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Elegant

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  • @Fibijean said:

    The Rift is even more grindy now than it was, and it's a direct consequence of player complaints.

    The devs even warned us of that when they changed the challenges to make them easier.

    Originally, the challenges were designed at a certain difficulty level such that they would take a certain amount of time to complete, meaning that between the challenges and the passive XP gained while playing the game in pursuit of challenges, most people should be able to complete the Rift without having to grind extra games in between.

    But because people complained that the challenges were too difficult, they've been made easier, so now the Rift is overall even more grindy than it was before.

    The original 70-80 hour estimate does seem to be pretty far off, admittedly, but a significant proportion of players seem to be on track to complete the Rift all the same. Remember we're not even halfway through, and we won't know the full story until it's over. Also remember that "completable for the average player" is not the same as "completable for every player". Mathematically, it means that probably 40% of players will not be able to complete the Rift without buying progress.

    People have already finished the rift. It's not super hard. If I didn't have finals coming up I would be a lot further along into it than I already am. There's also still an entire month to keep grinding ranks. It's not that bad

  • The wraith is far from being overpowered. You can see coming because he's not truly invisible and his footsteps are really heavy and loud. He's only an m1 killer with a slight speed boost coming out of cloak and he can zoom fast while invis. But he's really far from overpowered. He's underpowered if anything

  • Battle passes are not designed for everyone to be able to finish. It's supposed to be grindy. That's the point of it. The stuff at the end is a reward for consistently and constantly playing the game. It would defeat the point of the rift if everything was easy and there wasn't a grind. The first two tomes could all be completed in a handful of games. These take a few extra games but aren't that awful. The only part that angered me was the iridescent emblem bug that made it really bad. If you don't play the game enough to complete these challenges, you don't really deserve the rewards at the end anyway. If you REALLY want a certain reward, you can always buy enough rift levels to make up the difference.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/796496#Comment_796496

    You understand the problem even though you don't realize it.

    Why, as killer, would I want even MORE micromanging that comes with EXTREME punishment? I already have to keep track of gens, hooks, what hook they're on, their perks, etc... etc... and now I also have to hear DING DING DING DING DING DING DING while I'm fuming from having to constantly wait for my 2nd blink even though it looked like I had it?

    Play her. See if you have fun.

    Spoiler; you wont.

    I don't care if she's fun or not. I care if she's balanced or not. She was insanely overpowered before. Any nerfs to her would have been justified. Power wise she's fine after the nurse. Fun is subjective and I guarantee some people will still enjoy her. Other people won't. If they can't nerf her like they did and have her still be fun, then they need to rework her. They could remove her from the game entirely and I would be just as happy. I genuinely don't care about the nurse or people who play her. But, if you truly want the nurse to be fun push for a rework, not a revert. They aren't going to revert her changes nor should they. This has been years coming for the killer and it's long overdue.

  • No they don't deserve a break. They announced Archives in June and have presumably been working on them some before that and definitely since then. They had a delay and were incredibly vague about why there was the delay. They just gave broad reasons and most of them pointed to issues with non-pc versions of the game. Then, they decide to launch the event and the most important feature of the update is broken and immediately disabled. Yes, it needed to be turned off, but they should have never launched the update if they weren't 100% sure the archives and rift would work as intended, not after a week long delay. If it doesn't go back up soon it's going to be an even worse ######### show than it's already been.

  • @xRem said:

    https://forum.deadbydaylight.com/en/discussion/comment/796429#Comment_796429

    Right, because giving up immediately and not even seeing if it's a good nurse or try to learn, you just dc and wonder why nurse feels unbeatable, she was so strong she needed balance, not a complete rework that brings her skyrocketing down. Imagine on survivors side they say were fixing infinites and then make the entity blocker 1, That's what happened to nurse.

    I don't wonder why Nurse is unbeatable. I know if it's a good nurse she's unbeatable and no matter what I'm not going to have fun playing against them. Her core design is a design that ignore every gameplay mechanic that survivors have while in chase. There isn't another character in any other multiplayer game that does that. The survivor equivalent of old nurse would be the old infinites and no entity blocker. Current survivor is what they did to nurse. She's still fine as a killer. People are just unhappy because they don't feel stupid op anymore. They actually have to micromanage and be somewhat skilled at the killer to do well. They can't just no brain nurse and kill stuff

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/796356#Comment_796356

    Yeah I'm almost positive everyone saying "git gud" to the changes never played her more than a week. She just isn't fun anymore, doesn't matter if she's strong or not it's not fun being punished for every single thing you do on top of having the game be slanted against you.

    Her core character is so innately overpowered that she's incredibly hard to actually balance. They can't have her not be overpowered without making her feel way less "fun" than she was before. They should have reworked her a long long time ago. But sadly they haven't. So until then, you are left with current nurse. If they ever reverted the changes it would be one of the worse decisions they ever made, I would have to go back to insta DCing any time I heard her screech.

  • Old nurse was incredibly unfun and vastly overpowered. No one cares that you aren't having fun with a newly balanced character. You will be ok

  • The ranking up is based on emblems and not just points. You basically have to do a decent amount of all 4 things. You have the bronze/silver/gold/iridescent ranks for each of the 4. I can't remember the exact breakdown of what you need of each to rank up. But, I would focus on the 4 types of emblems and attempt to do each of them during the game so you can rank up. 1 is repairing gens/destroying hex totems, the 2nd starts at iridescent and loses points every time you go down, 3rs is healing and saving allies (you lose points for unsafe hooks), and 4th is being near a killer without being in a chase or by being in a chase with the killer without being hit. The longer it goes the more points. So if you avoid the killer most of the game and don't get chased and don't heal allies, you might not end up pipping unless you did a ton of gens and never went down.

  • I really wish it would. I want them to buff madness but have it go away after a certain amount of time or removed upon being downed/hooked.

  • @Centrum said:

    https://forum.deadbydaylight.com/en/discussion/comment/794952#Comment_794952

    What the hell else can they give you besides BP? Actual money? If PLAYING THE GAME is not incentive enough to play the game and earn BP, then stop playing and go away.

    Bloodpoints are irrelevant after a certain point. Once you get the meta/good perks on a character you care about, you don't really need them that much. They aren't an incentive to care about gameplay. There are lots of different things they can do. A while ago I said they should have had cosmetics tied to various levels of devotion. It would incentive people to DC less and stay in the game longer. The battle pass will do exactly that for me. I haven't played the game almost at all since they announced it in June because it's the progression that I've wanted for a long time and couldn't care about the game until it came out. Every single successful multiplayer game has some form of progression system. The ones that don't die. I guarantee that you can't think of a single successful major multiplayer game that doesn't have a progression system

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/794769#Comment_794769

    If they stay in the game, at the very least, they can be killer fodder. Other games do not suffer DCer's like DBD does. I don't have a problem with queue times. I do have a problem with wasting my time and depping because someone started a DC party.

    Other games don't have a DC problem, they have a soft int problem. Soft inting is when people purposely lose the game but in non obvious ways. In DBD this would be popping gens on purpose, sandbagging, revealing other survivors locations to the killer, etc. This isn't a huge issue in DBD yet because the people who would normally do it just DC or suicide instead. Games where players can't just DC have a much higher rate of this issue. DBD won't be any different. A lot of the players who are forced to stay will just take it out on other players. So you will have longer queue times and you will still have a relatively high number of ######### games (relative to the % of games with a 1st hook suicide or DC) You will still have "ruined" games. They will just be ruined in a different way.

  • Why I disconnect and how they can fix it.

    The second I hear the Nurse's screech I DC. If I have incredibly stupid teammates who are making the game impossible, I will DC. If i'm in a game where i'm going to get very few points and definitely won't pip I will either run to the killer and suicide on hook, or I will DC. Basically, if the game is going to be incredibly frustrating and isn't going to be a good game for me I leave.

    They can fix this by simply adding in better incentives for me to stay in bad games. Currently there are none. Punishments won't do anything because I would rather DC from a game that is annoying me a lot and go play something else than sit in a game I don't want to be in. If you give me a rewarding enough thing to keep me in the game, I'm much more likely to stay and play the game out than I am to suicide first hook or leave. Punishments are not the solution to fixing bad teammates and they haven't done that in any other game that has punishments.

  • The halloween event is tied to the archives. That's why it was delayed and not released already. So yes, it is launching with the archives

  • @coppersly said:

    Well if the Nurse changes go through I'm done.

    This game isn't even a game half the time it's just a frustration simulator mixed with a teabag sim.

    Please do leave! No one would miss you! The nurse changes absolutely needed to happen and I will never feel bad about anyone who needed the use the op nurse as a crutch killer. If you can't play the new nurse nor any other killer, it's a happy goodbye from me

  • @PiedPiper365 said:

    https://forum.deadbydaylight.com/en/discussion/comment/794803#Comment_794803

    With that being said DCing ruins it for all players in the match, instead of trying to atleast help a tad bit and once u get caught die atleast u helped out a bit of bt out of it than getting none

    In a game where people are solo queuing and don't know anyone else in the lobby, it's unreasonable to assume that people are going to make themselves miserable just so strangers can have a more fun experience. Sure, it would be the nice and respectful thing to do. But it's not reasonable to expect players to do that. They need to give people incentives for staying in games when they would otherwise not get many BPs or a pip. I like the battle pass for that reason. Gives me a reason to play out every game. I thought devotion and account leveling was going to do that but they made devotion entirely worthless and meaningless. It has no rewards (aside from the currency that was already present. They just changed how you got it) and you can't even display it in game or post game. It was a massively missed chance to make an interesting progression system. Behavior just needs to find a way to keep people in game with decent enough rewards without going heavy handed with punishments

  • Need better rewards. No incentive for players to stay in games most of the time if they aren't enjoying it

  • @InnCognito said:

    Instead of punishing DC'ers how about they just go back to the revisions of the game where players didn't want to DC.

    1. Nerf BBQ
    2. Remove Hatch closing.
    3. Extend pallet loops
    4. Stop spawning the killer right on top of a Survivor
    5. Come up with some sort of mechanic that gets rid of Slugging.
    6. If a player get mori'd Give them something awesome for it.
    7. Revert Exhaustion status perks and Decisive.

    They honestly just need to better incentives for players to stay in game. If I'm vs a killer I hate playing against and get insta downed when the match starts, saved, then insta downed and slugged, what reason do I have to stay in the game? I'm not going to receive any points and am almost guaranteed to depip unless the killer plays like complete trash. If I'm going to get virtually no points nor will I pip or safety pip, I have no reason to stay in the game. There's nothing rewarding me for not disconnecting or immediately suiciding out of the game. If I don't know the other players I'm not particularly worried about their experience if I'm having a really unfun game that won't benefit me at all. I would rather move on to the next game where I can get points and gain something from the game. They need something in place to keep people from leaving in situations like this. The battle pass xp will likely do it for me. Even if I don't do well, I still get some xp towards the unlocks for the pass. As a punishment they could take away xp from the battle pass for people leaving. Also, they could take away xp from the battlepass if you do really badly in a game. This would target both people soft inting and people who are just generally terrible at the game. They would have to figure out what the threshold for what they consider to be bad play. You want a good balance of reasons to stay in game and decent punishments for leaving at the same time. If they just punish, the game will start to die because people get frustrated and gain nothing from playing out those games.

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/790515#Comment_790515

    I think most people would deal with longer queue times to avoid dealing with DCer's.

    No they wouldn't. When queue times were bad you already had people in high ranks not playing the game because they were having to wait 10+ minutes to find a game as killer. It would just result in a ton of people swapping to survivor because the queue times would be faster. You would have a large swap to survivor and would either not have enough killers or they would have to lock/limit the number of people playing survivor. You also ignore the fact that people not DCing doesn't make them better teammates. They will still be equally as useless if they are forced to stay in game. They will just find different ways to die or will soft int/troll until the game is over. They can't stop this from happening unless they just start punishing players for doing badly. Which they can't because they would be left with no playerbase. There is nothing they can do as developers to make people not ######### teammates or to make people play better. There is nothing that can be done about it and it's something you just need to accept as a part of the game.

  • @Hoodied said:

    As we all know, every update comes with bugs, but according to peanits he stated that they found a very bad bug and they were fixing it

    They also mentioned something about the rift not working properly in the update about 3.3.0

    This shows that the devs want to make this event as playable and fun as possible

    You shouldn't be angry the event got delayed, you should be happy they actually wanted to do this with the event in the first place!

    That's not how it works. They announced archives and rifts in June. They have had since June to work on the update and get it ready for live. It would be different if it were some monumental feature that completely changes the core gameplay. But, it doesn't. It's essentially fancy achievements and a battlepass. They have had four months to work on achievements and a battle pass and failed to do so. They also failed to communicate this well enough to players and haven't stated what the bug actually was. For all we know they are just delaying the pc version again like they did with Spirit but won't actually tell us that. They need to communicate what is happening and what went wrong.

  • 5 minute timeout would still result in longer queue times. Not insanely longer but still longer. People would still DC and instead of just staying to wait for the 5 minute queues a lot of them will just go and play something else. 5 minute dodge timers don't discourage people from dodging. it just lengthens queue times for them and lowers the number of people playing by a bit. LoL has a 5 minute dodge timer and people dodge constantly. It doesn't discourage it almost at all. LoL has the playerbase to get away with shrinking number of players. DBD does not

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/790010#Comment_790010

    You could literally apply this "logic" to anything.

    Let's say BHVR charged real money per game. You could say, "I'm not 12 years old, I have an income."

    That's not how that works. That's called false equivalence and it makes your argument bad. These two things are not the same.

  • @DelsKibara said:

    Look at this! It's not even within the 6 rank gap. The other three survivors, sure. But I was the first one to enter the lobby. Meaning the game matched a Rank 12 Survivor with a Rank 20 Survivor.

    https://us.v-cdn.net/6030815/uploads/455/4XY4XJ30STFZ.png

    Did BHVR change the matchmaking overnight or something? Because this is even worse than before. Correct me if I'm wrong, but wasn't the matchmaking supposed to max out within 6 ranks above or below?

    It's not. I would imagine they have a system in place that puts people together to shorten queue times. I've been waiting for archives to launch before playing again. I played a day or two before they were supposed to launch and decayed back down to like rank 19 on killer. I was in queue for like 7 minutes trying to find a game before giving up. It's likely to make sure ranks 17-20 players don't take ages to find games

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/789060#Comment_789060

    Sorry, but that's terrible! Another player should never have the power to force another player to exit the game forcibly.

    That's just such a bad idea.

    Not really. In both situations I presented that player dies. There isn't a scenario that they live. If you give them all the points that they would get from struggling, it makes no difference if they die instantly or die at the end of the struggle phase. They get the same amount of points and still die like they were always going to. The only thing it changes is their ability to screw over their teammate from escaping

  • I instantly suicide if I know they aren't going to come get me. Anyone who doesn't is just honestly just an ######### imo. Typically the killer just camps the hook and even if they don't the chances of actually finishing gens and escaping are really low. The chances of finishing two or more gens with just two survivors is low. So, going for the last hooked survivor has really low chances of being beneficial and pretty high chances of being bad for both survivors. I want the option to force the person to let go while awarding them full points as if they struggled the entire time. This would combat ######### teammates and wouldn't allow them to ######### over the remaining survivor. Sure, the last survivor might not have played well or been super useful, but it's still an ######### move to try and allow the killer more time to find them and kill them.

  • You have to hold down left click for it to fully finish and kill the person. You can just let go before it finishes the animation of killing them. It's really annoying if they do it for too long.

  • @thenegativone said:

    What is mori spamming?

    repeatedly doing the animation over and over and over instead of just killing them with the mori. You just keep animation canceling to spam it

  • I just want a suicide option if they do it for an excessive amount of time

  • @ChainsawCharlie said:

    https://forum.deadbydaylight.com/en/discussion/comment/788892#Comment_788892

    Oh here we go with the personal attacks. I can just as easily do the same to you "If you need comms to play, you're probably not that good at survivor. Learn to loop better." See how dumb and pointless that is? Stop being a child.

    I would post my Twitch stuff but you can't self promote on the forums. But that's besides the point. Allow me to address your argument.

    My question was simple. Just because SWFs CAN do this stuff, why does that automatically means the Devs are obligated to implement it into the game? There's no reason other than the fact that you just want them to, for your own convenience. Just because it's available through other means, doesn't inherently justify forcing it onto 100% of the player base without solid reasoning. Some survivors might not WANT voice chat with others. And as I stated before, it opens the door for toxicity, which this community is pretty well known for (your personal insult to my skill above included in that by the way.) Right now, as it stands, your reasoning is "because Disord exists." Which isn't a reason...

    Also you're forgetting there's no pre-game chat on PS4, and no Discord. You're thinking with a very narrowed PC centered perspective. On console you have to personally invite all 3 players to a party beforehand, which 90% of the time they won't accept, because they don't know who you are and don't even realize you're in the lobby with them OR they're already in a party with a friend.

    You're also grossly exaggerating how many 4 man SWFs there are. The majority of players are either Solos or just Duos, but not 4 mans in Discord. So based on that small percentage of 4 man SWF lobbies, you want to turn EVERY lobby into a 4 man SWF lobby and then balance from there? Seems kind of...ridiculous, if not knee jerk, and definitely unnecessary. SWFs are their own separate thing and don't need to have the entire game balanced around them.

    You don't really address any of my points. But I'll counter your awful arguments anyway. Your last point is that I exaggerate how many people are 4 man SWF then immediately say that adding comms will also turn every game into a 4 man SWF. You SEVERELY overestimate the number of people who have a mic, use that mic in game, and actively use that mic to relay important information to the other players. I have played tons of games with voice comms (both ranked and unranked) and very rarely will everyone in the lobby have a mic or use their mic. Even more rare is someone using their mic to give relevant information. At best you will have someone relay where the killer is which isn't that difficult to figure out anyway. Usually within the first 30 seconds of a game I know what killer i'm going vs because almost all of them have some tell that notifies people. Console is completely irrelevant to me and should never be considered when looking at overall balancing. They should have their own individual balancing patches or they shouldn't matter when looking at the balancing. The overall negative impacts it would have on the game are much smaller than the benefits it could have. Like every other game in existence with voice comms, someone can easily just mute the players mics if they don't want to talk. No one is forcing them to communicate. The personal attacks happened because everything you are saying is idiotic and very poorly thought out. It's not worth addressing because you don't understand virtually anything you are speaking on. To your "solid reasoning" point, I already explained this. Twice. It allows the devs to balance the game for both SWF and solo queue. Sure, SWF isn't happening every game. But it's still very prevalent or the devs would just get rid of it. The overall negative impact it would have on the game wouldn't be that significant. Especially if they did what I already suggested (if you weren't awful at argumentation and comprehension) is to balance the game around voice comms being a thing. It would solve a lot of the issues and wouldn't have that much of a negative impact. Your don't have a solid argument against it and you can't form a solid argument against it. Your only "argument" is that you don't like it and you keep throwing horrible premises to support your argument. It's just a really really bad argument.

  • @ChainsawCharlie said:

    https://forum.deadbydaylight.com/en/discussion/comment/788859#Comment_788859

    No YOUR logic is terrible lol

    SWFs on comms severely nerf killers. "Oh I'm being chased" so the other 3 know then to immediately work on gens. Comms pretty much kills most perks too. Bond, Empathy, Insidious, etc, all become useless. The only people arguing for this are survivor mains, which is nothing new. Since 2016 survivor mains have been pushing for as much advantage as possible and whine and cry about every single nerf, even if they're glaringly obvious (like red instaheals.)

    There's absolutely NO reason why the devs just HAVE to ad comms to solo queue, just because SWFs use Discord or Party chat. Ok, so SWFs can use comms via third party sources. So? It is what it is. What's the actual tangible reason for adding, other than ridding the purpose of a large number of perks and screwing killers over?

    This isn't DBD exclusive either by the way. League of Legends, one of the biggest multiplayer games on the planet, does not implement voice chat for solo queue. You can voice chat with your friends you're queued up with, and it's built in (no outside apps necessary), but not with randoms. And that's simply just due to toxicity, which DBD has plenty of. Now League isn't asymmetric, but if it was, they DEFINITELY wouldn't implement comms for solo queue.

    Again, the comms already exist for anyone that wants to use them. They just aren't in the game. I can just as easily make a discord and give out the link before the game starts. SWF already exist and are pretty common. I don't know what part of my argument you aren't understanding, but it's pretty funny to see. As I have said twice already, they would need to balance the game around the changes. This would obviously include killer. Also, if you feel like comms negatively impact your killer games this much, I can guarantee that you aren't that great of a killer. I'm not going to argue with you any more because you clearly don't understand the game or how logical argumentation works

  • @ChainsawCharlie said:

    https://forum.deadbydaylight.com/en/discussion/comment/788851#Comment_788851

    LOL!

    Please refer to my post literally right above yours. AMAZING logic.

    Your logic is awful. They can't get rid of SWF because it would kill the game. The game heavily relies on friends being able to play with each other. So, SWF is not going anywhere. They have to find a standard to balance the game around. If they choose solo queue, SWF can have a ton of advantages because they aren't being take into account. If they balance entirely around SWF then solo queue players can get ######### over because of changes that might be made. The best solution is to bring the two as close together as they can so that balancing is as simple as possible. The best way to do this would be to add in voice comms for solo queue and rework perks/whatever else to compensate for the change.

  • @KuromiStarwind said:

    https://forum.deadbydaylight.com/en/discussion/comment/788847#Comment_788847

    Ah, of course. So your solution to people being terrible teammates and ruining everyone else's game and experience is to not punish them. Sometimes people have bad games, sometimes you suck at the game, so regardless of the massive amount of reasons for why someone should be punished, you make excuses for why they shouldn't and are part of the problem.

    My comment is saying that there's literally nothing they can do to prevent people from being bad teammates without punishing anyone for doing badly. Which if they do that, they won't have a playerbase.

  • @MyNamePete said:

    that would break and ruin the game for both sides

    Not really. You can already do it in SWF or just paste a discord link in the pre game lobby if you really wanted to. They talked a while ago about bringing SWF and solo queue closer to together to more easily balance the game. I know they don't want to because they feel like it ruins the essence of the game, but as long as SWF is allowed they need to go ahead and just add in voice comms. It would put SWF and solo queue on the same level and allow them to balance the game around it.

  • It's the exact same and it should 100% be there. It's also the reason they shouldn't punish disconnects. You can't force people to be good teammates. If you force someone to stay in a game they don't want to play, they won't just magically be a better teammate. They will troll/just let the killer hook them a 2nd time by running to them/do nothing until the game ends. The only thing that punishing disconnects or removing 1st hook suicides will do is negatively impact the game with unnoticeable benefits. Look at league of legends for example. They have a punishment for leaving games early. So people don't often rage quit. But, "soft inting" is extremely common and is when someone goes around refusing to play the game out normally or try to win. They just farm jungle or shove side waves until they lose the game. The punishment for quitting doesn't make these people better teammates than if they were just gone from the game. It's impossible for Behavior to figure out if someone is playing badly or soft inting. There are A LOT of people who are terrible at DBD. There is no way to distinguish those bad players from someone who is purposely soft inting or honestly even hard inting in this game's case. You will always have these kinds of bad teammates and there's nothing they can do about it without punishing people for doing badly.

  • @ProfessorDunwich said:

    I would say 25% of my games are ruined by DCer's and it is escalating. Don't like the killer? Get downed first? I disconnected from an Apex Legends ranked game and got a 5 minute timeout. Didn't do it again. BHVR's lack of response to this worsening issue is quite bothersome.

    There's literally nothing behavior can do to make this "problem" any better. If they stop people from disconnecting those people are just going to suicide. If they keep people from suiciding they will just do stupid ######### until they die. That, or they will just disconnect anyway and stop playing. Dead by daylight is an incredibly frustrating game to play for at least one person in almost every game. If you force people to stay in games they want don't want to play, they won't magically become better teammates. They will troll/play badly/not do anything. Then, there's a decently good chance they don't queue up for another game. If enough people do this, queue times will increase and it will be even harder to find games at high ranks and bad times of the night. It will not improve the game at all implementing punishments for disconnects. Your teammates will not be better when it comes out.

  • Almost none. If a player is going to disconnect then they were likely not playing well or having a good game anyway. They would also just suicide if they couldn't DC. I almost never care if someone DCs because it doesn't affect my game almost at all. They were likely to die before accomplishing much anyway.

  • My solution is to give people who are slugged an out that wouldn't hurt the killer.

  • They can literally just disconnect the moment they get slugged if they wanted to. It's no more or less abusable than the current system. It just allows the survivor to keep the points/rank they earned instead of disconnecting or wasting several minutes

  • They will never remove dedicated servers unless the absolutely have to. The amount of hours and money they have put into it is too much for them to just disregard and toss aside. It's not going to happen so there's no point in saying anything about it.

  • Nah it should remain the way it is. The survivor should get the option to suicide on the ground whenever they get slugged. This would let them get out of the game without hurting the killer as well

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/782069#Comment_782069

    Killers lose bloodpoints already for camping. And if survivors play smart, killer ends up losing the game for camping. Yet despite that, it still happens.

    Survivors on the other hand lose the game when swarming a hook against a camping killer most of the time. Then when killer gets a 4k, blame camping.

    Everything being talked about is easilt punished harshly by people playing the game properly. Killers camp because a) they are new and don't know better, or b) they camp knowing survivors are going to throw themselves at them thus negating the need to patrol and search out other victims, or c) the survivor did something to intentionally piss off the killer. (In that situation, maybe look at your playstyle and change something?)

    As far as tunneling, that's harder to breakdown. Sometimes, that's just the play that has to happen, other times, it's not intentional, sometimes the survivors purposely run at the killer knowing they have 2nd chance perks.

    Tunneling isnt fun for survivor, but on the other hand having 3 generators on opposite sides of the map pop while chasing someone isnt fun for killer.

    Camping isn't what loses survivors the game. It's just incredibly unfun and should be heavily discouraged in most situations. I mostly encounter it when playing with my friends who are newer. In virtually every game we play a killer is hard camping every single person they hook. This ends up leading to most of them not wanting to play anymore because every other game they get hard/face camped and can't even play. Since they are new, they haven't learned enough mechanics to escape from chases for longer periods of time. So they will end up going down, which almost always leads to a hard/face camp.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/782069#Comment_782069

    Killers lose bloodpoints already for camping. And if survivors play smart, killer ends up losing the game for camping. Yet despite that, it still happens.

    Survivors on the other hand lose the game when swarming a hook against a camping killer most of the time. Then when killer gets a 4k, blame camping.

    Everything being talked about is easilt punished harshly by people playing the game properly. Killers camp because a) they are new and don't know better, or b) they camp knowing survivors are going to throw themselves at them thus negating the need to patrol and search out other victims, or c) the survivor did something to intentionally piss off the killer. (In that situation, maybe look at your playstyle and change something?)

    As far as tunneling, that's harder to breakdown. Sometimes, that's just the play that has to happen, other times, it's not intentional, sometimes the survivors purposely run at the killer knowing they have 2nd chance perks.

    Tunneling isnt fun for survivor, but on the other hand having 3 generators on opposite sides of the map pop while chasing someone isnt fun for killer.

    Killers don't lose points if survivors are near the hook they are camping. The issue is that too many survivors are too stupid to not go for the hook vs a camping killer.

  • @thrawn3054 said:

    Most unsafe rescues are an attempt to keep that person from being one hooked. If the killer refuses to leave the hook or soft camps the area you're left with two choices. Let them get one hooked. Or try to get them out as best you can. Sorry skippy, but the killer created that situation. Not the survivors.

    https://forum.deadbydaylight.com/en/discussion/comment/781559#Comment_781559

    Dude what? It's literally the only thing you should be doing when not in chase.

    In that situation you have the smart option and the idiot option. If you notice the killer is camping the smart option is to go and work on a gen alone. Every single time a killer is camping the other 3 survivors should be doing a separate gen so that 3 gens get finished by the time the person on the hook dies. The killer either has to sacrifice 3 gens for one kill and virtually no points because they camped, or they have to leave and try to stop one of the people doing gens. If you notice the killer left to go stop a gen, then go for the save. The dumbass option is when you notice that the killer is camping and you stay around the area and keep attempting to rescue the person on the hook. You are useless to your team while attempting this rescue. The killer has no incentive to leave because he isn't losing points and at least two people aren't going gens (counting the hooked person) So, at worst they will lose two gens. If you manage to get downed while attempting the hook rescue and don't succeed, you effectively lose the game for your entire lobby because you almost force the remaining two survivors to go for saves. So that leaves at least 3 people not doing gens.

  • They just need further penalties to both emblem points and bloodpoints for really bad gameplay. Killers would stop tunneling and camping if they got virtually no BP for it and if it rarely resulted in them getting a pip. A big issue with this is awful survivors who go near the hook when the killer is camping. I think the survivor should lose a significant amount of points for time spent near a camping killer. While they are there, they are effectively useless to everyone on their team. They enable the killer to camp and hurts the entire team. There just needs to be more clear and significant punishments for obviously terrible gameplay

  • People who know they are vs a leatherface and still try to save someone off the hook shortly after they are hooked. 95/100 it results in both of them getting downed and being an auto loss for the team

  • There is no progression system in the game outside of spending bloodpoints on characters to prestige them and earn all perks. I got super excited when they announced archives/rifts and haven't played the game almost at all since the announcement because I need more progression in the game to enjoy it enough to constantly play it

  • @ItzSoulz said:

    Is the Mid Chapter 3.3.0 coming tomorrow or sometime this week?

    @not_Queen

    @Patricia

    @Peanits

    Always assume that the Devs will never tell you when something is going to go live. You likely won't know the launch date until the date it launches. If you are lucky, they will announce a day or two before it goes live.

  • If someone is spamming a flashlight that's battery that is being drained from it. They are actively hurting their own item to spam it. It's only effective if it tilts you to the point that you start playing worse/tunneling because it annoys you so much. If you are that easily tilted by a flashlight spam, you might want to play a different game or take a break.

  • People are toxic in every other DBD game I play. It's one of the more toxic communities of any game I've ever played. It's more toxic on average than LoL or csgo for me. Just have to ignore the toxic people. On PC I don't have this issue because I just made my steam profile private and they can't message me. So i can avoid all the salt/toxicty by just leaving as soon as the game ends

  • @sluc16 said:

    Seriously how is it that so many survivors use this perk? Is not useful at all and it affects the game more than it helps.

    It takes forever for survivors to fully heal and there they stay healing for ages not doing gens or even when a teammate is hooked close to them.

    I really don't think this is a good perk.

    It used to be a really good perk and then it got nerfed. Bad players are incredibly slow to adopt meta/understand changes to games. They lag behind what the better players are doing and don't understand why something is good nor what makes it good or bad. This is present in most multiplayer games. For a long time every guide and video for new players encourages them to use self care. Since this game doesn't have a pro scene, a lot of the popular content creators aren't that intelligent game sense wise. Compared to other games it's significantly easier to get rank 1/top ranks than anywhere else. DBD doesn't require a high game IQ to do well. SO, you have a lot of streamers/youtubers who don't necessarily have high game IQ and don't understand the game that well. So, they continue to recommend bad things to new players and those players just take their advice as high game IQ advice.

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