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ImBrakingBike

ImBrakingBike

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ImBrakingBike
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  • @Leachy_Jr said:

    Title.

    I've seen a few content creators openly DC (or openly admitting to DC) in front of an audience, however, I haven't seen anyone say to their audience directly to start DCing though.

    I know talking about content creators is a really touchy subject but this is just something that seems so irregular to me. It just seems a really bad thing to do even if you aren't promoting it because people will do what content creators do.

    (obv don't name and shame k thanks)

    I'd say it depends. In most cases I'd say DCs should be penalized but, for example, yesterday I watched a well known Killer main streamer disconnect from a match because one of the Survivors disconnected after being hooked and another one was AFK, so he felt the match was going to be unfair on the Survivors.

    In my opinion this was a kind gesture from him, but I wish the game could implement a way to vote a surrender and allow all the remaining players to decide wether the match should continue or not, like a safe way to exit a game without harming those who were playing by the rules.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1662516#Comment_1662516

    Probably because the devs have said this 1000 times but the EGC isn't a tool for either side, it's only supposed to make sure a match ends, it's not supposed to pressure survivors into not going for saves etc, it's only purpose is to make sure a match finishes.

    Does it count as a kill for the killer if you die when the timer get to 0?

  • But what if your teammate gets hooked while you're about to open the gate? Don't you consider 99ing a legitimate strategy to try and reduce the pressure on your teammate that needs to be rescued?

  • Wait, does this mean 99%ing is not considered a legit strategy?

  • WeirdDude-SapoCallampa.png

    As long as you don't mind it if for each DC the remaining Survivors got one less gen to complete.

    I understand it prevents killers from getting those special achievements, but on the Survivors side it means (like in this game I just played) that now there are only two of us and we still have all the 5 gen to go. Goes without saying we could not win the match, and at least I got a -1 PiP, and the ones that disconnected were probably playing some other match already farming points. So yeah, DCs affect both sides involved, I personally would like the game to somehow balance the final scores not to be detrimental to the rest of the players that are playing by the rules.

  • Not sure really but maybe it has something to do with the "Not Today" Steam achievement. If the killer is far away and you know there's someone near you to help you in case you fail it's worth a try.

  • We could just have a reliable match making system where noobs played against noobs, pros against pros, and those who just wanted to have fun playing with friends could do so against killers that are also there just for fun

  • The one thing I don't like about this item is that people find it as powerful as keys, yet Killers get the chance to exit the lobby if they see Survivors with keys but Survivors won't have a chance to know about moris until the game starts, and then you have the Survivors disconnecting and letting you one or sometimes two people short. And it's not like it is something random or rare, it happens quite often. I don't mind moris, but playing agains a Killer with a mori AND with only a 3-or-2-Survivors team is just lame.

  • I only face two kinds of Doctors: New players that have no idea how to use his powers and red rank player that can get me killed before even starting the match. So yeah, I love SOOOOO much playing against Doctors... ๐Ÿ˜…

  • @Moundshroud said:

    I want to start by saying I don't have a problem with camping. I think that if the need drives the Killer, they should camp, tunnel, slug, or Mori. These are all special purpose tools in the Killer's toolbox. They are valid tactics and there is no point in shaming or giving a Killer grief over choosing to try them. Used incorrectly, they will cost the Killer dearly. Used correctly, they can make a game.

    The issue is that the Killer and Survivors have mutually exclusive goals. Survivor Players don't want to stay on the hook, and quite a few of them say that the Killer should move off so they can be unhooked. This is unreasonable. More level-headed Survivor Players want the Killer to move off enough for there to at least be a chance of a safe rescue. Ok, this is not unreasonable in theory. So how do you accomplish this?

    First, penalties will never work. Right now the Killer does lose some points for camping, more if face camping. But in the end, a bird in the hand, is worth two in the bush. You have to give the Killer a reason to depart the hook, something that furthers his/her goals and make leaving worthwhile. Here are some things that might be tempting:

    1. A base-kit barbecue & chili effect where the other Survivors greater than 32 meters away have their Auras revealed briefly. Killers that have a direction to go are more likely to risk leaving.
    2. Instead of a penalty for staying near, why not give Killers a bonus for moving away, i.e. the further they go, the greater the value. Think of this like the Bold Survivors get for staying within the Killer's terror radius. In this case, the Killer is being bold by moving away from the Hook, i.e. taking a risk. The logistics would have to be worked out, i.e. a maximum number of points that can be earned, and tied to time away.
    3. And what if summoning the Entity is paused while the Killer stays within a certain range, i.e. point blank (face camping) until either all the other Players are gone, or the hooked Player simply decided to make his/her three attempts to get off the hook, fails, and the auto-summons the Entity. This would mean face-camping would all but guarantee the rest of the team getting everything done, AND the Player unfortunately hooked can choose to leave whenever they like. *Likewise camping beyond point-blank might simply extend the timer, rather than just pausing it.

    My personal preference would be a combination of one and two above. I personally think Barbecue & Chili should remain its own Perk. I put it in there as an alternative, since some weak version of things being base-kit has a precedent. But the combination of one and two above would reward Killers for moving off, while at the same time reward the overall team if they stay. More to the point, if the other Survivors finish everything out, they are more likely to come back for the hooked one as a group with all the advantages for save at the end. Giving that poor guy who had to sit on the hook the "option" to still make the attempts and sacrifice out ensures that nobody will be held hostage unless they want to remain for the good of their team.

    Anyway, I'm just spit-balling ideas here. I don't actually think camping is that big an issue. Sometimes you eat the bear, and sometimes he eats you. I'm just saying that if you want to curb the behavior you have to give the Killer both an incentive for going, and cut into his/her reason for staying.

    Ok, first of all I'm still a noob here ๐Ÿ˜‹ I only started playing about 2 months ago and so far I've been playing both sides but neither at a really high level, I'm still working on the mechanics of how everything works and experimenting with different builds.

    Now, considering my short experience in-game, and the somehow unexpected irl-rivalry between Killer and Survivor mains -that I had no idea existed before I started reading forums in general- I was thinking about that second point you wrote. What about instead of penalizing the killer with X number of bloodpoints we had that same amount and "transferred" it from Killer to Survivor? Lets say a random (but tapped) number like 1,000 BP, the longer the Killer camps a Survivor not only the less BP he'll be getting but the more chances the Survivor earns 1,000 BP by doing literally nothing. This way, it wouldn't be just doing the math to reach a +1 or +2 PiPs, you would have to take into account that the longer you do this the more the Survivor benefits from it (and I'm sure the "I won't win but you won't either" scenarios when the Killer camps to secure a kill will need to change).

    What I'm thinking now is that camping would be defined by the Killer standing inside a certain radius around the hook AFTER a couple of seconds since he hooked the Survivor AND AS LONG AS he's not actively chasing someone. If he's in the middle of a chase with another Survivor then he's not just standing, thus this feature wouldn't be active.

    It maybe sounds like it's a one-sided solution but I think camping is something that only Killers can solve. What noctis129 mentioned above about survivors at the exit gate should be addressed aswell possibly in a similar manner (standing there would mean less points to you and more points to the Killer as he's "preventing" you from leaving), and again, in that case it's something only Survivors can solve.

    Anyways, I know this has been discussed many times before and I'm not here saying this could be a good idea at all (I'm not even sure if it's at least original lol) but I read your post and you got me thinking there and just wanted to share my 2 cents. I hope it's understandable enough and excuse my grammar if I messed up, English is not my first language.

    ๐Ÿ˜€

  • Can you imagine having a Flashlight with a 4-min blinding effect?

    Man, that would be the perfect counter-slugging :D

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