Huntar
Huntar
About
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- Huntar
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Comments
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Either play the match as normally as you can, or find the killer and let them kill you. You have other ways of leaving the match that will still mess up your team less than just immediately DCing.
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All your ideas have been tried before, and all of them have been found to be abuseable.
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I've asked a few times, but I haven't seen any dev comment on it since they initially announced their intention to add husks.
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@Elvenmonk said:
https://forum.deadbydaylight.com/en/discussion/comment/1088839#Comment_1088839
They can implement a bot and return system to prevent that from being a issue
And yes, it is poor shaming.
They can, but they haven't. They've said repeatedly that they don't want to, since that would just be another system that can break, and they're already having trouble with the current crop of bugs. Feel free to find another game to play if you don't feel this is fair.
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It's not poor shaming. You simply need to be able to consistently connect to avoid ruining the experience for other players. If you can't do that, you should find another game to play. It's not fair to everyone else in the match for you to DC and leave them in the lurch.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1088043#Comment_1088043
The infinite load screen is very common and happens to everyone. You can't watch someones stream without it happening at least once.
Haven't had it happen once. I know people complain about it, but it seems like it's a select group of people having trouble with it which, again, implies the issue is with their computer.
Edit: Forgot to mention; the devs said this shouldn't result in a ban anyway. If it is, feel free to get a clip of it and post it in the bug report board.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1088031#Comment_1088031
The disconnect penalties have brought the stability of the game to the forefront. Now that it's actually punishing players it can no longer be ignored.
I've been playing for about two years now, and have had exactly 1 glitch that kept me from playing the game. If you're getting common issues, you need to figure out what's wrong with your computer.
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The counterplay is to do gens.
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@mmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1084908#Comment_1084908
I'm actually not worried about much killer info. A lot of what I said was kind of trying to make a point. I would be satisfied if survivors got to see the username of the killer. I think they absolutely should get that. Would I like more? Sure I would. But we deserve to not have to play against killers that have harassed us in the past.
Ah, gotcha. No worries, you're good. The name would be almost totally fine, except you could make a stronger prediction about who they might pick if you've played with them enough. But, well, that's a strong call to make, especially if you're playing against a bunch of folks. So yeah, showing the name would be good.
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@mmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1084856#Comment_1084856
I understand what you are saying. I even partially agree. I don't even actually have much of an issue with a killer being able to adjust their loadout based on what they see in the lobby. It's the whole thing of just bailing if they don't like it.
If you can think of a way to allow killer information to be hidden while also giving survivors the needed information to know a match will be unpleasant before it even starts, feel free to suggest it. The only thing I can really think of is to show in pre-game lobby whether a mori is equipped, but even that would be giving survivors information they shouldn't necessarily have, since that would tell them whether a hidden offering is a mori or a shroud.
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@mmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1084581#Comment_1084581
Exactly. Killers get to lobby dodge because they don't want to play with Claudettes or a team with toolboxes. If they can dodge for those reasons why don't survivors get to see which killer they are going against and dodge if they don't want to play against that particular killer. It would be the same thing.
Because part of the experience is that killers are supposed to have greater initial information, and survivors are supposed to be unaware of who the killer is. The lobby is intentionally arranged this way.
There's also a difference between avoiding players who are intentionally being rude, and avoiding a game just because you don't like a certain mechanic. Killers are punished just as much as survivors are if they DC because players are using mechanics they don't like.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1084045#Comment_1084045
Yes being giving a 5 minute ban for no fault of your own due to an issue that has plagued the game since 2016 (infinite load screen) is far too weak.
We should make it 24 hours. People need to be punished harder for trying to play the game dammit!
Peanits said that infinite load screens shouldn't result in the DC ban since they're happening before the match starts. If you're seeing it, please get a clip and report it to the devs.
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Myers and Ghostface. They're both pretty similar on paper, but play completely differently in the field. I absolutely adore them both.
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The devs said that the issue was Microsoft not approving the change back when servers first went up on all other platforms. Talk to them if you'd like this resolved.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1084214#Comment_1084214
What does it have anything to do with Canada? o.O
Sounds like someone is mad that they got tunneled and missed their DS skillcheck. :)
BHVR has their office in Canada, I believe.
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@Snapshot said:
https://forum.deadbydaylight.com/en/discussion/comment/1083389#Comment_1083389
What's the next escalation step?
If it matches the progression of the test, it would be 10, 20, 60, 120, a day. I think that's the furthest anyone was able to test last time, and I'll admit this is purely from memory.
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@goat10em said:
https://forum.deadbydaylight.com/en/discussion/comment/1083979#Comment_1083979
I disagree. I think it will fix itself. These things that people are unhappy with, they can just quit playing. I know of someone that DCs all the time. I have no clue why they even play the game. It is very odd. The more survivors that quit playing because they don't have an easy out when the game isn't going their way is less of a wait time for the rest of us and better game health overall.
And honestly, maybe the toxicity will go down once all the people who don't actually like the game stop playing. It would be amazing to get a single lobby where everyone is just playing because they like to play, instead of playing purely to win.
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/1084141#Comment_1084141
i use to quite easily, but now as soon as i get blinded there is 0 audio. considering i can normally hear grass, footsteps and breathing to suddenly not hear survivors who are injured after iv been blinded so i guess more audio bugs.
That sounds like a bug. Please report it on the bug report forum. I've been blinded a decent bit since the last hotfix, and I'm still able to track survivors by sound.
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@Marcavecunc said:
I like those conditions.
If you disconnect on purpose: penalty.
If it's a crash or something, then unless you really have a ######### computer or internet, then by the time it gets back your penalty should be gone. If it happens regularly, you might want to invest in a new computer or change internet providers.
Oh man, I had nearly forgotten about the husks. Fingers crossed that they're implemented soon, now that this is going live.
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1083823#Comment_1083823
I am going to assume you are trying to poking fun at the reasons given here. Because honestly, the alternative would be that you simply are unable to comprehend simple logic.
To be very clear, as in my initial statement, I said
Now don't get me wrong, those are both extreme factors, that don't occur often enough during game play for them to matter. But they are reasons.
Both agreeing with you that these issues are rare, my point was to state, there are reasons to DC. You don't know everything going through someone's life, so to make the assumption that your 10 minute game is more important than a real life event is simply stupid.
Now to be fair, how often is someone DC'ing because of a life event, most likely rarely, most of them are rage quitting. I can admit that.
To be more clear, My boss does call me and ask me to remote in to fix issues all the time. I work with a life insurance company, which means when something needs looked at ASAP, it usually means something is stopping us from processing a check to give to a grieving family.
And honestly, if you think a 10 minute game is more important than someone who just lost a loved one, you clearly need to get your head checked.
As, a complete side note, I do love how much this community has focused on my outlandish claims, you know the ones where I said
Now don't get me wrong, those are both extreme factors, that don't occur often enough during game play for them to matter. But they are reasons.
More than the second half of my post, it just shows how single minded people can be.
You are rather upset for someone who goes out of their way three times now to say that you don't actually care.
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Actually, yeah, I like that perk idea. "Undignified Run", for the one that makes it so your scratch mark range gets increased, "Misleading Signs" for the AoE scratch mark bomb. Skillful use would let you make some really fun plays, while just using it whenever it's available would just lead the killer to you, so there's actual thought to using it.
I'm not sure about it being an exhaustion perk, though. That seems a bit much for what would be pretty situational. Maybe make it token-based? Perhaps have it gain a token for a certain amount of time outside of the killer's TR.
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@InsideOut said:
https://forum.deadbydaylight.com/en/discussion/comment/1083539#Comment_1083539
BUt Hook escapes are a thing, and maybe I don't like mashing a key for a couple minutes.
Problem is they CAN waste all the resource to look for this and that, or they could spend the effort and resources fixing the underlying issue that causes people to DC.
What are the issues causing people to DC?
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@[Deleted User] said:
I still think, instead of DC pentalties ... They seriously need to look at why people DC at all.
People DC because they want to "win". This is how it goes in every online game, and why all decent online games have already implemented DC timeouts. It works in every other game, and it'll work here.
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@DWolfAlpha said:
Maybe if sprinting while in a chase looked frantic instead of a morning jog.
Doc's max madness run looks good. Genuinely looks like the survivors are scared for once.
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Love all the people straining to come up with reasons why they should be able to DC, without explaining why their life is so hectic that they can't find a ten-minute period in a day where they won't have a sudden emergency.
Please, if you're dealing with your boss requiring you to remote in for a life-saving burrito emergency sixteen times a day, find a game that doesn't ruin the experience of four other people when you leave. And also, please take care of yourself. I'm worried about you.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1078333#Comment_1078333
Where do you see those numbers?
June 2016: 11.000
Jan 2020: 22.000
Its rising since then.
Zoom to 'All', and check the first update after the game was officially released, and the most recent log on the chart. I don't think it's super fair to check beta numbers, tbh.
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@ScottJund said:
Man you really can't make people happy.
Mess around all match then die = toxic.
Dont mess around and gen rush = toxic.
The hell do you guys want. Do gens at exactly the correct rate and only use the ministry-approved perk selection with playstyles guidelines?
Players just don't want to feel bullied, and want to feel like they have a hand in how the match goes. Otz's match was a foregone conclusion from the start because three of the survivors weren't doing gens and were just following him around. Even though it was a "win", it doesn't feel good to just have people slap you around without any real ability to do anything about it, regardless of how the game thinks that match went.
I'm certain you can understand why that would be frustrating.
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@CornMoss said:
https://forum.deadbydaylight.com/en/discussion/comment/1078492#Comment_1078492
All other games work so it's probably behaviors end
You can choose to not pursue all available answers if you would like.
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@CornMoss said:
https://forum.deadbydaylight.com/en/discussion/comment/1078479#Comment_1078479
Maybe, throughout my entire game I am getting rubberbanded backwards so I cant even hit the survivors, even happens with survivor. I know for a fact it's not my internet
This is an isolated issue that only a few users are reporting. It's either something on your end or BHVR's. Best to report it to both so it gets resolved as quickly as possible. Just because your internet is fast doesn't mean that the connection is stable.
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This sounds like an individual issue. You might want to post this in the bug reports board so that the devs can look into it.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1077778#Comment_1077778
^ agree to this.
Also, has he modified his Red Stain? Like... Its huge and super-bright.
Yep. There's apparently a .ini tweak you can do that EAC basically never detects, but nearly triples the size and intensity of the red stain. The devs could easily add this check to EAC and force them to reinstall the game, but it seems they've decided not to so far.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1078343#Comment_1078343
I don't want to make survivors just sit on a gen holding m1 longer either.
If killer could still be fun and rewarding even in a loss, and less of a hopeless feeling like you are at the survivor's mercy, it would honestly be enough.
Oh yeah, I agree. The gens are genuinely boring, and I understand not wanting to stretch that out. It's just... A little confusing to me that they don't want to add any optional objectives, secondary objectives, additional steps to repairing a gen, or anything to make the post-gen escape phase a bit less safe before the gates are opened. There's quite a few places where a few additional seconds could be padded in to make things just a little bit easier for killers.
And yeah, I agree with you. I don't have especially high standards. I just really want to feel like I had a chance to play the game, and didn't just spend it staring at boxes and walls as survivors run their loops. It sucks having the gates pop and realizing that not even one survivor has any real risk at all at that point.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1078351#Comment_1078351
I think its a bug. Walking sideways off the stairs on the pagoda gives you balanced but not vaulting off
Oh, weird. I always thought it needed to be just a bit higher. Then yeah, go ahead and post it in the bug report section.
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A stat tracker would be nice, but I worry it would lead to more elitism in the community, especially since it would remove context from the numbers.
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It should. Anything that produces a full loop of the falling animation should prompt it. I think vaulting off the pagoda isn't quite high enough.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1078238#Comment_1078238
There are not enough killers in general anymore. Killer queue times are like instant, but survivor games like 5 - 15 minutes or more.
Playing killer is just such a stressful, anxiety ridden experience that people want to play it less and less. We need something to help relax the role a bit honestly, make it not a miserable experience for people and just a challenging but rewarding one instead.
Killers just need, like, two or three more minutes so they don't have to start the match sweating. But the devs have said they don't really want to slow down anything for survivors besides maybe considering thinking about perhaps making toolboxes less powerful.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/128402/how-can-the-devs-keep-this-game-from-dying
Apparently, they are doing a really good job that the game is actually growing
Oldest player count: 42,268
Most recent player count: 35,716
Current player count: 33,390
🤔
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@AlsendDrake said:
I mean, ruin was nerfed because it was "overused" because when they see a bandaid being used, it's obviously a bad band-aid and not being used to cover up a percieved problem.
So by Dev logic, these survivor perks that are used a ton also need nerfed, right? :P
Like, seriously, these devs seem all over the place. At this point imo the one big fix is to give all survivors coms at base then you can work on balance, as right now they are trying to balance around SWF come squads and solos, who are on such different levels it's just not gonna happen.
Self Care is, by the devs own words, the most used survivor perk. I'm excited to see what nerf will be applied to it in the next chapter. /s
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/1078094#Comment_1078094
Yeah, I was gonna say that’s kind of the point?
The pallets don’t respawn for a reason.
They’re supposed to be a powerful, yet limited defensive survivor resource.
If the team wasted them, that’s unfortunate, but it’s not a problem with the game.
And honestly, how are you generating even a single deadzone, with how fast gens are going these days? I don't think I've run out of pallets to loop ever since the midchapter came out, and I can just drop them on my first time through most of the time, and still have the gens done before the killer can catch up unless I play real dumb.
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If you are getting them on new bloodwebs, please make a thread in the bug report board.
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Easy BP, gives you quick information, and gets you away from the hook so that other survivors can go for the save and there's less downtime for the hooked player. It's nothing but good for everyone.
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That seriously sucks. Hopefully the devs can get the matchmaking issues fixed soon. Nothing worse than having to deal with matches like that.
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@yandere777 said:
Oof, there is a drawback to using the shock. It slows the doc down and gives the survivor more distance so that means spamming shocks will hurt the doc. So no. No cooldowns.
Yup, this. If the survivor is running the loop correctly and doesn't pause at the pallet each time around, they'll be able to keep pace with the doctor perfectly if he's shocking every time the survivor gets to the pallet. You just have to know when to break off your loop and move to the next one when the doc decides to stop shocking.
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@Jasonisanicefella said:
https://forum.deadbydaylight.com/en/discussion/comment/1075698#Comment_1075698
Clown has similar issues and 4 bottles, freddy has 7 snares, doc needs a limited number of shocks
Freddy doesn't have to slow down to place his snares, which means he needs another drawback, and Clown is known to be one of the weakest, if not actually the weakest, killers in the game. We shouldn't expect every killer to be balanced to the Clown's level.
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@RickJames said:
https://forum.deadbydaylight.com/en/discussion/comment/1075690#Comment_1075690
You stalk someone for 40% of Tier 3 they turn a corner and it takes away 20% of that stalk as an example. This is pretty common for me when playing Myers and Ghostface.
Oh, huh. I haven't seen that. I've seen that it seems to normalize your stalk when someone runs around a corner far away from you, but the most I've seen lost from that is maybe 5%, which I assume is what the server agrees you shouldn't have gained. That's definitely a bummer, yeah.
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Doc has to charge for two seconds, and then wait another second for the shock to actually go off. That's his cooldown.
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What issue are you having? I'm a Myers main, and I haven't noticed any real issues.
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@YaiPa said:
too many doctors=nerf him
damn, they really messed with people's mind when they said "ruin is overused then we'll nerf it".
It's the exact same thing that happened when they said that too many people were DCing against Legion, so they nerfed him. Then you saw a lot of people making topics about "Play [Killer] = DC". Same thing with when they said they were adjusting Spirit for survivor's fun, and you saw endless topics about how absolutely everything in the game that doesn't guarantee a win isn't fun, and everything that provides an easy win is fun.
Some people just think that they have to use the magic words, and the devs will adjust whatever they personally want.
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@kosmi said:
https://forum.deadbydaylight.com/en/discussion/comment/1074074#Comment_1074074
Wonder why matchmaking got messy again...
Red rank killers largely left, so the red rank survivor containment protocol was breached.
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Just an update, but I'm going to take a break from this game for a while. I'll play KYF, but I think I'm going to just stay out of everything else until I can feel like I'll be having fun again.
I know basically nobody will care about this, but just another data point for the devs from someone who genuinely loves this game, but can't find the fun in it anymore.