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  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006856#Comment_3006856

    Yeah, no one with a clue will take you seriously.

    At best, your post a textbook case of Dunning-Kruger.

    Ok how is nurse skilled? i have 4000 hours and 1000 hours on this account... ive played some nurse back in 2017 and 2021 takes 3 games to learn in the blinks... Map knowledge takes you really far she is fairly hard to master but not to pickup and be decent with that just takes map knowledge and knowing her blink timing... yes the addons are are a part of the mastering for an example omega blink took some skills to pinpoint close-midrange

  • @drsoontm said:

    The Nurse has the lowest kill rate and most agree there are a lot of bad Nurses and a handful of good ones. (Survivors who are winning often are probably going against a good one from time to time.)

    She is so hard to use that it requires a lot of effort and skill to use her effectively. Something most players apparently don't want or are unable to do.

    Which means survivors losing against her are losing against someone who had put a lot more effort in it than what they are ready to do.

    I find that more than acceptable. Any survivor training even a fraction of what a good Nurse player had to endure would have no issue against her.

    Losing against someone better who trains harder should feel normal to everyone. If anything, the real issue here is all the other killers weak players don't complain about.

    Instead of complaining, survivors should play her and watch how decent survivors are cleaning the floor with them. They may even start to understand how to play against her themselves.

    but thats the thing she doesnt... I used to main nurse a few months ago... Literally took me 1 day if even that to learn the blinks with almost pinpoint accuracy... Now she isnt super busted but she is fairly strong i lose against some bad nurses as often as i lose against good. (now the 2 most recent nurses were cheaters, and i havent faced some in a long time (they had legacy skins with 200 hours and the steam acocunt was 1 year old this was late 2021) But that she requires some super skills is bullshit pure bullshit. Now sure there are killers who you can jump on and deliver great results with that doesnt need any practice nurse is still one of the harder ones to learn. But its not what youtubers say "blah blah you will have to put down thousands of hours on her"

    In reality you need a day to learn the blinks, after a week or so you will be very accurate with the blinks, Then the only thing missing is game sense which you need on most killers anyway. Just knowing the map makes a difference with nurse. I mean if you know the layout you can "teleport" more strategically. Its more of a guessing game yes...

  • @Pulsar said:

    Anyone who can't recognize that Nurse is bonkers busted OP has no right to complain about SWF. Both are extremes and should be adjusted to better fit the current state of the game.

    hhm not super busted... But its still not a killer that requires "skill" took me a day to learn the blinks almost flawlessly and to achieve great results with her she is strong, i like the nerf just like you but bonkers busted is a lil overreacting

  • @Marc_123 said:

    If a game or the engine operates at 60 max you won´t get much of a difference from higher fps.

    In most games the higher fps just give you the minimum input lag.

    For a higher fps monitor it is beneficial of course.

    Some angles of the big maps and some of the newer effect overlays can be a bit more taxing on gfx.

    yea, but obviously i have a 160hz monitor thats why i want it, and i dont reallyt care about input lag because its dbd... its not as fast paced on r6 on the other hand where you need to react and every ms of input counts (not really but i still want it was low as possible) i would be more worried...

    And the game only supports 60fps too, you can go higher but it ONLY SUPPORTS, so that might also be why its still capped at 120 even when i put the cap at 0 or over 120. But i resolved the issues now i only have rubber banding and my friend does and everyone i play with and againt does (randoms) so thats not on my end

  • @MrMori said:

    Have you tried putting -dx12 in your launch options? Using DX12 competely solved crashing and hitching for me, and I had huge lag spikes for months before putting it on. It used to crash when using DX12 mode, but not anymore. I think it's cause I updated my redistributables too.

    You can do that by following this here guide https://forum.deadbydaylight.com/en/discussion/153/master-fixes-and-general-guidelines#latest , specifically the section I've pasted a picture of below, and reinstalling Microsoft Visual C++ Redistibutables. You go into your program files, find the redistributables in the "Uninstall Programs" page in windows, then find and reinstall them from this link, in the right order.

    https://docs.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170

    https://us.v-cdn.net/6030815/uploads/RP0BLP5E30AR/image.png

    Your post should probably be in technical issues section btw.

    I also recommend turning off FXAA (anti aliasing) if you haven't already, it makes the game look blurry and less detailed in an attempt to smooth out edges.

    https://steamcommunity.com/sharedfiles/filedetails/?id=2287410795

    yea i forgot to put it in, but i also just wanted to see if other people had it since i think it is from the new update... I've seen youtubers rubberbanding and having some issues with that too (more than before)

  • @Marc_123 said:

    You have problems man... i don´t have constant 60 fps in some maps.

    hhm i was at a steady 120fps this game but the game still felt like it was 60fps i checked nvidia and all that and my settings were at 144hz so its not hardware related atleast

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894757#Comment_2894757

    Ah, I love when someone ignores my whole post, explaining how the distance from Dead Hard is different from any other Exhaustion Perk.

    I mean, Killers with an instadown somewhat "counter" Dead Hard, so it's not that big of a deal.

    Yes, Plague counters Overcome, and Dead Hard too, so yet again, not that big of a draw back

    i replied to everything in ur post but ok

    besides the thing u said about "Dead Hard activates in a moment of vulnerability from the Survivor side, most of the time when they wouldn't have gotten to a Pallet or Window, and gives them the slight amount of edge that helps them make it, but is also a small enough amount of distance that ending a chase for wouldn't be worth it" becuase sprint burst can be used in that way too...

  • @Basement_Bubba420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890435#Comment_2890435

    You can't deal with DH.

    It's problem is when it is used to extend a chase by dashing to a pallet or vault. This is uncounterable.

    If someone is caught out in the open and you wait for them to DH before the swing that's not you countering them. You would get them even if you missed. That's them being caught out in the open.

    If you think DH is counterable I seriously question your overall skill as a gamer.

    "it's problem is when it is used to extend a chase by dashing o a pallet or vault. This is uncounterable" well so is ALL OTHER EXHAUSTION PERKS besides head on

    "if you think DH is counterable i seriously question your overall skill as a gamer"

    it is counterable now the i frames is unnecessary in my opinion but you can bait it out with most killers isnt it weird how otz, d3ad and basically everyone else can pretty reliably bait out dead hard besides you? if your pyramid head you can press m2 quick, flick your camera if you walk close enoughyou can press m1 and its almost impossible to react its a guessing game...

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891614#Comment_2891614

    I've yet so see a reason as to why it isn't that actually makes sense.

    One of the counter-argument I've seen was "Bait it out", which doesn't apply to using Dead Hard for distance.

    Another one I've seen was "Dead Hard doesn't give as much distance as other Exhaustion Perks, like Sprint Burst", which is true, Dead Hard gives less distance, but it depends when Exhaustion Perks are used.

    Dead Hard is the only Exhaustion Perk that can reliably extend chases after the Killer already put in time into the chase, which is stronger than either denying chase, or ending the chase before the Killer got their first hit.

    It's the same reason I think Overcome is better than Sprint Burst but worse than Dead Hard. It activates after the chase already started, but ends it immediately after activating.

    Dead Hard activates in a moment of vulnerability from the Survivor side, most of the time when they wouldn't have gotten to a Pallet or Window, and gives them the slight amount of edge that helps them make it, but is also a small enough amount of distance that ending a chase for wouldn't be worth it

    if you think using dead hard for distance is op you're gonna uninstall when you find out smash hit, sprint burst, lithe and balanced landing exists they give u 4 5 times the amount of distance...

    the only thing i would change with deadhard is that it doesnt give you i frames but on the other hand that would make it useless since all other perks gives u 4x the distance


    and overcome better than sprintburst... i dont agree chainsaw killers can completely counter overcome and you have to be injured meaing plague and legion counters it pretty damn well too...

  • op meh its popular becuase its easy to use and very convenient if you want to use sprint brust effectively you have to run with it 99 and keep running thats annoying and not so easy to do (its easy but you get what i mean) with dead hard you just become injured and press a button its fast and often gets the job done

  • @ukenicky said:

    I'd use Balanced Landing SO much more if it always made you silent when falling from a high place. I'm sorry but there's no reason it shouldn't silence you every time you drop down. I think this is the best way to buff it without making it over tuned.

    I understand it can't have the stagger reduction on every drop down since that enables infinites (I think?) but I think this small change would be OK.

    yea just silent drops would be a good buff and yes the reduced stagger allowed for infinites but i dont think 25% reduction would do it... but just a silent drop would be a little game changer

  • @Johnny_XMan said:

    We need more perks like Dead Hard. Exhaustion perks that we are able to use during a chase as a means to extend the chase rather than gain distance.

    It’s the reason why DH is so popular because of its benefits in short loops.

    and its literally invincibility against killers... if you go against a nurse you can literally dead hard to guarantee a dodge unless you mess up really really really big... + if you loop good you wont even need dead hard and if we look value wise SB is better you can 99 it and get way more distance. its just that dead hard is so easy to use and its rewards is very good for the requirements be injured and run

  • @ThiccBudhha said:

    I prefer buffing other perks to be viable as opposed to nerfing one of the only good survivor perks to be perfectly honest. Dead hard is NOT the problem. Map design is.

    i dont really think dead hard is a huge problem either but its definetly one of the better exhaustion perks

  • @TurboTOne said:

    Deadhard needs a Nerf for sure. Unlike other Second Chnace Perks it doesnt have a reason to be there. DS is for Tunneling, UB is for Slugging and BT is again for Tunneling. They have their Place to be this strong, so Killer Players get punished for trying to get a fast Kill and not letting the Survivor play the game.

    But Deadhard ? Its just there to extend the Chase even when the Killer played Correctly and The Survivor simply missplayed. Thats why i think it needs to be changed.

    And yeah, Balanced really is ... not all that usefull, but it needed a Nerf because it was able to turn some Places into Infinites. But with reworks to all of the Maps maybe they could buff it a little again.

    yea i know how old balanced could turn loops into infinites but they could keep it at like 20% or something so it still gives you a little reward for running it instead of sprintburst i mean yes the first fall is reduced but i dont think a 25% reduction to stagger would bring back infinites

  • @Blueberry said:

    While DH is a large offender, Exhaustion perks in general are way over tuned.

    For example, lets say we literally doubled the Exhaustion debuff. That is a massive nerf. Yet, we would still see an Exhaustion perk on every single survivor, every single game. That in itself should illustrate how over tuned they are if you could nerf them that signficantly and they would still be in every single game, on every single survivor. If they were even remotely close to balanced then that hard of a nerf would make them nearly unseen, but that isn't the case.

    There is literally no reason you would not always have an Exhaustion perk on every single game unless you just didn't care about winning, that is bad design. Every single perk should make you weigh the pros and cons and debate whether it was worth it that game. There is no consideration to make with Exhaustion perks, you just auto equip them no matter what. Bad design.

    Either Exhaustion perks tuned down tremendously or killer Exhaustion perks tuned up tremendously. One or the other.

    This all said I will throw some disclaimers. I think some Exhaustion perks that are designed well and totally fine are ones such as BL or Head On. They're situational, require you to play around them, and have high or low value depending on map rng so there's some risk attached to using them. They aren't just default auto high value every game regardless of anything. I'm fine with these. This is how the other Exhaustion perks should be.

    you would not i have frineds with 4000+ hours who doesnt run any exhaustion perks they are generally useless if you loop perfectly anyways.... dead hard is cheap i agree its i frames AND distance... while i do know they all are situational but you might aswell 99 sprint burst nad use it as smashit i mean balanced landing and overcome do different things balacned reduces the stagger but they removed it due to infinites and that so many maps had drops (when there are maps that IT CANT BE USED ON...) infact BL is probably the only perk that has 0 use on some maps literally 0 liek you CANT even use it

  • well someone would have to DC for that... and people literally do that now. it wont really change anything... if someone DCs the game is often dead its very hard to win as survivor and why should i have to play a 5 minute game thats a pretty much guaranteed loss because my teammate leaves?

    AAHHH YESSSSSS THE 3k Bp<33333333333333 stonks

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889242#Comment_2889242

    Youve gone from 1 minute, to 30 seconds, now to 15. To me that's a sign of how broken the overall idea really is.

    Yes it sucks when people DC, but if you have to shorten the time for the "fix" to the first 15 or even 30. seconds of a match? Then the only ones that will occur is when a swf doesn't like the map/killer, so one immediately leaves and the rest vote to end, meanwhile the killer is completely overruled because they're solo, making it feel like they are being forced, since it won't matter which way they vote.

    In my experience survivors who are prone to quitting do so after they've been downed the first time, which generally takes longer than 30 seconds.

    There are two ways to do a vote. Either every player gets 1 vote, meaning the killer loses every single vote because they're only 1 person. Or each side gets a vote, which is a recipe for neverending stalemate. Neither sounds like a particularly fun time to me.

    Personally I'd much rather they just do what DbD mobile already does, and have bots replace disconnected players, at least that way there's still a game, and nobody feels bullied because they got outvoted and didn't have a chance.

    + tons of other games have it without abuse i've played competitive competitive cs with similar options NEVER been abused (now i know its not really the same thing since you face different killer in dbd with differnet powers)... And once again double the DC penalty or something so peopel only disconnect if they actually have to go and a SWF would STILL HAVE TO WAIT 10 minutes for a match after DCing

  • @AndyKuky said:

    Nah, survivors will abuse it. Even if you only make it an option after someone disconnects, a SWF can alternate disconnects and they can force matches to end any time games don’t go their way or they face a killer they don’t like. A five minute ban is much quicker than playing a match.

    It could only work if the killer vote is mandatory. So the killer has to vote yes for the match to end.

    yes but the problem with that is well 99% of all killers would vote no and take an almost guaranteed win

  • @JamnJelly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889023#Comment_2889023

    But for how long would you want them to be able to vote for? Will it only trigger after a DC in the first minute?

    A 3v1 isn't as impossible as you're making it out to be. It doesn't almost always guarantee a free win.

    Side note, why did you put quotes around abuse? That's exactly what that would be, abusing a game mechanic. The bots might be an idea, but I feel it could be unfair to survivors, depending on how well the AI are built.

    Im not saying its impossible but its VERY hard compared to 4v1...

    IT doesnt have to be anything advanced pretty much like every other game that has it someone leaves but instead of calling a vote a small window can pop up on the right side with 3 boxes and you press like f1 for yes f2 for no, when someone votes a green tick appears in one box and if someone votes no its a red cross or something like that. If the vote gets a majority the match is cancelled and the killer can be given 5000 bp or something since they couldnt vote.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889242#Comment_2889242

    Youve gone from 1 minute, to 30 seconds, now to 15. To me that's a sign of how broken the overall idea really is.

    Yes it sucks when people DC, but if you have to shorten the time for the "fix" to the first 15 or even 30. seconds of a match? Then the only ones that will occur is when a swf doesn't like the map/killer, so one immediately leaves and the rest vote to end, meanwhile the killer is completely overruled because they're solo, making it feel like they are being forced, since it won't matter which way they vote.

    In my experience survivors who are prone to quitting do so after they've been downed the first time, which generally takes longer than 30 seconds.

    There are two ways to do a vote. Either every player gets 1 vote, meaning the killer loses every single vote because they're only 1 person. Or each side gets a vote, which is a recipe for neverending stalemate. Neither sounds like a particularly fun time to me.

    Personally I'd much rather they just do what DbD mobile already does, and have bots replace disconnected players, at least that way there's still a game, and nobody feels bullied because they got outvoted and didn't have a chance.

    I said if they do within 15 - 30 sec i still find 1 minute no big deal. Im just telling that says it's gonna be abused that it's only made for the first 30 sec so if you have a insta DS that's the whole point... yall are the one complaining about 1 min even 30 sec...I think 1 minute i just fine like the match has barely started but well sh*t can happen in 1 min and a bad start might lead to the survivors cancelling so maybe 30 sec is more appropriate...


    Ur taking everything LITERALLY im just giving suggestions to people saying it's "to long"

    another option would be removing the dc penalty since people obviously doesn't care... but well blight, twins and nurses would be dodged

  • @jesterkind said:

    I gotta admit, I do kinda want to run those two things together. It might make NOED actually useful, if you've got even more movement speed...

    i mean noed is one of the stronger perks in the game... its just a dick perk to run its NOT GOOD dont get me wrong but its still fairly strong. You literally have to do nothing and in 99.9999% of the cases you get atleast 1 or 2 downs with it which first of all puts a lot of pressure on the survivors... 2nd its like pig its RNG based sometimes you can run around the map 3 4 times without finding the totem... I feel like noed is fine as it (almost i think it should be revealed after x amount of seconds when the last gens are done) so you dont loop a killer for 3 minutes and get slapped with da noed during the endgame

  • @drsoontm said:

    No, too easy to abuse.

    For DCs, the bots is the only good option. (Well, there are others like popping a gen automatically to offset somewhat but I don't know if it's a good one.)

    but i still dont get how its abused if it only applies to DCs within the first 15 sec?? its not like your going to ######### up that hard in 15 sec... hell 15 sec is not even enough for the killer to start a chase with you maybe if its a blight or hillbilly....

  • @Zachcjjj said:

    https://forum.deadbydaylight.com/en/discussion/317931/hillbilly-worst-killer

    billy isnt great in his current state but hes atleast top of c tier bottom of b

    top c meh maybe he is with the other killer like clown ghostface etc. yes i didnt mean worst as in literally worst but i meant one of the worst... they completely ruined him by adding the overheat

  • @[Deleted User] said:

    No, Billy is not the worst killer.

    i know but you wouldnt place him top 5 would you? not even top 10... i would even place him top 15

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889084#Comment_2889084

    Not in 2017, but way before Overheat was a thing. And when do you need to chain 30 Chainsaws? IMO if someone overheats, they went for too ambitious Chainsaws. You can still sprint full Map with Billy and have enough Overheat-Limit to try a few Chainsaws. It is not like you are heavily restricted.

    Also, the Add Ons for Overheat are not bad at all. The brown Add On which increases Overheat-Limit is what I usually use (combined with Engravings).

    30 chainsaws in reality its way less... i played against a hillbilly yesterday he got overheated 3 times during that match and just gave up (he played like old billy) basically only used the chainsaw for both mobility and in loops...

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889056#Comment_2889056

    People often say this but it’s just not true. I think it started with some youtubers and now everyone just repeats it.

    Overheat is noticeable even if you play efficiently. If you want to consistently curve at tiles and use your chainsaw for mobility, you’re going to overheat.

    thats what i mean right now you hve to pretty much choose one of them in loop or mobility it was a much better experience to play as AND against a hillbilly that used it all the time without having to worry about overheat not only is it a little scarier since you know he can use it how much he wants its literally his only power and not so many people play him

  • @JoByDaylight said:

    Hillbilly is still strong, you just have to use your head a little bit in terms of chainsaw usage.

    Yea i know that but as a survivor it was funnier to play against a hillbilly who basically used his chainsaw all the time than on loops... now he feels like a normal m1 killer with a little better mobility you can play pallets safe against him and his power is well a faster pallet break... but once again it has over heat so if you get a good map you can DUMP PALLETS and i mean dump them and his power is useless

  • @Aven_Fallen said:

    The Overheat is barely noticeable. You have to overheat on purpose to actually feel it OR mess up A LOT with your chainsaw to a point where you really need to stop trying to go for every unreasonable chainsaw.

    He is also not the worst Killer, not by far. He feels bad, because his animations and FoV changed, but his strength is still up there. I dont really play him because of his FoV, he does not feel right when you played a lot of Billy before they changed the animations and stuff. But when I play him, I use Shadowborn to negate this a bit, but it is totally understandable that not everyone wants to use a Perk Slot for a design decision nobody asked for.

    did you play hillbily back in 17 where you could chainsaw HOW MUCH YOU WANTED and i mean chain 30 chainsaws that was insane :/

    the problem is not that you cant mess up the problem is that you cant use it how much you want now his power isnt really that strong since you can play loops safe and just pre drop a pallet in worst case if your at a window and play it correctly its hard to curve / flick too...

  • @JamnJelly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886223#Comment_2886223

    My point was it's inherently flawed. The DC time penalty isn't that bad, so figure you a group of four, they have four chances to just vote and say hell nah after one DC. Dying on hook is completely up to that one survivor and it offers absolutely no benefit. The way you worded it, you only would need one DC to vote for an end to the match.

    In the case of a voting system it would, because the rest of the team can just get a do-over. That's unfair to the other side of the playerbase, killers. But if you involve killers in the vote, I don't honestly know how often they'd vote to end it.

    Yea it has it flaws because as you said why would a killer vote to end a 3v1? its almost always a free win... And i do think the DC penalty is bad 5 min for a starter i think it should be 15 or 20 (option to rejoin within 2 min and have a bot take over which might be something in the future idk... since we do have bots in the tutorial like they dont have to be good but)


    And as you said a swf could "abuse" it by having one person dc and then cancel at the start and they could leave 4x as many matches since only one has to take on for the team... And well i dont think there is a good way to solve that it is what it is... but for those cases where there are 4 randoms and you have one person instantly disconnecting instead of waiting 3 4 minutes to die you could just skip it but as with everything it has it ups and downs :)

  • @drsoontm said:

    I don't see how a lag switch can benefit a killer like Nurse. (I'm not sure about the others)

    Lag switch is usually used by survivors to be harder to hit. There is that little thing called "validation".

    no i said it looks like they lag switch it all freezes for a few frames i lag back and she just glitch appears and i can barely see the swing animation... its not frames lags since its ONLY nurse and ONLY after blinks and from what i've seen its mostly hits when you go down

  • idk as i said to the other guy its like they lag switch (no i dont think they lag switch) it freezes like .5 sec before she arrives and then unfreezes and im hit... played yesterday against a nurse the same thing happened and my 2 random teammates said they had some kind of lag too so its not only me!

    as i said the nurse blinked towards me and since i knew she was laggy i wanted to dead hard before she even arrived so i MADE SURE it would go off in time... so when she released her blink (She travels at 333%) i used my deadhard instantly yet it didnt go off when i was like a sec early... (my ping was around 40 45).

  • Played against a nurse yesterday had 2 teleport i started deadharding even before she had arrived with her blink since i new she was laggy and the game kinda froze and she just appeard and insta hit me... we did manage to escape and i asked my teammates if they also had this type of "lag" and they said yes ping was normal around 40ms... So idk it cant be me since my friend also has it and thsoe randoms did and its ONLY against nurse


    if i go against another nurse i will try to record if i remember to do it, but you know when you record and want to show people stuff doesnt happen :D so yea i'll see if i can get it on video

  • @JamnJelly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2884787#Comment_2884787

    Yes but I'm saying what's to stop a team from just deciding to quit early to avoid dealing with certain killers?

    Midgame or early game its still unfair to the killer, and they're not the reason there's a DC. That'd be on the survivor who left. Fair or not it'll only encourage skipping a game to avoid possibly harder games. It may be hard but it's nowhere near impossible. How would want bhvr to fix it so it can't be abused?

    well nothing but then 1 has to dc...? and they that team has to wait 5 minutes... minimum... what stops them all 4 from dcing and STILL waiting 5 minutes? nothing... + they could increase the DC so it isnt 5 minutes because now if i want to leave i can dc go to the kitchen get a drink go back and the cooldown is over...

    + they can just suicide on hook so i dont get ur point...

  • @JamnJelly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2884755#Comment_2884755

    From every game I've played, DCs are more common midgame. Not 15 seconds in. At the start of the game, sure not much can happen. But a vote system will be abused, and most DCs happen later than the immediate start of a game.

    yea but if its midgame they have atleast done something hopefully those are also frustrating but if they loop 1 minute go down and DC thats 60 sec on hopefully 3 gens which takes 80sec to comeplete... if they DC at the start its a 1v3 5 gens 1 in chase so 2 people on gens if you hook someone and chase someone thats 0 people on gens... its very hard to win a 3v1

  • @t0007319 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2883197#Comment_2883197

    Could see that being a major issue, unless they make it so swf can’t veto.

    Would be nice to end a match early if someone dcs though, or have a bot replace them or a drop in system, usually the match is a loss if someone dcs early in and it just feels like a massive waste of time.

    yea but you can have the voting only the first 20 sec of a match and stuff like only if a survivors DCs etc. and you can throw the killer a 5000bp just because they had to queue

  • @burt0r said:

    Should I copy paste my answer from your thread from yesterday or just link the thread itself?

    Since that was the same topic but instead of a vote for canceling a trial it was "please give free DC without penalty after someone else DCs first".

    Will you post a third version of the same tomorrow? And at what point is opening threads everyday about the same thing considered spamming?

    sure today i thought about making a post for every game i got hook camped but that would be like 20 posts a day so meh...

    but that was a complaint this is a isch solution / attempt at a solution... never had any Dc problems when i played back in 2016 or 2017... no one gives a f about the 5 minute cooldown... thats the problem

  • @JamnJelly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2883406#Comment_2883406

    No not at all. Because what's to stop a team from voting after they start losing. A DC doesn't constitute a stalemate between either side.

    Whats to stop one survivor from taking one for the team, so that the other three can disconnect?

    well how much can happen during 15 seconds at the start? almost nothing....

  • @Marc_123 said:

    And what is with dc on first down after 1.07 minutes?

    Or dc on first hook after 2.03 minutes?

    I really understand that as i had games like this today. And that is super annoying.

    The problem is that this system won´t work. Sad enough.

    I hate that people dc all the time when something goes wrong. No sportsmanship at all.

    a dc after 2 minutes is 3 gens so that shouldnt be a problem a dc after 1 minute is pretty much 3 gens too

  • @KateDunson said:

    How to make every nurse and blight go back to stay in queue for hours basically, I'd love it

    i mean yea but whatever you could make it so it only works if a teammates DCs within the first 15 20 sec since there is no point in wasting 5 minutes of your life on a almost guaranteed loss + you can give the killer a 5000 bp award or something i mean 5000 is not much but its something

  • @sizzlingmario4 said:

    It wouldn’t work if a swf could just force end whatever match they wanted. It would only be a good idea if, for example, a survivor is afk and the other 3 survivors + the killer all agree to end the game. There’s pretty much no way to prevent misuse of it without making it never happen unless the killer allows it to.

    im talking about the first 30 sec of the match which i didnt type out and clarify i thought people would understand since i wrote a DC "within the first minute"

  • @GannTM said:

    A SWF is salty they’re losing so they decide to vote for the match to end. Yeah I don’t think this is a good idea.

    yea but like first 30 sec if you lose at that points its not even a big deal

  • @JamnJelly said:

    Anything vote wise will be biased due to the nature of the game.

    i do get that but if you have 1 dc at the start of the game that favours the killer... dont you think its fair for the survivors to vote if they want to continue and lose 997/1000 times?

  • @Kuinzu said:

    You've just gotta kinda accept that the match is lost and try and get some blood points out of it. It sucks, but you might as well do gens or loop the killer until you die, then just let yourself die on the hook.

    yea but its like 8k bp you cant do much

  • @q6iha34x1r69psli7pg said:

    Verify the game files? You can do it on steam easily.

    yea i did yesterday at night but didnt help

  • @Ruma said:

    You teleportet back? If yes, it eas probably a wifi problem on your or the servers.

    Possibility is also that the nurse cheated but in this case i doubt it.

    If they had a bad ping, only they would lag but it wouldng teleport you back

    i had 30ms so i dont think it was my end but it was ONLY when the hits put me into the dying state.. and yea i dont think she was cheating since she was struggling really bad

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882088#Comment_2882088

    Doesn’t one automatically disappear if they’re all corrupted??

    thats what i dont know i know that she gets it but im not sure if all or 1 dissapears since i havent played plague in a few months... if they do

    nvm someone said it in another post "I would NOT wait until the game gives you Corrupt Purge, this means that all of your fountains have been used, and it will reset all of them."

    its so its gonna free up pools for you to cleanse at, it makes sense too :)

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882091#Comment_2882091

    All while yo uneed to waste tons of times making screenshots, uploading video evidence on youtube, getting the user's id64 and reporting TWICE - in game and in ticket form - while the hacker, once banned, can just buy another cheap account for a couple of euros and unlock everything within seconds

    Reporting is simply not worth the time

    yea i know my friend owns an alt shop they are like you can buy a cod account (new game is 59) for like 4.99 dirt cheap basically and a HWID spoofer is like 50 bucks permanent or even cheaper like 5 10 dollars for a month

  • @adam1233467 said:

    You can have all this evidence, but it will still take the BHVR 2 weeks to ban

    :) pretty much... had a game where i filed a report (support ticket and ingame) where the killer spammed die ni**er j*w 200 times took them a week to just respond xd

  • @Valik said:

    It's always best not to cleanse unless you ABSOLUTELY must. However, once that tide turns - it's best for your team to cleanse as much as possible.

    If your teammates are silly and cleansing rapidly, you should as well. If you keep on those fountains, the killer is going to have a hard time chugging the goo fast enough and the power can get reset if they are distracted for long.

    But, as said above, there is no true counter for dumb teammates.

    yea might give it a shot to spam cleanse was a long time ago since i played plague but if we cleanse all pools she gets the power automatically yea? and when she does do ALL CORRUPT POOLS DISAPPEAR or just one?

  • @Plsfix369 said:

    Equip Sprint Burst and Iron Will, if you have Parental guidance then better. Just stick to your team then when the killer arrives run towards the nearest LOS blocker.

    It's a guaranteed escape 9/10 times but you'll run out of teammates faster than you do gens.

    But if you're smart you'd rather equip Aftercare and take a hit for your team whenever necessary since Sprint Burst can put you in between the killer and your team fastest, and it saved me from a lot of losing games as well as team mates.

    yea but i dont want to run a build JUST TO NOT BE CAMPED (if we go by that logic we can just tell killers to run a anti heal build and counter CoH) i thought about running deliverance and DS but i need a safe unhook then...

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