JaviiMii
JaviiMii
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Thank you for the warm welcome ^-^ - But Vienna people grumpy? Nah. - I found everyone pretty friendly so far; but maybe that's your accent. To my German ears you always sound nice. Even (or especially?) when you talk smack about us during ESC ^^
I would send a dm but since dms aren't a thing on these forums; there is one thing I do wonder: Where does a girl go to grab a budget-ish drink solo? I'm used to small-town bar scenes and the people I know here don't do drinks at all so I'm a little lost on that front ๐
LG Javi ^-^
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Slugging has it's purposes - but there's that point of "just because I can" of downing the last two and just waiting for a bleedout timer. It's annoying af. - Same goes for the exit gate shenanigans when people just won't leave. Only difference is; egc takes 2 minutes, slugging to death takes 4 - assuming that slugging wasn't the theme of the match to begin with.
If everyone is down I'm all for a hard 60 seconds timer unrelated to how far along the bleedout is; that's enough for anyone with a pick-yourself-up perk to crawl a ways away and pick themselves up.
I'm also for a 200% egc speed when all survivors are in an exit gate zone. If everyone's there; just leave. (if people not on comms are at different exit gates that way they would also know that at least one other person is at the other gate and there's no point in waiting for them to e.g. take a hit or sth)
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If I see people do gens, I stay. If i watch ~10 seconds of nothing, I leave. Simple as that.
That being said. I recently had an "afk until all gens are done" Wraith in soloQ. - I tried to do totems and I smh tried to communicate to teamies ... but ways of communication are limited in soloQ. I found myself more or less next to him when the last gen popped and was prompty moved to the basement to be basement camped. I wasn't annoyed by it or felt the need to leave or dc or whatever (I did take my chances and failed the skillchecks anyways but hoping that the teamies would get the memo and not come for a rescue. Two got the memo, one didn't). And I wondered why I found it more funny than anything else; as far as points, pips and MMR is concerned I lose about equally as much in both cases and in the Wraith case the match even lasts longer so it's more time wasted, technically. But the difference is: it happens once in a blue moon and it's quite clear the Wraith player does it for the fun of it. Everyone who's in on the joke has a good time. But with basement / facecamping Bubba... it happens so often that if there was a joke to be in on, it just isn't a joke anymore.
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I like the idea that the characters keep their campfire-memories when around the campfire. Imagining which characters would get along and which don't and what they may talk about is kinda fun.
Personally, I can't help but Imagine Elodie and Felix being pretty close again and her giving him a pep talk every now and again when he thinks about the live he could have had. For some reason that also happens at a tiki bar in my head.
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Why is it unfair?
The tentacles mechanic is like a ray of light going one direction and whatever object with collision it hits first gets hit, nothing behind it; everything that would cast a shadow gets hit. A survivor behind an objct with no head or butt sticking out does not collide with the tentacle, ergo they don't get hit.
On the flipside; if the head sticks out you can hit the survivor. You can hit over quite a number of pallet loops, effectively turning a lot of areas on a map into dead zones even if there is a pallet loop. It takes practise to get those hits / know where you can and can't get hits - but it also takes practise on the survivor's part to know the timing of the tentacle and crouch / turn in time. The whole crouching behind a window thing isn't nearly as easy as it sometimes looks from the killer pov.
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Personally, I find NOED only annoying because if I run soloQ for a prolonged time my MMR inevitably ends up in the abbyss eventually and then you have 9/10 games with NOED (mostly, I believe, because it is an easily accessible perk). Doesn't mean I find it too strong or anything - but it will get an eye roll and annoyed sigh every single time.
That aside, another aspect that is incredibly frustrating about NOED is that from the survivor side it very quickly looks very unjustified. From a killer perspective it's "Well, it's one secured kill, so what?" and you don't really give much thought to who out of the four it is. Whoever happens to cross your path first. --- If that survivor happens to be the one who more or less carried their team by doing at least two gens solo, unhooking and healing the others and who kept the killer busy for a good while earlier in the match NOED feels like a massive middle finger.
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For me, I notice a shift in my attitude when it comes to soloQ. Once I'm Iri I idgaf. I sometimes check to see if I would have pipped from that match or not because of couriosity - but more often than not I just move on. Whole streaks of bad matches are forgotten as soon as the tides are turning again. Not getting hung up on the whole four-steps-forward-three-steps-backwards kinds thing is a very refreshing kinda thing. For those who say there's no point in caring about emblems; in principle, yes. But I still need a lot of BP so I do care about those extra BP and consequently I care about reaching Iri I.
Personally I think finding a different way to reward time played with BP or simply removing the de-pip mechanic for all grades (and maybe up the pip-requirement a little) would make a big difference already.
Just not having to worry about any of the frustrating stuff you mentioned past a match makes things so much more relaxed and enjoyable. Sure, there are still whole streaks of games that ... are very upsetting - but so what? Get out of the match, forget it ever happened and on to the next.
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I don't beeline for a rescue and will leave a gen to get to a safe place the second I get terror radius and don't have eyes on the killer (if they're currently chasing someone else and it doesn't look like I'm where they gonna loop next I just keep doing the gen). ... But that's about all I change. Then again, while I do sweat a little for those last two pips with each iri grade I kinda stop caring about anything other than WGLF stacks once I'm iri I so I'm not bothered if I end up dying more often than not ๐
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Funny coincidence. - The day I arrived in Vienna last week I started to have the exact same thing happen (maybe not quite as extreme). And for me it's not at all related to rubber-banding. Since this is a new place I was wondering if it was the wifi here - but that has a stable ping with ping spikes 70ms tops. Maybe it's a Vienna thing ๐
But ye, if it gets to the point of being too annoying I'd say post in the technical issues section - though I wouldn't hold my breath.
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.....I'm fairly certain we're not on the same page here and since your tone strikes me as not particularily constructive I'll leave it at that.
That being said: You clearly had your bad experiences and I sicnerely hope you have wholesome experiences in your future matches. Have a nice evening :)
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2980878#Comment_2980878
I mean, no? Then it is just 'can you hit a skill check while moving'. The point would be that stopping a regressing generator should require time and effort, not just a quick touch.
I'm not sure we're on the same page when it comes to what "having a skillcheck" means. If it's a regular skillcheck or something like doctors snap-out skillcheck I don't really care. You have to hit it while your hands are on the gen. That's what I mean when I say "have a skillcheck triggered immediately".
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It's very much an inbetween. It does bother me - but not because it is too strong. I see this perk all the time and I can't stand it anymore but that aside it never bothered me much. Really, anything being overused ruins the fun and needs to be addressed. DH is definitely overused. So there's that.
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You clearly had to get something off your chest, which is fair enough - I just wished you didn't hijack a thread for that.
Like I said, while I know some bad experience(s) prior to our match may have lead the Nurse to go for a 5gen death-slug move I wholeheartedly disagree with a "this [negativity] justifies negativity in return" mindset. It is kinda sad if that is really all there is to it.
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@Chiky said:
https://forum.deadbydaylight.com/en/discussion/comment/2980819#Comment_2980819
yeah, that would work great tbh
.... if a skillcheck was immediately triggered after getting on the gen that might be an option. Given that skill checks sometimes take well over 30 seconds to pop up.
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@Kamikazi said:
I've not had that happen to me too often. It sounds like a killer protesting at all the bugs, glitches, toxicity, hackers, and "supposed bugs and glitches". Maybe Nurse saw one of the 4 survivors crouch rapidly, or someone tried to flashlight blind her at the start of match. Be nicer gamers without all the toxicity and maybe you wouldn't get slugged till death? If killer doesn't want you to rescue a survivor off the ground, they are probably letting you do gens while punishing the toxicity of a single survivor. They could crawl away. You could complete all 5 gens before three other survivors bleed out.
It takes over 7 minutes to bleed out while in the dying state. Its not a quick match, so that can't be their point. It's not always quicker than hooking all the slugs. Really seems more like a killer getting revenge on ANY survivors after having had a lot of built up toxicity from survivors.
As Nurse I've wiped weaker players incredibly quickly on hooks, but unhooks can take away an almost guaranteed win, cause then they hide. Not hooking is more of a Demonstration of Power. The difference is points vs not allowing survivors to try to be the under dog. It's possible they want to win but not be punished by SBMM for winning. Meaning it's possible that SBMM had them in toxic unfun matches, probably against constant hackers.
The solution is simple: Don't be toxic. Next: Bring a perk to recover from the dying state, like: Unbreakable; No Mither; Soul Guard; etc. And before you say that you weren't toxic, remember there are 3 other survivors. And the previous match had 4 survivors.
I'm not going to say its boring to see the survivors all dress the exact same, or bring all the same perks. But if you can't be bothered with one player to have Unbreakable, maybe you survivors are the boring ones. Come prepared. There are only a few perks that can change a match, everything else only gives an advantage.
As a side note, most good killers I've encountered are not great survivors, and the other survivors can be more toxic to these under skilled survivors when they try to keep up with archives/etc. As far as toxic survivors going, I've had toxic survivors try to steal my tools; leave me to die on hook right next to them; refuse to rescue even after I've lead a great chase; body block me so I get downed or instant sacrificed; etc; etc; etc. (Killers see these actions and may take pity on weaker but non-toxic survivors.) The point here being that you survivors need to stop being toxic to everybody at all. And if you see toxicity from survivor to survivor, you should try to stop their hate spreading.
Hate, like happiness, is a seed planted.
While I appreciate your pov there are an awful lot of assumptions in there. - Then again it is your pov and if that's what makes you a death-slugging nurse then it's sad that you had those experiences and I wish you all the best that in the future you have less such experiences.
I kinda don't want to get into the whole toxicity debate because that's really not what this is about. Granted, I did ask as a blanket question and sure, there are most likely different reasons for why a nurse player would do that kinda stuff - one of them being what you outlined. Though, that, to me, seemed not like the best go-to explanation since it was kinda crossing a line for me and I thought "surely there is more to it...?" - hence the question here. I had kinda hoped that there is some kind of meme thing going around or that one of the dbd content creators did some video on a slug build / strategy or whatever and people gave it a go just for the heck of it. But since that hasn't come up it doesn't seem like it. Which is kinda sad. Because I'm not a fan of collective punishment; the whole "because some player playing the other side did something some other time I gonna take it out on these ones now" kinda train of thought. Y know, an eye for an eye until the whole world is blind. Really not a fan.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2979974#Comment_2979974
https://forum.deadbydaylight.com/en/discussion/comment/2979978#Comment_2979978
I didnโt realize it needed to be consecutive! ๐คฆ Oof! Nvm mb.
Well, it says to aim for consecutive matches. In the "you will not receive a reward if"-section they don't list matches being not consecutive, only having submitted less than seven matches.
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Or rather: they are both symptoms of something being broken game design wise. Yes, there are people who just like NOED / DH and that's all good and dandy --- but the prevalence is way too high for that to be the main reason for using the perk. There is an underlying issue --- and nerfing certain perks into the ground only makes the problem invisible but doesn't fix it.
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It depends. If it's a bug the whole team catches after a while I just continue to meme around, let them do gens and leave.
If it's just one I consider their shenanigans often an "alternative chase"; I watch them, fool around for a moment, then turn around and continue the match. We can do that several times, as long as they're not sabotaging their team by not contributing to the objective(s). If they don't do anything useful to they gonna get hooked.
If they get to leave mostly just depends on how the rest of the match goes.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2978296#Comment_2978296
First page, we've got confirmation.
Do you happen to have the link on hand where it got confirmed?
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I thought the consensus was that soloQ is miserable if you play for escapes and/or pips. If I play for WGLF stacks, challenges rituals or to test a funny little build it's usually nkt nearly as miserable simply because the goal if the game is a different one.
Most frustrating aspect of soloQ is the de-pipping that often is entirely out of your hands though. - And being forced to watch the auras of your teamies when you're on hook and the age old question of "what've they been up to anyway?" is answered. Sometimes it really hurts to watch. And sometimes it's very clear: there is zero point in sticking around.
That being said, outside of peak hours soloQ is still an alright experience in about half the cases - but it comes in streaks. I also think it's the hardest for new-ish Players who dont yet have a very grood grasp of everything thats going on.
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Hag, Clown and .... maybe Plague but Plague purely because of the sound. It actually triggers a gag reflex for me... so thats that.
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I like that kinda stuff for a change of pace. - Tho it kinda requires everyone to be on the same page and agree that the rules have been slightly adjusted for that match. But if it were to happen too frequently I'd probably get annoyed at some point.
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What everyone else has been saying.
And as far as bodyblocking that does not occur while you carry a survivor is concerned: you are aware there is a score event called "protection hit" i.e. it is an intended and rewarded game mechanic. (As is holding shift+W. srsly. reading the op post I wasn't even sure if it was just bait/sarcasm/trolling but seeing the follow up, I guess not...?)
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I always give hatch to the last survivor, except if the survivor in question ...
...did things that crossed a line where poking fun/meme-ing turns into plain toxicity
...didn't cross my path once the entire match
...didn't make an attempt to rescue the next-to-last survivor or didn't make significant gen progress while the next-to-last was in chase (I usually make sure that chase lasts way over a minute); essentially if it seems like they went "aight, just wait for the other one to die"
...has an afk crow when I find them
...has sold their teamies out to me, e.g. by deliberately running toward them in chase, unhooking mid-chase and stuff like that
...wants to be hooked for some strange reason
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Hard disagree - on pretty much everything. Does it feel bad if rng screws you over? It certainly can - but rng is an integral part of DBD on many levels and it can go either way for both sides.
But. Opinions can vary so, agree to disagree or something.
There is, however, something I do want to point out: forcing people to stay on hook will not lead to "more potential to unhook you". If anything it forces the survivor on the hook into a lose-on-every-front-situation; they literally can't do anything while also not getting anything out of this forced sacrifice. If anything it will lead to more dc-on-first-hook. It is not a lack of time that leads to people not getting unhooked --- and people going for the 4% without really waiting for someone to unhook them is usually not pettiness. Sure, I can only speak for myself, but what gets me to 4% after a few seconds is when I see those yellow auras; one crouching on the other side of the map while I am the one with terror radius. - One being afk somewhere - and the third teabagging the afk one. When I see that, I'm out. One way or the other.
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There is a point where you're kinda forced into endgame builds with Nemo precisely because of the additional health state survivors have and the consequently extended chase times in the earlier stages of a match. Though, eventually a combination of mutation III and no more vaccines will make survivors drop fairly quickly if they're not pretty good at playing very safe. The question is when that stage is reached; against survivors who don't know how to deal with Nemo and/or don't have much experience in chase in general it usually happens fairly early; usually shortly before or after the first gen is done. Against survivors who know how to deal with Nemo and know how to play it safe, it usually happens during egc - if at all. Only way, imho, to avoid the latter scenario consistently is a very heavy slow down build and/or the few really good add-ons he has. Having to follow a certain meta to make a killer viable ... isn't something I'm a fan of. Maybe a middle ground between entirely removing the speed boost (that's op, considering his anti-loop potential in the mid to late stages of a match) and not removing it at all could be to greatly reduce the speed boost during mutation I only.
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I'll agree with KateDunson and ShinobuSK; that's what I usually do with killer as well. Granted, I'm far from the best killer out there - but I don't like to sweat games so I often don't even want a 3k or 4k. I usually don't go afk either but just chase around whoever wants chase - but ye. If a fair playing killer got 8 hooks and then "stops trying" one way or the other they usually already got whatever they came for.
That being said; the whole "watch me leeeeaaaaave" thing and clicking / notification spamming is super annoying. Yes, as survivor I sometimes wait for a little while to say goodbye; leave an item I don't need or nod as a way of saying "ggs" in game since I don't know if the killer will be able to see chat. But the whole going out of your way to find/annoy the killer is just.... meh. Not a fan.
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I second what you write - but it's not just killer. - How points are awarded needs to be looked at on a whole. Atm it feels pretty arbitrary on a number of occasions. Both as killer and survivor.
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I can just echo what everyone else has already been saying. - But there's a light at the end of the tunnel.
But firs things first: Getting your MMR out of the gutter in SoloQ is near impossible due to oh so many factors that lead to your death but are pretty much out of your control. --- As survivor I play ~50:50 soloQ and swf. It's poles apart in terms of.... pretty much everything.
But. As I said, there is (maybe?) a light at the end of the tunnel! I think there's something like an MMR abbyss. It's when your MMR goes so low, that newbies usually didn't have enough matches to get there. It's a weird place with quite a few survivors who aren't actually bad but who just really don't care about escaping. I made it there only once for a day or two where I for some reason kept soloQ-ing regardless of how frustrating stuff got. I eventually played some swf which inevitably pulled me out of there. But I gotta say: if it wasn't just a hiccup or strange coincidence but an actual special MMR place... I didn't actually hate it ๐
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Survivor: I main Leon but my fav survivor is Felix (and he'll probably become my main once I am - finally - over my RE2 phase).
Killer: I main Nemisis (honestly, idk why/how that happened ๐) but my fav killer is Ghostie (just look at his stabby-stab-stab, the long face and the adorable stalk-leans).
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Glad I don't have to do the math myself to confirm. Thanks for all the calculations :D
One comment: Instead of making bloodwebs cheaper or getting more BP from matches just being able to sell back stuff from the inventory would be a massive help. There are just so many things cluttering the inventory and that no one ever uses. There might be niche uses for a number of things in the blood web so just removing them entirely might not be to everyone's liking. But being able to sell them back would benefit everyone.
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i call them "dudi" and "dudette" for the most part. But in my head their actual names are Paul and Sandra.
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Afaik they don't know why it happens so they can't know how to fix it.
My best guess would be that it has sth to do with either how they managed to cut the hard disk space needed in half -- or with the Unreal Engine upgrade (from, what was it, 4.25 to 4.27?).
Either way, I guess it'll stay for a while.
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The question is how the 75% average is reached and what consequences there are.
First, the current SBMM would certainly have to go, because otherwise survivors would be stuck in a downward SBMM spiral by default. Kills vs escapes couldn't be the metric to determine matchmaking at all, actually.
Second, while I don't care too much about escaping if the match as a whole was exciting/fun, all too often an escape is a compensation ("well, at least I escaped..." kinda thought) for a match that was more of a meh-experience. Now, I doubt a 75% kill rate makes matches more enjoyable - based on my limited experience I'd instinctively say the opposite would be the case. So changes to the game play would have to be made to make matches enjoyable and not turn them into a stomping or sweating simulator.
Third, there are people who care about winning on both sides. If the default is "the killer wins" I assume that would lead to even more selfish plays than we currently see in SoloQ. That sounds inherently not fun. (And at least I would pretty much exclusively play swf then. Atm it's a 50:50 split and I go solo mostly to practise; I'm still mostly trash at running tiles and can concentrate better on what I'm doing when I'm not in vc --- but I guess my friends would just have to put up with me saying "shut up - I need to concentrate for a sec" every now and again.)
Fourth, while I'm sure there is a point where BP (and by extension pips) become an afterthought, I'm far from being there. I care about the BP and I care about pips for more BP at the end of the game-month. And escaping helps you a lot with both - especially because it adds up over time. Consistently pipping without consistently escaping becomes pretty hard - same with getting a reasonable amount of BP (without WGLF).
If those points were addressed and survivors compensated - both in terms of in-game rewards, as well as emotional rewards: being the designated punching bag isn't fun in the long run - then the 75% seem more like an afterthought to appease killer players who chose that role for a momentary power trip. And I get it; people who want to feel in power are probably more likely to gravitate toward the killer role / are more prone to get upset about not getting consistent 3k/4k.
Or in short: if a 75% killer win rate can be turned into a win-win situation on the whole then why not? Not that I can see how that would be possible - but if someone were to figure it out, I'd give it a try.
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@Mandy said:
We'll be giving out more information as time gets closer to when this is released.
Hi Mandy. - As always thank you for keeping an eye on threads in the forums. - Would it be possible to say how much time there will be - roughly - between the inormation being released and the changes going live? I think a lot of people feel antsy because it says summer and it kinda already is summer ๐
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2968093#Comment_2968093
Which is why I suggested the surrender option be added to the game. One killer player may be able to find a stealth team pretty quickly while another may not be able to find them at all. It also depends on your perks and which killer you're using. I highly doubt there will ever be a survivor team that intends to stay in a match forever... for a day... or even for a few hours. If a team wanted to see how long they can last I don't think they should be penalized for that. I also don't think the killer should have to stay for it if they don't want to, hence the suggestion of surrender.
But it isn't like the survivors escaped though, i.e. fulfilling their objective while the killer hasn't. --- Again under the premise that they do not attempt to progress gens. It is quite literally a stalemate, a game of who blinks first. -- And it is not intended by the rules of the game. I'm usually cautious about hard game mechanics to enforce "sportsmanship"; it's punitive and often does more harm than good. But this might be one of the cases where the rules of the game need to be built into the game itself; that they are self-enforcing, if you will.
@amazing_grace said:
https://forum.deadbydaylight.com/en/discussion/comment/2968011#Comment_2968011
From reading your opinion, I think there are some truths in it. In these situations, survivors have to be extra stealthy if they want to try and get gens done. In my personal opinion I think it's holding the game hostage when survivors don't even attempt to touch the gens. They can be stealthy and only do like 5% progress of a gen at a time. It at least hints at where they are at and they are progressing the game in a way. If a survivor is making no attempt to finish a gen and just playing hide and seek, I think this is taking the game hostage because their intent is to just wait it out. Especially in the case where the two survivors left are hiding together and walking around together, because they know that the other won't be found if they aren't found.
I can tell this hasn't happened to you from the killer perspective because even though it only happens once in a blue moon, it is incredibly frustrating when survivors take advantage of the map. I would say that RPD is probably the worst map for this to happen on. It's very big with many lockers and survivors can walk around in a circle to avoid crows. There are some obvious places that survivors hide (i.e. the library) but really they could be anywhere in that map. Survivors have done this against me when I've played Myers, Bubba, and clown who kind of don't have a secondary way to detect a survivor. On open maps, I would say that you can find a survivor usually without it going on for 10-15+ minutes easily, but RPD is one of the few maps that you can scour the whole thing and not find anyone for 15 minutes. It's just so big with many floors that you will be wasting time searching lockers and running down empty halls. Had some survivors who did this to me on midwich, and I was able to find them eventually because it's at least a little easier to trick the survivor with where you are and catch them off guard. RPD is just hell when survivors play hide and seek.
I think an interesting option to your surrender/concede method that could maybe make it so the killer wins instead of having to admit a loss would be giving them the option to have the survivors "consumed" by the entity if there is no gen progress for a prolonged time. To me, as long as their is gen progress, you at least have a trail to follow or an area you might want to check more intensively. That's what annoys me the most is that if the survivors are hiding no where near where gens are, it's so hard to find them because as killer, you are supposed to patrol the gens. Not run to the corners of the map to try and find someone crouched or in a locker. I personally never do this as a survivor because I know how annoying it is as a killer. I'll always sit on a gen to make some progress in the game because I'd rather risk my chances than waste everyone's time.
To that end, I like the idea of the entity consuming survivors who do not make any attempts to fulfill their objective. - And it could work for killers as well who body-block. For Survivors it's non-existent gen progress that eventually summons the entity to end the game. And for killers it is being in very close proximity to survivors.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2967976#Comment_2967976
Its not trolling, trust me. Here on the forums survivors and killers strongly disagree with each other on a lot of things and it often derails into unpleasant things. I try never to go that far even when I think people are being unreasonable or bias.
I cannot agree that not doing the primary objective of the role for a prolonged period of time is taking the game hostage unless there is literally no possible way out of it. In the case of survivors evading the killer, it is possible for the killer to find them even if it takes longer than usual. A body blocked survivor must leave the match to move on if they are last and the hatch is open. My definition of taking the game hostage is denying all possibility of the match to end. Survivors evading the killer isn't denying them the possibility of the match to end. It is merely prolonging it.
I can agree that the primary objective of a survivor is to repair gens and escape. However I do not agree that these objectives should be done in any time frame that is convenient for the killer. The possibility of the killer finding a survivor remains so long as a survivor is within the map. I don't encourage people to do this. I just don't think it should be a reportable thing. That is why I mentioned the surrender option.
Ah. - Not sure about what other people said or thought - but I kinda think there's a misunderstanding then. I think most people don't have an issue with survivors evading the killer. And while it can be very annoying to have a super-stealth-team that leaves a gen at the slightest hint of a terror radius - it is not holding the game hostage. - People have a problem with survivors not touching any gens in order to evade the killer. I think that would fit your definition as well: "My definition of taking the game hostage is denying all possibility of the match to end." - Survivors refusing to touch gens for as long as they please is very much alike to a killer bodyblocking a survivor and refusing to hit them for as long as they please. --- But if you are actually going all the way and say "in theory the killer could still find them - and it doesn't matter if it takes them ten seconds, ten minutes or ten hours" ... then I guess you can have that opinion. But that opinion is against the rules, as the quoted post by Peanits earlier illustrates. You may have it - but you may not play according to it.
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There are only so many lockere and on pretty much all maps I think it's quicker for four people to open all of them vs running across every inch to eventually bump into wraith.
Safe for a 4 FL squad who just need to scan the whole map.
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I have seen many more Jeryls than Jonathans. Actually. I have never seen a Jonathan.
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I'm so amazed at this back and forth that I'm inclined to believe this is trolling. But on the off Chance that it isn't and because I'm still kinda speechless I do have to questions:
1) Can you agree that not doing the primary objective of the role for a prolonged period of time qualifies as "taking the game hostage" ?
2) Can you agree that the primary objective of a survivor is the following sequence: repair gens - open exit gate - escape?
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As far as managing expectations goes mentioning a "distinct reward" was a very bad choice of words. It is guaranteed to make people have very high expectations (that are kinda doomed to be disappointed). Continuing to be secretive about it only makes it worse with all the speculation. --- Though, with cosmetics and charms confirmed to be out of the picture there isn't really much left. But with the new Prestige you're supposed to "proudly show case" the Prestige-Level of every character (probs in the end game overview where ranks/grades used to be) so it's probably related to that. If it is that, I think it's worth it for the characters I actually play. - If it's not even that I'll probably be pretty disappointed; in that case no mention of any kind of reward should have been made at all. Generating hype is one thing. - But having everyone inevitably bummed is shooting yourself in the foot in the long run.
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None of the above.
In a nutshell: Repetitiveness.
And there are many things in DBD that lead to repetitiveness. - In fact: It's kinda unavoidable if you're not 100% throwing/meme-ing and playing your own little game according to your own rules when the match starts.
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If I get gen-rushed badly I just do what I can to get some more bloodpoints. - If some survivor desperately wants a chase, they'll get it. - But if the last gen isn't popped by the time I down them or lose track of them I just go somewhere and wait for them to catch on, tap that last gen and leave. They managed to get 4 gens done very quickly. No reason to assume the last gen takes them more than 60 seconds. If they just want to gen rush and get the escape ; that's fine by me. I won't start sweating/try-harding because I don't find it fun. I also won't dc, cause it's a friggin minute until the match is over anyway. - But leaving the last gen un-popped on purpose and trying to bait extra chases for points with bags, clicky-clicky, vault-spamming etc. is not okay and nothing I enjoy so I don't play along.
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As killer:
Trabby traps in unusual places that still catch people (kind of a bet; 'if I were a survivor, where would I go and not expect a trap').
"Cosplaying" as Mr. X when I'm Nemo and the map is RPD. Bonus points for a surv catching on and playing along.
Zombies actually being useful and injuring+downing a survivor.
Hatchet hits across the map as Huntress (I suck at the whole hatchet throwing thing so when I hit someone at shack from main-boat on the swamp map I did a big happy dance).
A survivor going for the boop the snoot without hesitation. They get the boop. And they get five seconds to scurry off.
As survivor:
Somehow getting a rescue with facecamping Bubba (/other insta-down killer - It's usually a Bubba though).
All three swarming out to find NOED, getting NOED, going for the rescue & 4E.
Ridiculous-hatchet-throw practising Huntress. - Not always a fan of farming and stuff but a huntress throwing a match to practise some insane shots makes me want to throw too and play the role of target.
Seeing a sky/space Billy in the flesh (RIP T-T you will be missed T-T)
Now. Most of those have meme-character. The one thing I consistently enjoy in "a standard match" is confusing a killer with the insane reset speed courtesy of a really good med-kit, We'll make it, Botany and Desperate Measures. And there's an extra level of satisfaction when it happens right under the killer's nose.
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Anyone is fine as long as it also ships with another Leon skin (RE5? One of the movie ones? - RE2 Noir cosmetic? I don't even know which one I would rather have).
No, but seriously. It's probably gonna be Ada for the female survivor, and if there is a second one it's probably either Ethan or Carlos.
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Personally, I usually run pretty off-meta stuff (safe for BT) and usually don't even see my perks in my teamies' loadouts, so generally I'm not even opposed to the idea. But. I also notice a huge difference between me running my fun-builds and me trying to put together an actually viable build without using the standard ten-or-so perks that are most common. It's kinda not possible. In the end, I'm either stuck with Adrenaline or Prove Thyself.
What I want to say is: Yes. Sure. Make it so that people entering a lobby together can't equip the same perks --- But only if the four builds are equally strong and are as viable as a build a soloQ-er can put on. And that is simply not possible atm (for duos it might be). If the goal is to see more variety in perks used then that future fundamental rework of the ~40 perks seems to be the best appraoch to me. - Once there are more than 10 or 15 or so viable perks you can choose for your build I'm all for limiting perk duplicates to create more variety.
That being said, if people want to bully, they will always find a way to bully. Game mechanics can't really prevent that kind of behaviour. Having a community that values sportsmanship and fairness would go a long way - and support also needs to act quickly and swiftly and a referee not afraid of handing out red cards. But... I kinda can't see that kind of community emerging anytime soon around here ๐ Maybe, one day.
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Iri I with SoloQ? - Near impossible if you don't sink all your time into it and don't use a full meta build.
I managed to get to Iri I survivor every month since I started (which isn't all that long ago: December 2021) - though it was a very close call two times - and more importantly: I only ever consistently pipped through the Iri Grades with an swf. SoloQ it's get to 4/5 - then go back to 0/5 or 1/5. It's soul crushing ๐ฌ
As for killer... I don't play too seriously 90% of the time - and also just a fraction of the time. But as killer you usually have pretty good control over which emblem you want to score in if you don't get super gen-rushed and/or overcommit to the wrong survivor. -- Plus: Killer has the advantage of having separate MMR. So if I find it waaaay too hard to pip on a killer I do pretty well with (and consequently find myself gen-rushed or confronted with people who loop really, really well quite frequently) I could always just switch to a killer that I usually just meme around with and cheese my iri-emblems if I really wanted them. Haven't done that before - but tbh, if I was just one pip away from the next grade and matches had been frustrating and I really wanted those extra BP I'd probably do it every now and again for the last one or two pips of a grade.
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There were a handfull of matches where someone brought it and we got value out of it - on one or two occasions it actually saved the match. If you bring Exponential yourself, bring Tenacity as well. Imo, you don't actually need map offerings if you know what a strong boon position is on which maps. Covering as much of the map as possible is one way to go - but having Expo covering the massive center-dead-zone on Swamp or just having half the corn covered by it works very well as well.
With Tenacity the trick is to try and go down outside of the range and crawl+recover with Tenacity and use the boon just for the last bit & picking yourself up. Also, not letting the killer know that the boon is Exponential helps a great deal.
Personally, I don't bring it because there's just not enough slugging going on in the matches I'm in. That being said: I do kinda want to convince my friends to do an swf round with 4x expo, tenacity & soulguard/flip-flop and hope for someone who really wants to slug and just deny the slug-fest๐
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There was a time when I had 8/10 games with tunneling/camping. It has become much less recently. Not sure if I got back to a reasonable MMR (haven't played as much SoloQ) --- simce my NOED count has also gone down by a lot.
Anyway. I remember two, maybe three matches today where the killer was tunneling hard. Once I forced a protection hit by bodyblocking - but nope, after hitting me out of the way they ignored me and locked back on the original target. The other one was just Standard trying to get one out asap - which didn't quite work out. And one I'm not sure if it was tunneling....or just overcommitting. They just chased that one guy without ever managing to down them and ignored everything and everyone else.
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Once iri ranks start I find myself really puzzled when looking at the emblems. - Sometimes I wonder how that was supposed to be only silver - and sometimes I'm equally amazed at an iri emblem. It just defies any logic.
That aside: It is so true. Every iri-grade is usually a game of "four steps forward - three steps back" - and two of those three are usually not because of something within your control. Last month I was stuck on Gold IV via solo-q for... oof, a good 15, maybe even 20 survivor hours? Two evenings of swf (...10-ish hours - but including spectating time, waiting on people and a couple breaks) and I somehow made it to Iri II, almost I (that took a seperate half-evening a couple days later. While I had 4/5 soloQ brought me back to 0/5. So. Yeah. Not a fan.)
And yes, I 100% agree: de-pipping should just not be a thing if Grades are all about time investment and BP at the end of the game-month are a reward for said time investment. Heck, if it is either "keep things as is, with de-pips and all" or "no more de-pips - but the bar for pips is raised" - I'd immediately take the latter. Yes, +2 pips would probs be super rare (then again: anyone ever seen a +2 in a non-farming match past Silver Grade?). - But I rather have a slow but steady flow than being at the mercy of MMR rng and de-pips.