Ink_Eyes
Ink_Eyes
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To be fair I wouldn't take the same perks again and again if we had more diversity when it comes to killers, I feel like I must always run dead hard especially after yesterday, I got 3 nurses in a row followed by 2 blights, it's always the same tryhard killers who just don't choose any other killers other than the meta killers we all know already...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2947607#Comment_2947607
Do you feel the same way when killers give up and just stand there?
Yes, I didn't wait 10-15 minutes to have a match were nothing happens, it's boring. It's not that bad with other games when queue times are fast, I play LOL and if someone disconnects you get to queue again and usually you are queued within a minute (1 minute queue time, if someone Dc's it's maybe another 2 minute queue time, 3 minute average wait time for 30 minutes of gameplay) in DBD getting a bad match like that just means 10 minute wait followed by 4 minute gameplay followed by another 10 minute wait, 20 minute wait time for 4 minutes of gameplay (you end up playing a game that made you wait longer to find a match than the time you spend playing it) now imagine that I had 2 bad matches in a row, 30 minute wait time for 5 minute gameplay, why would I want that?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2947585#Comment_2947585
So is disconnecting somehow better then? I don’t really understand. If someone doesn’t wanna play that particular round then whatever.
You are just making queue times longer, we waited like 10 minutes for a match just for a guy to suicide and leave, we waited an additional 10 minutes after that for the next match, if they want to disconnect that's fine as long as they get a penalty ban for leaving, allowing people to get around the penalty ban by suiciding just allows them to do it multiple times and make the game worse for more players, god knows how many times he disconnected in a row to the point were he started suiciding to stop getting banned, ruining the game for many other players...
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The map only has a single TL wall, they have to make up for no loopable buildings...
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@[Deleted User] said:
Imagine wanting to keep people in a game so you can subject them to whatever scummy ######### you’re pulling. That’s the only reason to ask for this
It's not always like that, I played with a twitch streamer some time ago and he simply walked to the killer, got himself killed and suicided immediately on his first hook, the killer didnt even face camp or did anything wrong, the killer went to his stream and started asking him why and he said he got himself killed just because he didnt like the map and didnt want to take another penalty (because he had already received like 2 other penalties that day and didnt want to wait for the ban restriction to be over) people use the suicide option sometimes just to get out of the game fast and avoid a penalty just because they don't like the map, or they don't like the killer, I also had a guy suicide on hook because he didn't like playing against a nurse...
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You just described the reason why the devs are hiding all the information before the match in the very first sentence, they don't want people to dodge a match, that only increases queue times to the point were the game may become unplayable, When the game launched we could see survivor ranks during the lobby screen and people killers and survivors were dodging a lot to the point were it could take you up to 20 minutes for someone to finally accept a match.
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Killer sided, all the loops are super weak and usually the killer can just run to the side and hit you even when you throw the pallet down, there's some good loops like some windows but good killers know when a survivor is heading towards them and just drop chase.
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Pop goes the weasel, I feel like kicking a gen doesnt do ######### unless you use that perk.
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Lots of problems with the idea, first of all I'm pretty sure no one will ever be able to agree as to what counts as losing or winning, if you put up a situation where buffs are given to the killer for ''X'' reason, I'm pretty sure lots of survivors will not agree that they are really winning and would argue that the buff should not be granted and same for the other side.
I personally dont like catch up mechanics, I'm not gonna play my best just to have a BS mechanic S**** me at the end of the match, I feel like they beat me not because they had more skill than me but because the game gave them enough brute force to beat me over, Thats why I dont like bloodlust already, sometimes I can loop the killer but ultimately he will catch up to me not because he outplayed me at a loop but just because he had bloodlust 5000.
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The fact that I have to grind for bp for everything, why arent items just universally shared among all survivors?
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Normal game player fluctuation, it goes from 50k to 70k with peaks that go from 90 to even 100k, nothing out of the ordinary, previous months for previous years show the same fluctuation and here we are today.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2711296#Comment_2711296
Are we absolutely sure they weren't already afk? Tinkerer just hides the heartbeat, doesn't do anything to hide the chainsaw sound or that there's a giant guy running towards you.
Unless you can go AFK while repairing the generator holding m1 and unless the character can stop repairing and start the running animation while AFK then no... I admit they were dumb and I wasnt exactly very visible since they were doing one of those gens that is kinda blocked by a long wall and they still tried to run but kinda sandbagged each other...but still I feel there should be something to stop 3 insta downs, like get 1 insta down and subsequent hits only hurt 1 health state and puts them into deep wounds or something like that.
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Bubbas chainsaw should stop when he downs a survivor, I just downed 3 survivors in a row after my tinkerer activated and they didn't notice I was coming, the other guy disconnected...
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Make the killer able to destroy the totem instead of just snuffing it, we can't re activate a hex perk anyway so destroying it wouldn't be that bad of an idea...
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The problem with gen speed is the big difference between solo and SWF, it feels too fast when you play against a coordinated team, but incredibly slow as a solo survivor, sometimes you can loop the killer for 2 minutes without a single gen popping. if you nerf gen speeds then solo will be even worse than how it is now.
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Depends on the map if it's pallet town (the game) I can stay there like 3-4 minutes just dropping pallets, maps with less pallets probably around 2 minutes on average...
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I would nerf boons overall instead of just COH, something like if you snuff a boon it cannot be activated again on the same totem again, at least the maximum number of times it can be active would be 5 and even less if totems get destroyed, and also allow the killer to destroy the totem, we can't re use hex totems so destroying it wouldn't really be an issue.
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The irony is that most people think they are high mmr, they are the epitome of the illusory superiority cognitive bias were 70% of the population think they are above average when in fact they are part of the average statistic instead LOL
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I feel the complete opposite, when I play killer I lose based on my performance, if you lose a survivor mid chase and allow them to traverse the entire map to heal that's your fault for not chasing properly, if you can't catch them is because you probably don't know how to mind game a loop or don't know when it's good to stop chasing, if you get flaslighted then learn to face a wall before you pick or search the area...most of the times if someone is trying to flaslight save it's basically a free hit for you and maybe even a free down, and theres a perk for almost all of those issues that will help the killer, basically everything is on you.
As a survivor I can lose a lot if someone disconnects (sometimes even 2 guys disconnect or go AFK at the start of the match) nothing I can do about that, if a player ragequits early is basically almost impossible to win, if my teammate unhooks me in front of the killer and I get farmed there is nothing I can do about that (It's not like we have communication to prevent a bad teammate from farming you) if I loop the killer 3 minutes and my teammates are not doing gens there is nothing I can do about that, if my teammates suck and don't know how to loop they get downed instantly and the killer applies a lot of pressure and steamrolls the game, if I get matched with a troll that decides to make the game miserable for me by failing every skill check possible and explodes generators every 3 seconds then there is nothing I can do about that...and contrary to how a killer can equip perks to help them with the problems you listed...there is no surrvivor perks that will help me not get matched with an AFK/Troll/Trash/Rage quitting teammate.
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Its not about buffs or nerfs for me, it's about a team game that basically becomes unplayable because the devs refuse to punish players for bad behavior, out of 10 matches I played today I got 3 afk people from the start, 2 rage quits (with only 1 hook each) and 1 guy who suicided on hook (because reasons) and there goes 60% of my matches, and people do it because they know the punishment is just a joke, you get like a 5 minute ban if you DC and no punishment if you suicide on hook.
Most of the times that I lose as a survivor is because we were left with 3v1 because someone deicided to afk from the start or rage quit before even the first gen was done or sometimes I get a troll teammate that just decides to do nothing or sandbag others.... I have no problems when all players decide to play the game and I'd even say that survivor feels OP when they do decide to cooperate and play instead of going AFK/ragequit or troll...
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I don't know if you played that extremely bad on purpose to try to boost your point or if you are just that bad, you did all the wrong calls on that clip...
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The only thing it proved is that totems were not a good mechanic at least for survivors back then, you could spend 20 - 25 seconds (without perks or maps) looking for one and find a dull totem that did nothing for you, at that point you would have wasted a good 25+ seconds doing nothing, now if you find one you get a team effect. it just proves that the mechanic was not good enough for a survivor to interact with the totem back then. if boons are nerfed then we just go back to the old just do gens all game type of gameplay...
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Just disable chat, all games are better when chat is disabled
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I see her like 3 out of 5 matches... not that unpopular in my opinion. and its fine because I dont wanna grow tired of her this fast..
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You just complained in another post about dead hard because it made your life as a killer a living hell and because it ''rewarded trash play'' but now you are happy about using it against another killer while you play survivor, The irony is really thick right now...
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Only an idea, propose something instead of just saying no then?
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@FreshCoal said:
Correct. The MMR system is just broken and matches you with extremely good survivors as a new killer.
Same for survivors to be honest, I barely have like 500 hours and I was matched versus a 5k hour twitch streamer killer main...who only spammed ghost face...
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I think med kits should be changed to altruistic only med kits, basically have a med kit only work on teammates to heal them faster, having a med kit work on yourself means you can break chase and heal in 16 seconds, at least if they make altruistic only med kits you will have to use it on someone else and at the same time it will force you to find someone else to heal you (that also has a med kit) so basically even if they break chase they will be forced to find someone else first (maybe it will take a survivor 15 - 20 seconds to find someone else and then spend an extra 16 seconds to heal the teammate with the med kit) instead of the standard break chase and heal yourself in 16 seconds...
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I have thought about useless perks like ''this is not happening'' almost no one uses that perk, I always thought that combining some useless perks will make them more appealing, like combining ''this is not happening'' with maybe resilience or lightweight? basically make use of the effect of lightweight by combining it with another perk since almost no one will use lightweight to begin with...you are asking for a player to give up a perk slot for such a small benefit that no one will use it, especially since we have other perks like lucky break that is just better than lightweight...
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I would say make another account but it would be pretty trash for new players to be matched against a veteran, I hate when people smurf but there is nothing we can do about it if players just make new accounts...
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@xili84 said:
https://forum.deadbydaylight.com/en/discussion/comment/2679394#Comment_2679394
Never said private. Said semi private. As in only their friendslist was blocked of from public. I could confirm that they all had the same nationality (which is alrdy pretty rare, since I am from EU) and they all had similar hours played (About 3.5k each).
On top of that I gave another list of facts that was chosen to be ignored by you:
- All shirtless Davids
- All flashlights
- All deadhard + breakout + deliverance ...
- All swarming me from the start
But I'm sure that happens in your solo games all the time, A flock of birds just following you around everywhere. Makin sure their baby bird does not get eaten ;) Be naive as much as you want to be :D
The thing is I already KNOW they were a SWF. My vast experience can easily tell the difference between a skilled solo team and a coordinated (attempt at) bully team. The subject is about "why they deny it".
So many times I talk using the in game chat to other survivors to change to a specific survivor just because we think it's funny, I had a looby yesterday and I saw a steve and asked the other survivors to change to steve just for the heck of it, unless the devs release statistics it's only your biased and flawed opinion buddy....
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I clicked killer by mistake LOL.
I'd say solo queue, you have to go through 100 barriers to even get the chance of having a good match (and having a good match doesnt even guarantee that you are gonna win the game) you have to hope you will get matched with people who are not gonna DC, who are not gonna ragequit or troll the match.
Out of 10 matches I played yesterday I had 3 AFK people leaving the match since the start, 1 troll who was sandbagging the whole match, 2 guys who didn't like the killer we were up against and killed themselves on hook...and just like that there goes 60% of my playtime, the other 40% I was paired with people who didn't know how to loop and were downed by the killer in 10 seconds flat.
When you play as killer everything is on you, if you make a mistake it's your mistake, basically you lose based on your performance, when you play as survivor, you can be a good looper, a skill check god who never misses a generator skill check and does gens pretty fast, a totem destroyer, the best medic/unhooker the team has and you can still lose, not only can you lose based on your teammates performance but you can also lose based on their mood when playing the game since thay can ragequit, troll or AFK at any moment.
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@xili84 said:
https://forum.deadbydaylight.com/en/discussion/comment/2678162#Comment_2678162
I get those statistics from personal experience. I can go into the game now and Dodge 10 lobbies in a row, they will all be SWF. That is what high MMR is, if you would be there yourself, you would know that ;) (no offense) Therefor I am not far of with my personal comment on "statistical majority".
Even if there is only 4%, which I highly doubt, 90% of that 4% will be in high MMR. So yes, it DOES make the vast majority of games for killers that are playing in High MMR.
As you said you couldnt even confirm that the match you had was a full swf since some profiles were private so your logic is flawed from the start, you only want to believe what you want, unless actual data is released there is no way to know and you only want to confirm your own flawed opinion.
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Flashlight clicking just annoys me, I dont care about T-bags, when it comes to bodyblocking I take it as a win since they may end up trading a hook for 2-3 hits that are gonna give me probably 4 easy take downs later on, In my opinion sometimes it ends up being a good trade that gets better depending on the killer, I've had people try to body lock me as blight and ends up turning into 4 easy downs...
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I wouldnt say that dead hard is just there to erase mistakes, I use it for distance to get to a pallet most of the times because I made the mistake of looping the killer for too long and he has bloodlust 5000...
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@xili84 said:
https://forum.deadbydaylight.com/en/discussion/comment/2676550#Comment_2676550
This is not just me thinking it. It is a statistical fact that the vast majority of lobbies in high MMR are SWF. You can check this by opening their profiles :) It is only recently that I decided to just accept any lobby and deal with it in order for my mind not to be poisoned before the match even begins. Before that I would always check profiles. Solo lobbies in high MMR exist but are extremely rare.
Not just that, but it is also extremely rare for me to go up against anyone from West-EU, and all profiles were french :D Coincidence, possibly, but I doubt it. Sadly this group had semi private profiles, as in private friends list, so I could not confirm with 100% certainty.
I don't know where you get those ''statistics'' since the last time the devs released statistics was over 2 years ago and the SWF group only made about 4% of the population back then, that number may have increased but I don't think it grew so much that it makes ''the vast majority of games''
And yes I have been paired with solo survivors mostly from my area against killers from different countries so it's not like it's impossible to get those lobbies by chance.
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Sure it may be like that many cases, it hurts their ego to think that they lost as a team but at the same time a lot of killers have an inferiority complex to be honest, I have been accused of playing SWF many times by killers when I play 90% solo queue (10% duo) every time the killer under perform or gets bullied they just assume its a SWF. The irony is that most killers disregard what you say and think you are liying when you are being honest about playing solo LOL.
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@RoaderFrost said:
https://forum.deadbydaylight.com/en/discussion/297948/cancel-the-trial-if-more-than-one-disconnects
You aren't supposed to win every trial. If game is busted from the start - play smart. And if you see that you can't escape after too many teammates disconnect, just walk to the killer, drop your item and wait.1-2 DC isn't fun for killer too. He can just let last survivor to escape.
''You aren't supposed to win every trial''
You are supposed to have a fair chance of winning and having 2 survivors Dc with 5 gens left is not fair at all and near impossible to do.
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Legion but with the bunny skin, It's so funny being chased by a giant bunny....
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2674522#Comment_2674522
It's still one of those maps that's too big (oddly enough, it's one of the largest maps in the game, but it doesn't look it), and it might as well be named Screw Your Sightlines still.
Have the wrong killer and it'll take forever to get into what the game actually wants to consider a chase.
That, and the gen spawns are basically guaranteed to be spread out. It's still bad in a lot of ways.
It's big sure, its the size of ormond, but it compensates with the fact it doesn't even have jungle gyms or TL walls, and again 95% windows blocked, most pallets removed, at this point the only factor that I could say is still a valid argument is that generators are well spread and the map is big so slow killers have a bad time getting from 1 generator to another.
There is literally almost nothing left on haddonfield, with almost all windows closed, no jungle gyms, no TL walls, and the size of the map is a lot less of what most people make it out to be since the edges of the map tend to have nothing so I would count a lot of that ground of the map unusable since you are not gonna go to the corner of the map or the edges since there is nothing to loop there and people tend to stay near pallets and pallets are placed near buildings at the center, and sometimes even haddonfield can spawn with a big dead zone, Seriously at this point its a sheeple effect, people hear veteran killers talk about haddonfield and new killers just follow the idea...
Most maps have their statistics show something like 160 square feet or something like that but if you take out the edges and the big dead zones that are actally unusuable the statistics of most maps would shrink a lot. (I dont have a haddonfield screenshot but I use this as an example)
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I agree the map was extremely strong when it came out, all windows open, lots of pallets and infinite loops, right now 95% of the windows are closed and the only ones that remain are the ones on the 2nd floors that are basically not that bad since the killer doesn't get stunned like a survivor does after the fall, basically an advantage for the killer unless you have balanced landing, on top of that a lot of pallets have been removed and some of them are not even loops but loop extenders (the ones behind houses) the only good windows that are left are the ones on the house that has the generator in the basement and can be ignored.
I've talked to some friends who play killer and most of them told me that they no longer have this map ''blacklisted'' as a strong survivor map as they have consistently won with 4k's even with slow killers...at this point complaining about this map is more of a ritual that some people still do (since it was pretty normal to complain about it like 2-3 years ago) instead of actually being an acceptable argument.
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It's all about perspective, losing as a survivor can be completely out of your hands and it can be frustrating knowing that you can juice the killer looping him, you get your first chase and think to yourself ''this guy is not a good looper! we got this one in the bag'' then the killer leaves you because he knows he can't catch you and you see your other 3 potato teammates go down not even 10 seconds during a chase.
On the other hand I play killer and I chill, sometimes I have fun even if I only get 1k, you can lose as survivor even if you are good because the killer can win based on your teammates mistakes and not yours, you can play perfectly but if your teammates are bad you end up losing anyway, as killer I feel like I lose based only on my performance...
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''The game'' has only 1 jungle gym, and it's downstairs and you can completely ignore it since some times a generator doesn't even spawn nearby, in fact some of the pallet spawns like the one being on top of the bathroom generator is another room that can be completely ignored as generators don't even spawn there and the bathroom generator below is a death trap, basically a free hit or down if the killer gets you there since there is only 1 exit that can be right in front of the killer, if you get juiced there is because you are going to the wrong places, having more pallets is the way to try to balance the map since there is only like 1 jungle gym...
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I dont know what type of incompatibility players have when playing with crossplay on but PC players have the same problem, I died almost every game when I played with console players, turned crossplay off and I escape at least 7-8 out of 10 matches. At least you died with players because they lacked perks, I was dying with console players with a full purple loadout, so it was not a lack of perks that got us killed but a lack of skill on their end.
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Dead hard, but I think smash hit should be buffed, It's not surprising that not a lot of players use it because landing pallet stuns is kinda hard, plus you can kinda replace it with lithe since if you land the pallet stun you can vault the pallet, dumb tech the killer and still get a burst of speed because you vaulted the pallet back with lithe, it's been my version of ''reliable smash hit'' for some time anyway....
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its toxicity overall, so many times I've had the same experience with killers, basically insulting survivors with no justification (We were not toxic or did anything wrong other than play badly) last match a killer completely stomped us and started saying ''GG EZ, BABY SURVIVORS, YOU ARE TRASH, GIT GUD'' we didn't even bother writing a response, we just went on to play another game...
I don't generalize regardless, this dude does not represent the ''killer community'' at all and the ''survivor community'' should not be put in the same bag as well...
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2663600#Comment_2663600
That is such a rare situation that the D/C penalty isn't even an issue in that instance. You'll only get a five minute penalty and can watch YouTube or grab a snack in the time it takes to be able to play again.
Besides that, a better thing to do would be to just watch YouTube or grab a snack anyway while the Killer wastes their time being a jerk. They'll eventually get bored. And in the meantime, you can record their behavior and report it. They're essentially taking the game hostage, which is a reportable offense.
Yeah but it doesn't have to be like that, how come identity V already has a system that deals with this issue and was developed years after DBD and with half the resources and also be able to put out twice the content as an already established company...saying its a rare situation is not an excuse, it wasn't for identity V and it shouldnt be for DBD who has more years in development.
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@Superyoshiegg said:
It's intentionally designed to give you incentive to play the other half of the game.
Letting you choose your daily rituals would defeat the whole point.
''it defeats the whole point'' but the point is useless to me as it is right now. I never play alone so the system doesn't really do anything for me and has no point the way it is now, pretty sure I'm not the only one in the same situation.
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@Hippie said:
Disconnecting is only ever intended to allow you to leave if you have pressing matters to attend to, or if there's a hacker in your game and they're holding it hostage. The punishments are there to deter players from babyraging and quitting games because they can't accept that different players have different playstyles.
And if someone has poor internet and keeps disconnecting, then they shouldn't be playing the game. They lessen the experience for every player in their game whenever they choose to play with bad connection by not being a reliable player, so why should they just be allowed to disconnect for free? Every single other online competitive game penalizes players for disconnecting, bad internet or not. DbD isn't (and shouldn't be) an exception.
The problem is that you get penalized no matter what, I am being held hostage by a killer who trapped me in a corner, all other survivors are dead so disconnecting will not ''harm their experience'' I decide to disconnect, I get penalized...
