HoodedWildKard
HoodedWildKard
About
- Username
- HoodedWildKard
- Joined
- Visits
- 2,404
- Last Active
Comments
-
@Crowman said:
It's based on your emblem score. Depending on your grade the requirements are:
14-16 in Bronze and Ash
15-16 in Silver and Gold
16 in Iri
For the record 16 emblem points is getting all emblems iri. 15 would mean you can have 1 gold. 14 means you can have 2 golds or 1 silver.
As for getting iri emblems,
Gatekeeper is scored based on the number of gens remaining each minutes up to the first 9 minutes and grants additional points if the exit gates were never opened.
Devout is scored based on hooking and killing survivors. You get points for each survivor you kill (expect when bleed out), a point for hooking every survivor once, and a point for hooking survivors 9+ times. Do all that and you get Iri.
Malicious is scored for hitting survivors and for having survivors hit new hook states. Avoid having survivors wiggle out or get rescued with blinds and stuns as that makes you lose points.
Chaser is scored starting chases with survivors and gives more points for faster chases. You also get points for hitting survivor you are chasing as well. You do lose chaser staying close to a hooked survivor, but it's relatively minor unless you hard camp a survivor.
As a general rule, instant downs hurts you in emblems. Emblems are based around health states. The game rewards you for hitting survivors from healthy to injured rather than healthy to dying.
Cant be right, i just had a game with wraith (trying to adept him) on ormond. 2 iri emblems, 2 gold emblems. I'm ranked gold 2. And i only got ruthless killer.
-
@JakeCannon said:
Quick chases, 3 hooking each surv with no camping, then camp a few gens that are almost done , slug a couple times, not letting people go in chase , and not letting them heal .
Yh i usually play like that, i think you may have to prevent gens being done as well. Had an oni game while trying to get his adept where I had a long drawn out 4k played well and didn't camp. Ended downing both survs by exit levers trying to open them. And didn't get merciless. Even double pipped.
-
Just remove the hook timer progression for self unhook attempts. And drop the percentage chance to self unhook.
-
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3257181#Comment_3257181
Besides the issues you mentioned, Dead Dog is one of the rare maps that both sides enjoy and have a fair chance of winning. In polls in routinely scores pretty high all around the board and when players can chose a map for certain events to have a higher chance you can bet that Dead Dog gets chosen.
It is the only map with a breakable wall in the shack and many breakable walls actually benefit the killer ... or hurt then when not broken down. All walls In the main building are basically a time tax that the killer has to pay better sooner then later.
The map is small, but it's bushes are notorious for hiding suevivors of all size, shape or form. The gallows and its hinterlands are notorious to form easily a vert strong 3-gen, but can just as easily be infiltrated.
The waterpump has a guaranteed totem spot that is a favorite healing hideout, but so knows the killer. Upstairs in the closed off room is another spot that 3/4 of the time spawns a totem.
Yh dead dawg saloon is 👌 my only issue is the 3 gen cluster that often spawns near the gallows. It's a bit too easy to 3 gen that one, and survs will often forget about it. Send one of them further along the map near where basement entrance sometimes spawns behind saloon and it's a perfect map.
-
@Tsukah said:
https://forum.deadbydaylight.com/en/discussion/comment/3256942#Comment_3256942
VC would be nice for all platforms, supposedly the Playstation consoles will have Discord integrated next year (2023)
Yh xbox got it recently and it's great. I can chat with my PC mates in a swf now AND still listen to my game audio on the same headset.
-
@Stroggz said:
https://forum.deadbydaylight.com/en/discussion/comment/3256942#Comment_3256942
I was talking about SWF on voice comms ofc you can't stop people from using it. In the world where people can queue up as a team of four there is no reason to not implement a voice chat inside the game, though considering my experience playing games -- people barely use it, I mean that, if a person is outgoing and like to communicate with others they already have their own SWF buddies, while, people like myself, prefer solitude and silence (that is possibly the reason I prefer killer side). xD
Yh it is nice to switch off and play killer for a bit. Tbh i just never play solo q because of lack of VC, it's just unplayable, and the amount of matches that would've been different if I could say something simple as "hey killer is proxy camping don't unhook me yet." Well it's a lot.
-
@Carmina_is_cute said:
From the perspective of a new player, I'm having tons of fun at both roles. I do see the issues with the game but blaming the recent changes isn't the correct reaction.
I'll argue that BHVR need to do more of what they did in the meta shakeup.
Perks with low pick rate need to be buffed or reworked, weaker killers need to be buffed or reworked, and strong killers need to be nerfed or reworked. No blanket changes, case by case depending on how relatively strong the killer is and what part of their kit isn't healthy for the game.
Finally, solo q must receive something that can let people coordinate or at least communicate what they're doing. Without that, balancing killers would be much harder.
Same opinion here. Started in april. Game is great fun but the balance issues are rough, if I truly sweat a killer gsme i get 4ks 9 times out of 10 against players with vastly more experience than me. Solo q is all but unplayable. And communication is the problem, no way to relay information or coordinate anything. Makes the game so easy for killer.
-
@Stroggz said:
voice chat is something that breaks the game, information is the key, survivors can hide without even hearing the terror radius sounds, because they were told where the killer is moving, coordinate their actions the very moment they need to change their tactic or plan, execute things that require immediate coordination. and so on.
As for nurse, I do not play the survivor (well I do, but I have like 150 escapes), and I am not good with nurse by any means, but I see how people get around her, breaking LOS and moving different directions during blinks. But if I were to choose I would gladly trade nurse in order to not face SWF with voice comms. ;)
Tbh it's inpossible to stop voice comms. People can just use discord. Better to add VC to solo q then rebalance the game around that if it affects kill rates too much.
-
@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3256710#Comment_3256710
Why exactly whould killers opt out of SWF, if they are balanced to get the 60% Kill rate either way? Or what if Solo is balanced to only a 55% killrate while swf is at 60%, maybe that would help to encourage killers to take on swf? But i dont think this is needed, and there are many ways to do that.
Also, i already showed why a VC would not help a good chunck of the solo player base. You can chose to ignore that, but it is not the solution you are looking for. Emote/ping system might work, however, at least to bring solo closer to swf.
Because most killers want to win, idk why anyone wanting to perform well as killer would want to opt into potentially coming up against bully squads.
As for the language barrier thing again that is an issue across a lot of games I've played. And yes sometimes it will lock me out of understanding certain players. But even on games where I've been locked to a european server, most people speak basic english enough to at least be understood. Used to play WoT quite a lot on european servers. And Tera, where I was locked to europe servers. And the most of the players i talked to from france, germany, poland, holland, spain etc spoke english well enough for us to understand each other. It is not a big enough problem to say that VC would make the game worse.
You say about players being left out and unable to communicate? That's the problem for the entirety of solo q rn. Because game balance doesn't chamge between swf and solo q. Solo q just has zero communication, so survs run around like headless chickens, cleansing totems when someone has a boon. Unhooking at stupid times or ignoring a hooked survivor. As a result solo q players, especially at low mmrs tend to get repeatedly minced. vc or at least a ping/preset message system would help mitigate that.
-
@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3256711#Comment_3256711
Oh my god, you're right.
I really wish there was some sort of clarification in her lore or something. I, and I'm sure many others, have got it backwards the entire time...
(And I mean, I'm fine with calling someone by their last name, but almost everyone thinks it's "Feng Min" and not "Min Feng", if you know what I mean...)
Yh it's an asian naming convention i think. They usually refer to people by family name first and given name second.
-
I'd love a hook counter. I've been doing BP farming/tanking my mmr the last couple days and I keep accidentally sacrificing players because i lose track of hooks.
Plus it'd be nice to know when playing those troll teams that all take the same character and skin.
-
@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/353883/question-about-fengs-name-compared-to-others
... Wait, Feng isn't her first name, but her last name?
Her actual first name is Min???
Yup. That's why her adept achievement is called: adept min.
-
@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3256635#Comment_3256635
I agree, but the solution is to seperate swf from solo queue and balance both modes seperatly to the desired kill/escape rate.
Giving VC to only some, but balance killers for that just kills everyone who played on mixed languages-servers as solo survivor anyway.
You cant really separate them though. Because the only way to do that is to have killers opt into or out of playing SWFs. Which would make the game unplayable for SWFs. Plus 3 man SWFs still have a solo q player.
And they already give VC only to some. Atm all of solo q has a ######### time or at least is at a disadvantage versus SWFs. Solo q needs a buff and SWF doesn't, easiest way to do that would be to add either VC or a rotary emote/ping system. And pinging parts of the map would be a lot more effective than VC sometimes.
It's a moot point at the end of the day BHVR doesn't seem to give a ######### about the soloq issue. And if they haven't added VC after 6 years I doubt they'll add it at all. Which is a shame, because I'd imagine it's really hurting new player retention.
-
@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/3256599#Comment_3256599
His eyes warn you when he will pounce, you can force lose-lise situations very easily if you are getting chased by viktor, its not that hard, but seeing as even the "good" players manage to die to sadako, yeah few people will know you can very easily dunk on viktor.
Yh but you never know when victor will hit the pounce button even when it's charged. I've seen so many people try to dead hard and downed them.
And yh tbf people rarely see twins in the wild. Won't be used to playing them
-
@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3256506#Comment_3256506
Just about evry game that has VC that i know is symetrical, so there is no need to balance around. or what other asymetrical games with VC do you refer to?
I don't see why the game being asymmetric makes the slightest difference. A team of four players cooperatively working towards an objective will always benefit from VC.
As for balance, SWF groups get VC. So the game has two different levels to play at against a killer with no other changes. Hardly seems fair.
-
Tbh i applaud anyone with the timing to dead hard victor. His pounce is lightning fast
-
@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3256480#Comment_3256480
No it sucks because you are paired with people with not comparable skill levels.
Also, VC might help if you are in the US, if you are in Europe, you most likly have no common language, so VC helps you not at all. Those russians cant even use letters i understand, i am sure they will speak neither english nor german.
So, if you introduce VC, you have to balance around that, because thats a lot of infos for free, and alienate those who cant use it due to language barriers. Its actually a way to reduce your player base, not to extend it.
Yh sure. Just like every game that has VC. People wouldn't leave because of it, or at least it would help retain more players that currently give up on dbd because solo q sucks so hard. Sure VC would have downsides but the benefits would vastly outweigh them.
-
I just wish we could get VC already. Solo q sucks ass mainly because there is no way to communicate with your team mates.
-
Lol keyboard warriors theory crafting how they could take on supernaturally powered serial killers 😆 somehow I think everyone would die.
-
Unbreakable base kit is fine. I just hope they don't add those godawful mori changes.
-
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3256416#Comment_3256416
True, but I am more ok with it when it happens due to a build and dedicated perks. Same as you cant really be angry at a survivor escaping your clutches via Adrenalin+Hope, they played the whole game with only two perks and then zoomed off to safety. If someone has Slippery Meat, Up the Ante and some salty lips, sure it sucks when they unhook in my face, but that was their build and I will take it with dignity and make sure that the next survivor meets my Tombstone Myers.
But no one runs Slippery Meat, so thats why I got the idea of possibly giving it the extra ability to try for a second stage unhooking. Even with all perks and items the chance would still be less then a 50/50, but at least it would make Slippery Meat a bit more attractive and make a good meme build.
Yeah, it would be nice for those perks not to be hot garbage. Like a team can devote half their perks, and all their offerings. And odds are they will ruin their own chances of escaping by all going to second stage. 🤣
-
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3256420#Comment_3256420
I had a situation where we had a 3 vs 1 situation during the EGC. I had hooked two survivors and was chasing the third towards a 99ed gate. 2/3 of the way there one of the other two survivors KOBEed himself, unhooked his mate and all three escaped. He had neither Deliverance nor slippery meat or anything, this was a pure roll of the dice and no way to anticipate or counter this. Well, I could have camped the hooks, but yeah who would have done that? shrug Stuff like that happens.
Yh but it's rare. These self unhook stories are our 1 in a million ones.
-
Tbh i prefer seeing survs with maps and i probably simply can't spot keys in the lobby. Definitely preferable to seeing toolboxes, medkits and torches lol.
Maps are handy but not really necessary for experienced players. And keys, again handy, for the aura reading but hatch key escapes are rare unless you play for them. I've managed 2 so far as surv and as killer I have never ever seen one. And tbh if someone did u lock hatch after I closed it in a match? Fair play to them.
-
Yh I personally love discordance, helps you home in on survivors and also it's a lowkey slowdown perk because you disrupt gens they are co opping on and either get way more hooks by punishing them for teaming on gens, or they realise what you're doing and solo gens which is pretty slow.
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3256107#Comment_3256107
the problem is that its pretty unfair for a self-unhook to happen. In the end game, self-unhooking yourself with base-kit self bt can create situations where the killer loses a game just from pure rng. I always saw the kobe mechanic as more of self-suicide/give up mechanic. I am not sure how I feel about the mechanic. in many games, your teammate creates reckless situations where you lose a game as survivor just because your teammate preemptively gives up. Games that could been won possibly become instant losses. At the same time, you cannot force a player to stay in a game that he/she does not wish to continue to participate.
speaking of which, I think there should be self-suicide mechanic for when survivor a survivor is slugged. Given that they have give-up mechanic on hooks, why not have give-up mechanic on slug's?
So I've got 13 days playtime and, not counting deliverance, have unhooked myself precisely twice. Once it didn't help and we still got 4k'd. First time i managed it was during endgame and I managed to escape. Amazing escape particularly because the killer had been face camping me while last 2 gens were being finished.
Tbh even if unhooks happen more often I dont see it causing many clutch unhooks during EGC. Because not many survivors reach EGC without getting hooked at least once.
And I highly doubt it's intended as a deliberate suicide mechanic. Just an unlikely roll of the dice if nobody is obviously going to bother unhooking you.
-
@Johann84 said:
Why is these still allowed?
Just don't engage with it. If you know a surv is sitting in the exit gate to give you a toxic little send off, then just walk away and go bash some doors and any dropped pallets you might have left for stress relief and a few extra BP. They don't get their sad little funnies, their time gets wasted and you do something productive for a few seconds.
Also I did this once against a toxic seal team 6 swf after a particularly bad game as doctor, and saw them creep back in to find and hassle me. Turned a 0k game into a 2k because they ######### up big time 🤣
Injured 2, got 1 on hook. InjureD guys left, and the super toxic flashlight saver who'd specifically stayed in my sight line to teabag me after each of the 4 flashlight saves they'd managed? I insta grabbed them trying to unhook and slapped them straight on for 3 free hook phases.
Now I'm not normally toxic but that one? They got smacked on hook and nodded all the way up into the entity's clutches. Super satisfying.
-
Lol dead hard is a weird one, 0.5 secs is a pretty short duration when you take ping and lag/latency into account. Most players force it, run at the killer and fake a sloppy 360 to bait out a swing, extremely easy to counter for killer.
Reactive deadhards on the other hand, are much harder to hit, i succeed on maybe 10-20% of those max. But i come across some players who can nail them every time, again very easy to counter once you're aware they have that perk.
You also have the hacker issue, of automatic dead hards, a very subtle cheat but trigger dead hard every single time they get hit. Can be hard to tell.
Personally I'd like to see the duration upped to 1 sec, enough to account for latency and give newer players a fighting chance to use the perk, whilst still making it easy for killer to counter if they know whst they're doing.
-
He shoulda just played demo. Demo has a legitimate wallhack lol.
-
Ahh love vldl. Their dbd vids are funny af. Love the one where the survivors get salty at the trapper for tunneling. And be like "are you using NOED?" 🤣
-
@DemonDaddy said:
If my survivor games get so easy that being hooked is not a team required issue I think that will be time to leave permanently.
If you think I want unhooking to be that consistent, then you didn't read my OP or any of the discussion properly.
-
@Steakdabait said:
use deliverance ?
It's more I'd like the luck offerings to have a use. Since they are a dead item atm.
-
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/353760/i-wish-self-unhooking-was-a-bit-more-viable
I am torn. On one hand I totally get where you are coming from, but on the other hand a self unhook takes away SO much of the killers pressure and I have a good amount of safe, bagged up 4K games being turned upside down due to one unlucky (or lucky) 4% base unhook. When 3 peeps got nothing to lose they all throw the dice, and throw enough di00e and you will roll a lucky number.
Its the razors edge dance with hope vs despair: it just feels miserable to be left with no other option and just having to watch the killer clean up, so the 4% give the survivors one last chance of defiance and to get away with their lifes. With 15x4% you get about a 60% chance at base that one of the team makes the throw, so with a teamwide salty lips and slippery meat build you could push this very much into the survivors favor.
Especially with the new basekit BT a lucky unhook in the endgame can feel absolutely crushing to the killers morale. If its slippery meat or deliverance? Fine, ok, they build for it. But if its just the 4% chance? That feels unearned and unfair. Just imagine if the killer got a 4% chance to instadown any survivor if all 4 are still alive during the EGC. Tbh, that could actually work, but it would also massively increase the frustration levels when it happens.
And what other options do we have besides playing with the numbers? We could add a skill based minigame instead of a pure chance of luck to unhook yourself: hit three hard skill checks in a row and you are out. But this would favor some very skilled players massively, while leaving others unable to ever do it. At least a 4% dice roll is the same for everyone involved, no matter your skill level.
So in the end I talked a lot and got no where. I don't know how to tackle any of this and what direction would be a healthy one.
I get where you're coming from, and I by no means want unhooks to become super common. Dropping the base chance to 1% or even 0.5% would fit. And the survs would have to devote substantial resources, perks, offerings. So it would take away from other things, gen rushing perks, dead hard. Shake up the meta a bit. So they gain unhooks but lose other advantages. Because at the moment all of the luck based offerings, and there are like 5 of them, along with 2 perks are utterly useless to the point of being actively detrimental.
-
@Seraphor said:
There does need to be some consequence to attempting to unhook yourself, but I agree that as it's set up, it's basically a self-inflicted wound to try and get off the hook.
Perhaps it could be that you get three free attempts to unhook yourself, and after the third attempt, you go straight to stage 2. This would give you two free attempts without consequence, but using all three would have the same effect it currently does.
I mean that's almost the same as I'm suggesting anyway. All your version does is still allow players to suicide on hook. Maybe like deliverance, a self unhook inflicts broken, or maybe haemorrhage/mangled instead.
-
@Killing_Time said:
Get better at the game... Nurse isn't getting nerfed. She's fine and has a high skill ceiling.
Says the player with the nurse pfp 🤣
This is part of her problem though, nurse games are never balanced and very tedious one way or the other. Either the player is iffy at nurse and the game is short, and we get hardly any altruism points. Or it's a good nurse player and there is little to no counter play to someone who is properly good at hitting blinks.
I don't find either of those types of games enjoyable, and it's unbalanced that a skilled nurse will smash all but the best survivor squads because she is so hard to counterplay.
-
@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3255463#Comment_3255463
The ability to unhook yourself is quite powerful since survivors do not have to waste time running across the map to unhook. So a 4% base chance was made for it so it is not unlikely but still very possible.
Every single time I have unhooked myself, my team has won the match since the time saved allowed us to do generators or open the exit gates. Self-reliance in a team-based game is one of the many reasons why items like Medkits are powerful, and perks like Deliverance see competitive play.
One of my main issues with DBD is Luck being underutilized for a mechanic, outside of self-unhooks it is useless, which makes people less likely to bring Luck Offerings, thus making self-unhooks really unlikely in public matches (without SWF, since SWF can coordinate Luck Offerings to a degree).
That's why I'm saying it should get a buff, because at the moment it isn't just an unlikely oay off if you brong luck offerings. If you trybto utilise them it actively hurts the game. Hell I'd be happy to see the kobe chance go down to 2 or 1% if we could just not slap ourselves on second stage going for an unhook. Having 1 in 100 or 50 survs getting an unhook on 1st phase seems fine to me.
And not sure about your confirmation bias on every self unhook you managed directly causing your team to win. They certainly help but i doubt every one you got was the sole reason the game swung in your favour.
-
@Ricardo170373 said:
Honestly, im be very, very frustrating with this game, because, when i play survivor, my teammates are dumb and killers are tryhard, slug, 25% escape rate. so, when i play as killer, i go against brand new parts, toolboxes, offerings, squads, gens flying and i cant do anything in my matches, this games at this point is so frustrating, to the both sides. How people can play this and have fun? i always have angry and sad, after 4 years im really thinking stop play this game, unfortunately
This is DBDs problem. It is extremely punishing for new players. Killer is hella easy until you hit high mmr. Then you get sweaty survivor squads who are more often than not pretty toxic.
Survivor is extremely difficult to get to grips with and low mmr games just give you dirt poor teammates that are about as useless as a paper flak jacket. Which any barely competent baby killer will decimate.
My advice is play in swfs. More fun and more experienced players will help you learn the game. I have a small discord of cross platform players if you'd like to join, we can help you out if you want.
As for killer, just tank your mmr. Go and play a few farming games, take thrill of the hunt and distressing. Don't worry about killing survs just go for deviousness points (i get 1600 BP for every shred I hit on demo), Break stuff and do tome challenges. it'll get you plenty of bloodpoints.
Sometimes survs will realise your farming and join in. Fun relaxing games. Get a few hooks here and there but try to avoid killing people. Ill often put everyone on 2 hooks then just muck about. After a while your mmr will drop and you'll have lots of BP to spend and more relaxed games where you don't have to sweat hard just to get a hook.
-
Welcome. Hope you enjoy your time here and in the fog 😁
-
@Maelstrom808 said:
Personally, as a killer main, I don't mind removing hook progression on failed attempts. I'd like to something where when hooked, instead of a "Kobe" phase and a struggle phase, you have two functionally identical phases. You hit skill checks that fill a bar, not unlike the wiggle mechanic. When the bar is full, you get an attempt to pull yourself off the hook at the same chance of success we have now. Failure at any point doesn't progress the hook timer or regress your escape progress, you just don't make progress towards an escape.
Have it so if you hit every single check you get something like four to six total escape attempts across the two stages. Lower the percentage chance to escape per attempt. I think total chance to escape between all attempts should be something like 15-20 percent with a max of 30-40 percent with offerings and perks.
Make it more of a hassle to suicide on hook. Give players a little more agency in dealing with various camping situations. Killers lose some pressure maybe with higher numbers of people self unhooking, but the chance to do so is still low enough that someone is likely going to have to break off a gen because you can't risk letting someone advance hook stages betting that they'll self unhook.
I like it, more extreme mechanical change but a very interesting one, eliminates suicides on hook.
-
@egg_ said:
The chunk of progression removed when trying to self unhook is the necessary downside to the mechanic, otherwise there would be no reason not to try self unhooking yourself every time
Exactly, it has a 4% base chance. I have managed a normal unhook once in 13 days of play time. And that's also why i suggest dropping the number of attempts allowed, maybe even drop the percentage. It should still be a rare thing, just feel luck builds shouldn't have such a huge downside
-
It's odd, me and my SWF though map generation was weird yesterday. We were seeing gens in really unusual positions
-
@IlliterateGenocide said:
The 2 zombies that come with nemesis:
its most likely that they got sucked up when nemmy was captured (accident or not)
but I would like to know how they got infected or whatever, there names and small details about what they were during before or during the outbreak.
Victor: I want to see some lore from his point of view.
Feng: Seriously why has this character gotten so little lore. especially when she is so annoyingly popular
The Jailer, Carnifex, and the Assassin: got almost no lore on these guys, I get they are the knights power but they are different characters.
Minotaur, Krampus, and The Baba Yaga: They may share the same powers but it would be really neat to get some lore on these characters. who they used 2 be. maybe the Baba Yaga is a sister of a set of triplets that is the only survivor of something making her take on the role of 3 people.
I don't really think the Minotaur etc really would have much back story, they are just manifestations of people's thoughts and nightmares made flesh. They don't really have their own story.
As far as other characters go, I would love to see some more deathslinger lore and a bit more about the oni too, maybe something that looks at his link to spirit would be kind of cool
-
Sweaty players tend to be like that. 4 man swfs are often very toxic. It's why I like playing ghostface during my meme games. Hard for a survivor, getting released, to feel superior when they are slugged crawling out of the exit game while you teabag them all the way 🤣 can't be toxic if they're on the ground.
-
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3255003#Comment_3255003
Let's see in every game there is AT LEAST one player that tells me to go BLEEP a knife or talks how trash I am....I'd rather not listen to that all game or some 3 yo saying how good they are or wine all match like in other games with VC.
Then we go back to SWFs will just use DISCORD like normal to bypass any proximity chat or other things they might think of doing with a in-game VC. There would be no way to balance that out.
For a start that sounds like exaggeration to prove your point. Toxicity will be present but it isn't as pervasive as everyone seems to think. And it wouldn't change how swfs work anyway since normal players can't hesr them as it stands currently.
-
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3254967#Comment_3254967
Barely get ggs, especially as killer. Only game I find myself getting harassed and hate on a consistent basis and I dont even BM in anyway.
Though people usually send hate when they lose and I tend to win, though I get salty teammates very often even have some funny messages shared on the forums about it
Maybe it's something about the way you play? Or more likely high mmr players are just saltier, come with the terrain I guess.
-
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3254724#Comment_3254724
Then there would be no reason to have VC because these forums have proven what we would get from VC....and then we be back at square one with SoloQ
Hardly, the percentage of players on the forums out of all dbd players is going to be pretty low.
-
@DashMonsta008XV said:
https://forum.deadbydaylight.com/en/discussion/353659/question-for-the-devs-mods
Oh, you wanted to let that killer know how much they sucked,and they should go play Roblox, because they're garbage.That match must been burning your pockets
To clarify I only want voice chat for survivors in game. Absolutely not for killers to talk with survivors, that would be toxic af after a match.
-
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3254651#Comment_3254651
DBD is just naturally more toxic and filled with people that complain alot.
You will get micro management, people screaming, moaning, crying, raging at the team, blaming people, etc.
I can play say halo infinite for months and bot come across someone talking **** ,sure it can happen in all games but DBD would be so common and I'd rather against it plus coms kills stealth which is a fun part of the game unless people wanna see less perks and killers used than already is
Clearly you've never played world of tanks, or league of legends. There are communities far more toxic than dbd that have VC. Tbh I've found the dbd community pretty chill in comparison to most. I get a lot of Ggs and chill chats after games even when I've been smashing as killer. Hell i even had someone chatting to me after a rough game where i secured a 2k by facecamping with oni, they said they understood why I did it because they gen rushed so hard 🤣
-
@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3254701#Comment_3254701
sure i mean if you wanna do that to yourself dont let me stop you. I just dont want to have it forced because i would legit stop playing than, cant deal with that.
You wouldn't be forced though. My reply that you quoted literally states that you could simply disable all voice comms.
-
@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3254696#Comment_3254696
i dont want to have to press a button every time i join a lobby, just make it optional if voice ever would get implemented and we are fine.
And yes its a part of online community but i also can decide to just dont give 2 cents about it and dont want to have to listen to that. I play games to enjoy, dont need some strangers to spoil it.
Most games have the option to disable voice comms. Which is fair enough. No reason to deny it to players who want to legitimately use and utilise it properly.
-
@Mooks said:
Soloq experience need other improvements than voice comms.
Ping system and action indicators would give information needed and could be used by anyone without changing the actual game experience too much.
They would be useful to be sure. Solo q is an absolute shitshow to be sure. I'd prefer VC, it would be more useful. But I'd be more than happy with a ping system.