FrenziedRoach
FrenziedRoach
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@Kurosamurai said:
"It's an accepted part of the game"? Maybe it's accepted because it's not being punished and people choose to deal with it. I paid money to enjoy myself and I enjoy helping others in the game. It is immoral to allow a bully to wrest control from any player. Is bullying acceptable in society now? It's a sad statement on humanity if it is.
Stop bringing morality into something that is purely a game-mechanic. It's a tactic to be beaten, nothing more, nothing less. (which is amusing given this game we're engaging in the immorally questionable act of killing each other)
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https://www.youtube.com/watch?v=NEaFKY3opY0
You can put down the EULA as it doesn't apply here. Devs have repeatedly stated that camping in any form is not bannable and fully allowed over and over and over again.
In fact, they have gone on record to say "Stay on the hook as long as you can, give your team time to do the gens and get out" The idea is that you train killers to NOT camp by pushing the gens.
I will let you hear it directly from their mouths. Sounds to me you either need to learn to accept it's a thing and play around it like the rest of us, or find another game.
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@blackfoxx_x said:
https://forum.deadbydaylight.com/en/discussion/comment/2098190#Comment_2098190
That's a fair argument. I think twitch should handle implementing a streamer/anonymous mode. It shouldn't be that hard. Streamers should be able to generate content and monetize it, but not at the expense of other players.
Streamer mode is usually handled at the developer level, not on twitch's level - athough they probably have the clout to influence devs into it.
Rust is a great example of a Streamer mode - changes the streamer's name in game to keep people from picking them out in the crowd and targetting them specifically Cyberpunk also has a streamer mode that filters out music with content ID.
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Of all the perks you could ask to be nerfed, you target these two? Really?
I wouldn't say they're overused man. They're good, don't get me wrong - but there's so many other good perks you could be using.
Frankly, I don't know why people run Spinechill when Premonition gives you a better idea of what direction they're coming from. But that's just me.
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Azeroth's Resting Place is probably the bigger offender of the 2, but the two areas are big enough for the survivors to crack the 3 gen if they're smart and actually are agressive enough. Problem is, most pubbies aren't aggressive enough. I find that the best way to deal with that map is to pound out a gen each side as early as possible if you can.
Sufficaiton Pit isn't so bad given one side has a landmark that mostly favors the survivors and the other side has easy access to a line of maze tiles. Frankly, I find it considerably harder to defend a 3 gen on that map.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2098139#Comment_2098139
To me, gaming is no different than walking down the street and suddenly a news crew is there on the corner doing a piece. You can't expect privacy in a public place - and to me a match is a public place. So there's no ethical question in that area as far as I'm concerned.
Dunno where you're from, but I've seen more than enough news channels blur faces, license plates, and so on before airing their pieces. The only exception is live stuff, for obvious reasons.
As for anonymity, that's on the player and his tag.
The GDPR seems to say that that usernames constitute pseudo-anonymized personal information. It's not quite that clear-cut.
Games are live though. And over here in the states it's pretty much understood that public places, you have a reduced expectation of privacy.
I mean, when I streamed MMO's I would cover the chatbox because I had access to non-public channels and I wanted to be courteous to those who inhabited those channels as I felt they should expect a certain level of privacy. If I hadn't had those more private channels, I wouldn't of bothered.
But still, if the law states we need to start covering gamer tags, we have the means to do so, I wouldn't mind doing it as most of us already have the tools to do so readily available. I just don't see the point right now as a tag gives the audience context as to what's happening on the screen.... which of the cloned claudettes is it that's doing the sick moves or whatnot.
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To me, gaming is no different than walking down the street and suddenly a news crew is there on the corner doing a piece. You can't expect privacy in a public place - and to me a match is a public place. So there's no ethical question in that area as far as I'm concerned.
As for anonymity, that's on the player and his tag. I don't know how it is on consoles, but here on Steam we can pretty much change our tags at will and thus our in-game names. We also have the ability to lock down our profiles from unwanted intrusions and people sending us messages. So if we don't wish to be bothered, we have it in our hands to do so. So again, no ethical questions for us here.
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There's actually a good tactical reason to force the killer to shoo you out of the gate UNLESS YOU ARE THE LAST PERSON. And that is to force the killer's attention on you and make them waste time while the other survivors finish up what they are doing (heals, hooks, opening another exit, ect)
I suggest you suck it up and learn to deal with it, it's a valid tactic.
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SWF is in the game, use it. Anything in the game is fair game in my book.
Anybody who calls SWF cheating needs to either step up and deal with it or go home.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2096845#Comment_2096845
SWF isn't a challenge. its just plain boring and sanctioned cheating because money..
It is not cheating, it's a full fledged feature of the game. Your hyperbolic nonsense about it being cheating is just the whines of a petulant child who can be safely ignored. Either be willing to step up and face it, or go home and find something more your own speed.
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I like people who chase me doing the clicky clicky, it tells me they are there and I don't have to worry about them doing a gen. They're literally being useless to their team with their arrogance... and they usually pay for it when I find the teammate they're trying to protect and mercilessly beat the snot out of them.
Take a hint, if the killer isn't taking the bait, go do something else - you're a detriment to your team.
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@undoredo said:
https://forum.deadbydaylight.com/en/discussion/comment/2096917#Comment_2096917
I don't get this comment. They quit the game because they weren't going to have fun. What's wrong with that?
Because there are 4 other people in the game wanting to play as well. It's not fair to those 4 other people who also waited for a game. It's irrelevant HOW they played - for all anybody here could know they weren't looking to be "toxic" (stupid word for just playing the game), but working toward a challenge - or like me and just like to play wide open. It's literally 5 or 10 minutes out of your night. If you can't commit to the worst the game can throw at you, then play something else and don't even turn it on.
The last minute switch might be a little bit of a dick move, but at the same time I kinda don't blame them. Too many people dodge lobbies for stupid reasons - so this is why this behavior has come up. If people didn't dodge lobbies, people wouldn't last-minute switch to begin with.
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Um... characters are literally there to be played. Don't sweat it
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Yup. Having that would encourage me to do rituals on old killers more. Hell, I'd probably be inclined to prestige them all.
@Phasmamain said:
Not really. Besides hag and nurse most killers have pretty transferable skills.
Let’s say I’m a rank 3 clown since I play him a lot. I want to start playing some Freddy so I am rank 20. That won’t work out well.
Only thing that really transfers over is the looping mind-games. The nuances of the powers don't all transfer over as well. Killer's power really defines what parts of the game they are strong in, but other areas they are weak in. I, as a Doc main, am not really that good in the seeking department because his power more or less finds people for me. I haven't developed things like learning to predict where on the map people are going to run like the multi-killer players do simply because doc's power tells me where people are at all times. And tricks I learned on Hutress didn't always work on Deathslinger, and so forth.
Not to mention when you are REALLY USED to a killer, moving to another one of differing height or even a different weapon can really throw off your sense of distance. I noticed this when I was playing Oni for a bit - I kept overestimating my lunge distance due to how high he stands, If anything, trying to catch up killers I've missed the past few chapters have taught me I still have much to learn about being a well-balanced player - I'm severely lacking in several areas. Thus I'd be grateful if I was judged separately on each killer.
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@[Deleted User] said:
I don't like those suggestions.
Also the removing knives would get in the way of healing and mend commands, so it would have to be another button which creates it's own sort of problems.
Naw, it'll be fine. You can even share a key with Mend. All the ways I can think of to get deep wounds requires the survivor to take a hit, so the lacerations would be removed anyway.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2091996#Comment_2091996
Lol I never quit on a regular basis esp rage quit. Get over yourself
6 hour penalty says, so no I will not get over myself. And even assuming you're a telling the truth and not a lying little punk and it's your connection, if your connection is that terrible get offline and stop wasting your teammate's time and fix your ISP issues before coming back to the game. Playing a team game like this with crap internet is rude and inconsiderate.
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Cage not only counters things like DS, but it's a time saver for Pyramid Head. In a game where the killer is always in a race against the clock, that's huger than you think
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The whole "modified mend" idea fixes one of my biggest issues with the Trickster. Because Laceration decays over time, it makes the player want to get something for the investment they get for their hits and engage in the chase longer than they probably should.
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Yes and no
The occasional ragequit is understandable. Hell, even I will do it once every couple months but I make it a personal rule that if I ever ragequit, I'm done for the night and I don't play anymore after that.
However, if you make a habit of quitting anytime the match gets challeging for you, then it crosses into territory where you are the bad guy.
it doesn't matter if YOU play for fun - you have to start up the game with the full awareness that the opponent you might get plays wide open and is going to hit you with every low-down dirty trick in the book. And if you are not mentally prepared for that at any time, put the game down for awhile and do something else.
There's no shame in admitting it just might not be for you. Just don't be one of those people who waste the time of 4 others. I mean, even if they were seeking to troll you (they could of been trying for rituals or rift challenges to be fair), all you did was feed them by leaving anyway... good job, you just encouraged them to do it to the next guy.
So anyway, there you have my honest opinion on the matter. Do with it what you will,
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I was watching an old Admiral Bahroo video just now and got reminded that Exhaustion used to NOT be a thing and Sprint Burst was on a 20 second cooldown. Can you imagine dealing with a free sprint every 20 seconds as a killer?
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@Pepsidot said:
Yes it was. I'll presume you're talking about 2016-2017ish. I'll write a list:
- Bloodlust didn't exist
- Killers vaulted windows extremely slowly
- Infinites existed.
- No window blockers
- Decisive Strike could be used whenever picked up. Killers would have to juggle survivors to a nearby hook to avoid the stun.
- Jungle gyms had 2 windows, 2 pallets.
- Vacuum pallets were a really big problem. Imagine trying to catch a survivor at a jungle gym with 2 pallets and 2 windows. If you weren't RIGHT behind them, they'd just vacuum to a window/pallet.
- Old BT. Protected the unhooker and the hooked survivor.
- No regression on gens.
- Old sabo. Hooks wouldn't respawn, you had to slug survivors to death. Iron Grasp was a requirement. Agitation also just to make sure you could make it to the basement.
- Instant flashlights. Carrying a survivor? Well you could be blinded in a few miliseconds, with basically no time to react. Say bye to the survivor.
- Instant Medkit addon. Instant gen (Brand New Part).
- A ton of pallets
- EGC didn't exist. Meaning, if a survivor stayed at an infinite. You basically HAD to quit or AFK until they left, if they ever did.
- Pickup animation used to be really slow. Easy to line up flashlight saves.
- Trapper used to take like 5 seconds or more to place a trap. His traps could be saboed and would never return, making him an m1 killer.
- Gen speeds used to be REALLY, really fast.
Note: Not all of these things existed at the same time. But I've listed a bunch of stuff which made life as a killer miserable back in the day. I'm sure there's a bunch of stuff I missed, too.
Not to mention us killer mains back then had to put up with comments from a certain lead developer back then saying (and I paraphrase) "you have to be so good to do anything resembling, infinite juke... most of the time they waste a few seconds... MAYBE a minute".
Source: Was a killer main during this time.
Oh god, I had forgotten about the original McCote meme that we made him eat and never forget. You know how we say "Pretty good job so far" now adays? Back then it was "I mean, you have to have skill to pull off anything resembling an infinite". My god, we never made him forget that back then, especially once we started showing the devs the video evidence that true infinite loops really did exist in the game back then.
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On release there was a few things that were getting in the killer's way
- The maze tiles (jungle gyms) were denser and thus had more walls. Additionally, some could have more than 1 pallet active at anytime.
- What we call loops now were also denser making the loops longer, sometimes pallets would spawn literally less than 4 meters from each other
- Survivors could fast vault from any angle even from a standstill by just holding shift. There was no such things as window blockers or bloodlust either, and many windows that are blocked now would of been open. Imagine for a moment, a Wretched shop where all 4 windows were open ALL THE TIME.
- Hooks that were sabotauged would not respawn.... EVER. You think slugging is too much of a thing now? Slugging always happened back then as your hooks were always gone. Deerstalker was almost mandatory.
- Light offerings were a thing back then, and when stacked with fog could make it impossible for killers to see.
Just to name a few things. You can do some searches for darkness and fog offerigns as well as "infinites" and find lots of youtube examples
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Eh, just play it out. You might learn a trick or two along the way you wouldn't of learned otherwise just sitting in a corner refusing to play because you don't like the playground you got put on.
FFS, I think Rotten Fields is an abomination and I'd rather play Haddenfield, but at least I play the damn map out instead refusing to play like a petulant child.
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They've already addressed Camping, it's just people refuse to do what's necessary. And the victom have this mentality that their night is ruined because they rotted on a hook for 2 minutes.
The truth of the matter is a killer that camps against survivors that understand you don't feed a camper would never get anywhere bloodpoint wise due to the following simple facts
120 seconds to die on a hook
80 seconds to solo a generator
4 survivors
Generators are brain-dead easy to pound out.
2 or 3 survivors should escape every single time if people would just pound out the gens vs a camping killer.
The second thing people refuse to do is stop feeding the trolls who do it to get a reaction out of them. If you get camped... just leave. Don't feed their ego's by yelling at them. If people would just silently own people who mindlessly camp (as opposed to the ones who do it for good strategic reasons such as the hook is near the last 3 gens), we'd have less mindless campers overall and less to be mad about.
It's in the survivors hands... they just refuse to do anything about it.
So in a nutshell - gen rush the campers, don't feed the trolls by saying anything about it later. Just get out of your 10 minute game an move on.
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I am not opposed to somebody playing how THEY want as long as they don't expect others to play by those rules. However, I typically try to encourage people to give it their best if for no other reason than to keep the matchmaker from becoming more of a mess than it already is. When you go easy on people, they may unfairly get put up against killers they have no business going up against when they should be held back to something more their level.
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Spirit has a lower skill floor, but Nurse has a higher skill ceiling.
What this means is you're going to see more good spirit players. However, a God-Tier nurse will beat a top Spirit any day of the week as her chases will be faster. Nurse just ignores pallets and windows better. yes, she gets blocked by the map from time to time, but the ability to just go right to the person while seeing them on screen as opposed to going invisible and making a guess based on sound, the former is just better.
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The Game used to be incredibly killer-sided, so I'm not surprised they're upping the pallet count to see if that equalizes things.
I'm willing to try it out myself. The few times I've tried the reworked map, I haven't felt like I was at a significant disadvantage yet.
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Eh... probably not. But I'm so comfortable with Doctor that the idea of playing him perkless isn't even a deterrent anymore. Actually, playing most of the killers I enjoy perkless doesn't seem painful anymore.
But I've also been considering going through everybody and prestiging them for giggles once I catch up with the chapters I've missed.
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Could be worse... could of been the Old Freddy
You were lucky to get a full game when you played as that guy
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1) Do a cleanup pass on how the servers do hit validation and "Dress up" the hits so things don't look so janky in high-latency situations
2) Equalize the scoring between the unhook and safe unhook and increase the scoring for taking a protection hit after unhooking to encourage people to be responsible for those they unhook.
3) Delete Rotten Fields as it's an abomination of a map.
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/2095494#Comment_2095494
I don't believe so, because:
-After every stab, a survivor would still move fast forward, how he does it by every m1 hit from every killer I know. That is the reason why you can only stab someone 2-3 times in 1 frenzy (have old frenzy times in mind, don't know how much would be possible with the new frenzy time, but that is ptb stuff).
-The Legion would still have this mega stun after frenzy. If you have now in mind that the Legion needed 5 stabs in the days back then, we talk here about 2-3 frenzys (depending on luck and skill of the Legion and the survivor). So, with that in mind is tunneling pretty unattractive in my eyes.
How I see it - you make your two stabs and the survivor is gone - thanks to the stun (if he stays not on purporse somewhere near the Legion, but some guys you can't help, no matter how many penalities a killer has) and then you need to search either the survivor again, or go over to the next.
It would be even less effective in my eyes, as to do it on the traditional way: Aka put deepwounds on him and m1 the survivor after a loop. The only benefit for the Legion would be, that it makes for the player fun, if he is into stabbing and that is with the Legion in mind something, that should be possible, because that was something the Legion could do in the past and also the Legion is getting advertised as such a killer still today, if you watch the longer Legion trailer who is still on the DBD - YouTube Channel up. What I wanted to say is: Some people may like to play after what they have seen in this video.
Problem with your logic is that the Legion has every reason to keep going after that wounded survivor at this point like the old Legion.
If this power wasn't coupled with the ability to ignore Windows or Pallets, I'd consider it. But because FF is tied to it, it's a automatic no-go.
We tried the ability to keep stabby stabby on the old Legion, it sucked and the playerbase hated it. You aren't going to get any support for this idea.
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I don't like the idea of "obsession as basekit" as a solo Q survivor. I use the knowledge that there's an obsession in play to start making guesses as to what either my teammates might have or I have. I usually assume the teammate might have DS in play, but I keep in mind it might be the killer is running STBFL or one of the other common obsession perks.
I feel that taking information away from the solo Q survivor is a step in the wrong direction.
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There's aim assist on the ranged killers? That's news to me. I've been playing a TON of Deathslinger and Pyramid head lately and I ain't seeing no ranged assist.
Original Poster must be in the lower ranks.... it's rough for survivor down there. Game evens out once you get better at it though
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Eh, I'll be 50 this October, I ain't far behind you
I don't see a point to hiding my age myself. Especially now that we have Skyrim Grandma to look up to XD
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Hag. I despise her so much. From the jump scares to the way she makes hook saves so utterly oppressive. She was the reason I played with Urban Evasion all the time for awhile.
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While you are technically correct that the new legion has some counterplay, I believe bringing back the ability to stab somebody in deep wounds again would be a mistake.
The purpose of Feral Frenzy is for team-slowdown and mobility - it's not there to shorten chases. What you are proposing just makes Legion a better tunneler. And while I personally don't have an issue with tunneling, I'd rather you don't give a killer an ability that makes tunneling the most efficient way to play them. Legion is already a bit of a one-trick poney. Your proposal will just turn him into a one-trick pony that tunnels.
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Doesn't matter what you did as mechanics are to be used or ignored as the players see fit
As for the black pip....
Given how the Emblem system is broken for many killers who can skip hooks or insta-down - I've started ignoring the pipping system entirely. Not like you get anything for rank 1 other than an achievement. If you're working toward said achievement, then you have my sympathy and yes that sucks.
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This is only an occasional thing - but if I'm in a really foul mood (IE, I really shouldn't be playing in the first place) and I see a really dumb unhook or hook farm, I will expend every effort I have to tunnel that moron out the game.
I hate hook farmers so much....
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It ain't going to do #########. You put effort into put knives into somebody but have to give up the chase, that effort is wasted. This is why he encourages the tunnel which many people would say is bad.
If leaving the chase with knives in them did something, he probably wouldn't be so bad.
At least plague's infectiuon does something when she leaves them....
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Nothing is more toxic than the misuse of the word Cringe. they deserved to be camped.
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Very next game, I had two people just suicide on hook due to their complete and utter stupidity within the first 2 minutes of the game. Literally all I did was catch one guy, hook him in the basement, kick a gen which triggered Trail of Torment, literally right after I kicked the gen I got the notification that the basement hook was rescued... got back still silent to find the idiots still in the basement. Downed them both, hooked them both, walked away to get two free kills as they both suicided.
FFS... if you screw up, don't abandon your other teammates. Even I felt so bad about the last two I let them farm a bit and go... ME, of all people.
THIS IS WHY WE HAVE DC PENALTIES... is because of weak-ass little punks who make a habit of disconnecting and suiciding on a regular basis. I wish you little punks would just quit already and be done with it.
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@Mister_xD said:
i really hope its one that is based on a timer that slowly regenerated Hatchets one by one.
that'd be cool to have and imo be Ultra Rare worthy.
That's not a bad idea actually
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disconnecting one time doesn't incur a 6 hour penalty, and the penalties are counted on a month to month basis that go up over time from each time you do it.
What am I getting at? This wasn't your only DC this month - therefore you are not deserving of sympathy
Get rekt you ragequitting coward.
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@swager21 said:
yeah, most trickster players play in a really scummy way. just take it to the chin and wait for the tricksters buff instead of using it as an excuse to use cheap and boring strategies. the worst part about this is that he said "mad cuz bad imagine dying to the worst killer in the game" like dude, if you tunnel someone theyre bound to go down at some point even if you are playing the worst killer in the game
There are no cheap strategies, just lazy players who refuse to get good enough to overcome the "cheap" strategies.
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He's completely right. We got people on both sides that put out the most ridiculous posts. it's to the point I'm just assuming all of them are bait/troll threads and rating them. Sadly, most of them are hot garbage.
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The pendulum of balance swings both ways. Both sides get adjusted as necessary. This whole "survivors get m ore attention because they're the majority" misinformation needs to just stop. It's just speculation driven by biased circumstantial evidence at best.
@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/2084159#Comment_2084159
XD Great reworks?? XD
Whew, I laughed so hard.
Doctor, Bubba, and Wraith were all buffed by their past reworks. Trapper has also been buffed as well.
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I have one survivor that has most or all the perks, and I have a personal rule that I must always dedicate one perk slot to one of that survivor's teachable perks.
That one survivor I usually keep all the perks on is ACE, so with the above in mind revealed, my build is as follows
Open Handed - the Ace perk that follows the above rule
Bond - great information perk that energizes well with Open Handed
Iron Will
Dead Hard
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Survivor Perk - Bond. Best information Perk in the game hands down as it works ALL the time. Most people prefer Kindred and I don't blame them - but i like being able to avoid teammates when I'm being chased and I also like being able to see if somebody is bringing me an angry package.
Killer Perk - Gearhead - I came to appreciate having this early in on Deathslinger. While Discord and Surveillance are nice, this is a good alternative.
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Once or twice. And it's usually a "oh right, I forgot I hooked you" moment more often than not.
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A end-game match timer to hard end the games after a certain amount of time has passed to end these ceaseless accusations of "holding the game hostage"