he was specifically talking about instant chainsaws when he referred to Billy if I'm thinking of what you are referring to. Was that not it?
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The feature overall seems redundant unless based around a perk meant to tunnel the obsession. Like for example being the obsession because you have a survivor perk isn't a downside at all unless you consider the killer knowing you have an obsession perk bad.
Like good examples of being the obsession being a bad outcome for the survivor is Dying Light and Remember Me. Although most other perks are kind of the opposite where the obsession is the last priority. Those perks also tend to be the better designed ones too.
I couldn't care either way really but being the obsession only seems to indicate that obsession perks are present in the game rather than indicating why this specific person is the obsession. As survivor it may help you figure out what perks the killer has if they're tunneling the obsession or ignoring them. That's all it does really though.
I have mixed feelings overall about the mechanic really. I feel like it's useless but at the same time I wouldn't change it to penalize survivors without a perk because that sounds unfun for the obsession.
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I pretty much only play horror games which was what led me to DBD but I've been playing these lately.
Resident Evil 2
Apex Legends
Blood (One Unit Whole Blood - 1997 / GOG Version)
FEAR (GOG Version)
FEAR2 (GOG Version)
Dark Souls 3
Killing Floor 2
I typically like playing classic games but if you're a fan of the horror genre you generally have no choice because very rarely do horror games release that aren't gimmicky or just bad. Granted not everything I listed was a horror type game. I really like playing through the FEAR games because the level design I feel is top notch along with gameplay.
For the most part new games don't interest me because I'm very picky.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/397540#Comment_397540
It's an ultra rare, it should be strong. That's also not half their games.
At a certain point of progression in this game Ultra-Rares mean nothing because you have enough BP to just spend until you get them. For me I usually stockpile Ultra-Rares on killers because I have nothing else to spend BP on. Point being if rarity is supposed to be a factor in their strength and fairness then you can ignore that for people who have a lot of time in the game.
Personally I'd rather Iridescent Hatchets be reworked as I see them having no place in the game in their current form. I feel very strongly about Instant Heals as well. Mori I feel is arguable but I do feel like something should collectively be done about all the mori offerings that somehow incorporates killing survivors into the game without them. At least making the yellow mori part of the game without offering. The pink and green ones I only see used for daily or when a killer wants to tunnel a specific survivor. I personally only use them in events because at this point in the game if I don't play dirty everything is boring.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/395808#Comment_395808
Again, that's still not how ping works. Ping primarily has to do with the physical distance between the two connection points (in the case of dedicated servers, the user and the server). Dedicated servers don't bypass the laws of physics to allow for information to travel faster than the speed of light. Your ping may still be high, depending on the location of the nearest server.
I'm not referring to distance between clients I am referring to stability. Such as killers (Host) who have a habit of their internet dropping mid game. However I will acknowledge my first post could have phrased this better.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/395785#Comment_395785
Dedicated servers don't magically make ping disappear. That's not how ping works.
No but giving the excuse that a killers connection is unstable won't be the problem. The problem will move to whether BHVR's servers are stable now. It's not going to make everyone have sub 30 ping of course.
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Make it so once all 5 players are in a lobby leaving counts as a disconnect. No other solution will be an equal compromise. Once dedicated servers are here ping will no longer be an excuse anyways.
The only thing in the lobby that should be hidden are names. Absolutely no reason for anyone to see names or steam profiles. Not even post game.
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In my opinion the reason why peple disconnect is, cause they can´t take their loss. Point
While I agree with this I can see some situations (Very rare ones) where there would be no point to sticking around when you know you're dead. Such as a killer specifically slugging all 4 and they're all on the ground. Yeah the killer earned that but no one wants to stay on the ground doing nothing for the remaining time when they don't get anything out of it.
Although for the most part if someone is on death hook they have no reason to stay unless they really want bloodpoints. If you could instantly leave by normal means as soon as you get hooked a third time I feel as though less people would disconnect. No one wants to sit there having the game rub it in that you just got dumpstered they just want to move on to the next one.
Also personally for me the sacrificed / entity displeased sound effect gives me a headache and if I wasn't able to tab the game to mute the sound when I know I'm going to hear it I'd probably DC a lot too. For the most part though yeah I'd say the majority are sore losers but the last moments of a survivors game can just be boring when you know the outcome.
Clarification - I personally don't DC unless the game loads in a 3v1 or less
tl;dr
*DC'ing could be reduced by making death less of an annoyance
*I don't agree with DC'ing but I can see why someone would outside of being sore losers
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I can live with no Evil Dead killer but a lack of a map around Evil Dead is extremely disappointing. Even without a killer though this would seem like a good opportunity to have Evil Dead themed cosmetics for various killers. Hillbilly would be a great candidate for an outfit that makes him look like Ash from Evil Dead 2 when Ash is possessed to become a Deadite. Plenty to work with for an Evil Dead map based around the cabin, basement, tool shed and surrounding woods.
Yes I know that this is a deal for Ash from Ash vs Evil but it's a franchise I always want more of. At least they did Ash justice. He looks great, has a lot of cosmetics and I'd guess has special dialogue for various things.
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@MojoTheFabulous said:
Most likely voice lines for when you select him, just like Myers has music and Freddy laughs.
Never really thought about that so that sounds like it's the more than likely option they took but we'll see.