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@Chickenchaser said:
Rank system for killers fixed in one short comment.
Killer: 4k=+2. 3k=+1. 2k=0 1k= -1. 0k= -2.
You're welcome. No need to make it complicated.
Practically Victory Cube LOL
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@Atrushan88 said:
@Jdsgames Maybe 1/8th? Wouldn't be terribly overpowered, would fit the pizza theme, and would work pretty well with things to make healing faster(We'll Make It/Botany Knowledge) Although it'd probably be pretty useless, but you could run it for the memes. Or it could be like a charge system. If you press secondary action while healing someone without a med-kit, you use a charge to heal them for 1/8th of a health bar. You can do this 8 times?
Nice Idea tbh I just think it really needs to be added. It just fits. Item Specific only to the dwight boy.
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@CoffengMin said:
https://forum.deadbydaylight.com/en/discussion/comment/607579#Comment_607579
they fixed it tho its very easy to use if you get the hang of it
I generally play killer and only use head-on when I feel spiteful as survivor. Killer I counter that perk so hard it is useless for the player that has it. You simply side-step the locker it isn't hard. Survivor I haven't tested it in the newest patches.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/607583#Comment_607583
Yes, the devs have stated the amount of BP you get has nothing to do with pips. If you play Killers like Trapper, Hillbilly, LF ect, you get punished HEAVILY in emblems for using your power. You have almost no control over Gatekeeper, or Maliciousness. Limited control over Devout. Chaser is just stupid in its detection.
Yes, I can agree another thing with chaser is once you hit them it creates a new chase which you then lose because of their sprint burst (Most of the time)
In general hitting and healing are counter weighted so it actually encourages tunneling since the person couldn't heal it gave you more points for the emblem. Yes, and we wonder why tunneling/camping is becoming so prevalent when it is rewarded > fun games and pressure.
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@Pulsar said:
Who do you play? What rank?
I play Nurse/Wraith/Huntress at Purple/Red rank usually. There is just too much counter-weight to your emblems. If the game is speedy no matter if you kill them all and get 32k you still black pip. It is just purely inconsistent.
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Any time it actually works @CoffengMin So many games the perk screws up and doesn't work.
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See, I define what an average game should be a bit differently.
You guys are too fixated on number of kills: This is a flawed logic as you can get 4 hooks in the entire game which results in a 4k or 3k from three hooks. When in reality there are 12 hook states in total 3 per survivor.
I prefer games where I can get 6 hooks before EGC: These games are generally the ones if I had camped/tunneled It would be detrimental to the game. The average game should encourage leaving the hook. Resulting in more pressure as the game currently stands the buffs and setups encourage tunneling one out and then bouncing around the rest. This is unfun for that particular person every match and is not good design. The game should be designed around completely leaving the hooks that much more rewarding rather than having smores with them.
However with my logic there are 4 kills per game half of that balance point is 2 kills. So mine being based off hooks a 4k is 12 hooks a balanced fair game is 6 hooks. With mistakes and other mind-game potential type things it can sway either way. However, I think we can all agree 6 hooks is better than 2k.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/605615#Comment_605615
I wouldn't count on that (the pallet bit, not the library part). Generally we try to keep things consistent throughout the game. Imagine being a new player and trying to remember what the pallet looks like on each map. On one map it's a pallet, on another it's a bookshelf, on a third it's a stack of boxes, etc. It would be very confusing for something that you need to be able to recognize instantly.
Although, I like the thought of being consistent. However, to some extent you have the tutorial section for survivors and killers. You can simply show them all off? Like it doesn't always have to cater to new players. I didn't know how to run certain loop sets when I started. I mean maybe the loops should have green and red arrows to show them where to go to get the maximum effect. From my perspective personally I think this mentality of catering to new players is seriously killing the creative and authentic artistic design of the game. Not to be rude: SWF doesn't always cater to new players when they get 3 R20s and an R1 or vise versa. Which is why people complain they got tunneled out they made noob mistakes against a killer and got wiped out.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/607331#Comment_607331
It's always funny how Survivor mains like you just completely ignore all the nerfs Killer got throughout the years and the buffs Survivors got alongside them. It's also funny how you play the disgusted one, as if you had any basis for that if you'd look at quality instead of quantity. Oh actually, even in quantity Killers nerfs beat Survivor nerfs.
Not to mention Mrs. Piggy had any viability gutted. In one of the most recent patches.
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@OMagic_ManO said:
I swear if the Pizza is cold I will mori the Dwight before the Killer does, not gonna pay him either, especially if it's Dominos pizza.
Oof, Poor Dwight. Would be a decent item though. Just for the laughs mainly.
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@YaiPa said:
Btw this idea you had, an item that heals you half health bar, is probably the insta heal nerf we're gonna have somedays...
I don't think we need an instant heal nerf. The time killer's have at base is #########. It requires you to play dirty (Tunnel out) a person to get the extra time or play superb slug mode. Both survivors hate and isn't particularly fun for the killer either. I personally prefer sloppy butcher wraith and just go around bing bong beating people.
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@Atrushan88 said:
Could make a new Dwight perk called Delivery that does that, lol. Anyone you heal is immediately healed up to 50% of their health state upon activation. Then make Bond a basic perk. I mean I've unlocked Bond but let's be honest it should be a base perk. Then again that'd ruin Autodidact, not that it sees much play anyways.
Would ruin autodidact but generally speaking it would be a good QOL change. Maybe a Dwight specific item?
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@Raven014 said:
I think maybe make it heal a third, not half. Besides, pizza boxes are very cumbersome.
And, since pizza is an edible resource, maybe it's effectiveness goes down based on how long it's in the trial?
Pizza healing people sounds weird.
This wouldn't be a giant pizza box almost self-serve sized. It instantly activates once you use it to heal. "Consumed" on use. Although, the idea of a degrading healing item would be neat. Almost like it has charges that slowly go down over time then when you heal it applies whatever charges are left.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/601293#Comment_601293
Consult this thread for more information:
https://forum.deadbydaylight.com/en/discussion/77351/mindgame-guessing-game/p1
3 - The other side (relative to the one with unreliable information) is aware of the first 2 things - You cannot do a mindgame on accident.
Yes, not having any notification of phasing, a husk, and terror radius, with the same animation as standing is a mind-game. Again as I stated the difference between a mind-game and that is far different. Not to mention as above in this thread doesn't even walk in grass.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/601287#Comment_601287
No. The phasing sound is so that she can't gen grab you with no way to know she's anywhere close to you.
Back in the PTB she always gave the noise and it made her weak AF.
No, I thought it was the other way around. You had it within TR not when you were out of it. Then I thought the grass was suppose to be your detection or that she started getting closer you had phase. I thought the phase sound was to let the survivor in the chase know you were in phase that way it is mind-gameable on both sides.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/601271#Comment_601271
No, if you are inside her TR of the husk you hear a TR. If you are inside her TR but not inside the husk TR you hear a woosh.
That is actually screwed up. I thought the point of the phasing sound is so that the situation was mind-gameable. Now I really don't feel bad for suggesting the killer at least gets a vault animation >.>
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/601254#Comment_601254
No, if you are inside her TR you hear TR not woosh. That's how it is supposed to be.
No you are suppose to hear woosh when in Terror Radius range? Otherwise you have No-mind game potential to tell when she is phasing.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/601214#Comment_601214
Hell no. That would gut her completely. Remember on the PTB when the woosh sound was directional? Basically that.
https://forum.deadbydaylight.com/en/discussion/comment/601215#Comment_601215
This is probably because you are on the very VERY edge of her terror radius, where the heartbeat sound is so faint that you can barely make it out. If this is an actual thing it would be a bug and yes I would agree it needs a fix, but I've never experienced this. It's always that I was just on the tip of her TR.
Can you explain to me what you mean. You are suppose to hear it when you are inside the terror radius?
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Her phase sound is also delayed and sometimes not there. Even when the killer is not running Prayer Beads.
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Noed run Noed get them every time <3
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For any killer: Get a good 3 gen particularly keep the gens that are 1 person alive. If the survivors have two 1 person gens and a 3 person gen you practically win end-game.
For nurse: At least when I play her I find that most of the time blinking through the house is useless.
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I can agree with this Blindness is useless even against solo survivors. Hemorrhage = I can't see blood and follow it good enough help me.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/600627#Comment_600627
If I'd accept all those silly requests for "play against x, with conditions y and record it to prove z" I'd be playing this game to prove my points 24/7.
And I guess you misunderstood me, I'm not denying that Add-on Nurse is too strong, she is. Her Add-ons need changes, I'm on board with that, I even said it myself often enough.
However, my argument is that base-kit Nurse should be left alone as she is neither OP nor broken without her Add-ons.
3-man Swf on Temple of Puke. They are fine with names being shown they played fair and hard. Had perks and items. Coms and still couldn't win. Apparently base nurse is just balanced.
Rotten Fields; Dc on third hook will never understand why.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/600566#Comment_600566
I'm sorry, but what is your point with this mongrel of a post? I can't tell if you agree or disagree, you are somewhere in-between.
I was simply pointing out how she is in fact OP. However, also breaking your logic that just because a Rank 20 nurse can get beaten means that nurse overall is balanced. While I also explained her mechanics in a fair way.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/600570#Comment_600570
Overpowered and broken can be the same thing but "broken" is just a term used on the forums, Overpowered has been used in game design for at least 20 years LOL People use the term "broken" when they mean OP.
I have always thought of broken and Op differently.
Over Powered - Is stronger than it should be.
Broken - Something isn't working right.
Things that are broken can sometimes be OP but things that are OP are not always broken. Depends on a case per case basis.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/600522#Comment_600522
You are arguing semantics.
The terms "overpowered" and "broken" are defined as things that are so strong, that you will win with them, no matter your personal skill level.
You cannot argue definitions, no matter how deep you dive into those personal anecdotes you like to share.
The Nurse is by definition neither OP nor broken. She is generally one of the weaker Killers in terms of kill rate across all ranks. If she were OP or broken, she would have the highest kill rate across all ranks.
Generally, any Killer wipes the floor with Rank 20s, that's just how the game is, however, we've all heard of the baby Nurse, that even Rank 20s can bully. That wouldn't be a thing if she were OP.
See, you are facing an inexperienced killer in terms of balance.
New Killer ---------------------- Average Killer -------------------------------- High Tier Killer
New Survivor ------------------- Average Survivor ------------------------------ High Tier Survivor
^ Any new Killer can beat new Survivors. Again they are both new and will make tons of mistakes. A baby nurse, however, is not only a new killer. However, the mechanics of nurse are muscle memory. Even High Tier killers struggle with nurse simply because they don't use the power enough to get the Time/Distance ratio down.
However, generally when you say survivors can bully nurses they can bully any low tier killer. Anyone with more experience in the game than the killer knows certain loop combinations and rotations of loops to get the best yield.
However, once you come to high tier play this is all thrown out the window by the mechanics of the nurse.
Walls forget about them, Pallets see what happens, Mind Games I will use my second blink. The fact of this matter is in many cases Nurse has too much map pressure and chase potential considering she can cover large distances at a time. "Oh but they nerfed her base speed to be super slow" Well that is amazing and all but doesn't help when she uses her blinks for movement now don't ya think?
Generally speaking the only times I have lost using nurse and I mean <2k was when the map design had dead zones where you actually couldn't blink or it would assume a short blink. This does not make nurse balanced. If they didn't exist I would have went on my merry way. Almost like perk and bug exploits. Just because you know how to use them doesn't mean they should exist.
"A good survivor can..." - Yes, generally can get an additional fatigue in here or there if the Nurse happens to make a dumb mistake or collision decides to be wonky as usual or attacking bugs out. However, if you for some odd reason are being beaten at any point you can resort to slugging or hard-core 3 genning. Which again due to the insane map pressure and distance you can cover. This is not the hardest thing to do in the game.
However, just because you don't have a muscle memory time/distance down for the killer doesn't mean those who do have any skill. As I keep saying you can't skill a straight line. It is similar to riding a bike or walking once you get it down it is down. You struggle at first because it is new and it is nothing more. Skill is mind-game ability and being able to outsmart the survivor. You don't outsmart when no matter the distance or location you will catch them.
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@Ark_the_Bonsai said:
https://forum.deadbydaylight.com/en/discussion/comment/547056#Comment_547056
From this point forward, I am only referring to DBD as Survive by Sunrise. Suits the game better tbh
Wow... Ouch to the Game on that one. Maybe my perspective is wrong.
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@Gcarrara I genuinely think that the way DBD RNG map selects is broken. There are days I rotate the same 2/3 maps over and over and over. Then the next day I won't get one of those maps I was looped on again. Seems very odd.
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I as many others agree his basic shock needs to be longer range. I suggest the brown electrode for base. Then the only change I would make which should be across all the parts of the game. If you are shocked you shouldn't vault or drop the pallet. Similar to being hit and then dropping the pallet. This SHOULD be an action that is cancelled. If you are shocked and then go for a pallet by logic you shouldn't be able to. Similar to vaulting the running vault typically overrides the shock even if you are shocked before the vault. This leads to an error in consistency of the power.
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@Peanits said:
I can see how this would be handy; they're already alphabetical, but since they're split between rare and very rare, it can be a little annoying finding a perk you don't normally use. I'll let the team know.
@Peanits I think they should just remove the perk rarity order and worry about the alphabetical. We can already see what tier it is and its color when searching. So if we know it is a B/C starting perk we don't have to try and remember its color in our loadout.
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@CoffengMin said:
https://forum.deadbydaylight.com/en/discussion/comment/599142#Comment_599142
you dont get it do you , the only way to not get hit trough them was to drop it early af, if you do that the pallet is completely useless and gives you no benefit in a chase , you gain no points , no distance , waste it , and die. that and hitboxes being anything but well done made those pallets kill more survivors than any killer ever had
I mean to be fair if you get hit the pallet shouldn't drop.
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The only changes that are really needed are addons primarily combos of things like omega blink and 5 blink nurse. That and a slight nerf to base distance. She has too much chase and map pressure considering she can go through walls and avoid loops. Other than that they are fine. Maybe add a slight accuracy debuff so she sways a bit from a blink.
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@DaS_only said:
I get called hacker because I can find survivors without bbq.
Ironically I have had this so bad.
I have been called a lagswitcher due to bad latency.
I have been called a wall hacker for the general finding of survivors healing by a pallet/generator/hook.
My huntress has aimbot according to like 50% of Red Rank survivors.
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Map: Badham Preschool 1
I let them get up and fully healed after every hook did not tunnel. I was DS'd all 3 times by the locker juke even after hooking survivors prior to picking all of them out. We had the instant heal and da da dead hards and the right perks to decently counter a killer with gen rushing. They completed all but one generator which I made no attempt to protect the generators the entire match. Would have been a 32k game if the person didn't disconnect. Again nurse is not balanced at base kit. Although, I did hear she is getting tweaks to add-ons mainly and a part of her base.
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/75666/struggle-phase-revamped
Now this is the first change I've heard from you that I actually agree with, especially the animation changes and buff to Deliverance. Great skill check = dodging a jab by the entity? That sounds so COOL.
Being pulled off and the entity stabs where the survivor's head just was sounds terrifying and the deliverance one? Perfect. Absolutely perfect.
I'd suggest something a bit more dramatic and violent if the survivor misses the skill check, maybe a smaller spider leg stabs into the survivor's side (and the sound they make will just be a sound that they make if they got hit from healthy to injured).
Also a few deliverance changes (I assume the skill checks will be similar to the DS and Brand new part skill checks?).
If the survivor hit one skill check out of three, they'll remain on the hook, same if they hit none (obviously).
If the survivor hit two out of three they'll still unhooks themselves but will be affected by deep wounds (when they kobe maybe have the entity slash the survivors back? Thus causing deep wound?)
And then three out of three they unhooks themselves unharmed.
But alas, great change ideas 😁
See, I think initially you are quick to jump to conclusions. When you disagree with something you should state why. Similar to how you pointed out what you liked about the mechanic idea. You should do the opposite when you disagree. defeat arguments with logic not insults or exaggerations. I make both Survivor and Killer sided changes I try to remove a bias. There are reasons I believe in the changes and have no problem fully explaining my position. However, doing that on every single post is sometimes just not doable due to time constraints and general spam.
"Being pulled off and the entity stabs where the survivor's head just was sounds terrifying and the deliverance one? Perfect. Absolutely perfect." - It just changes it to be more action based. Not let me macro or spam a button. Although, skill checks are technically quick time events they are not used really as such in this case. You have fall-backs. Glad you like the change.
"I'd suggest something a bit more dramatic and violent if the survivor misses the skill check, maybe a smaller spider leg stabs into the survivor's side (and the sound they make will just be a sound that they make if they got hit from healthy to injured)." - Again if Behavior has better ideas for the animations I am down. Again this is general concept for a mechanic and just some bonus ideas to go along. If this animation was changed I wouldn't hate the mechanic. It simply is a visual representation of thought.
"Also a few deliverance changes (I assume the skill checks will be similar to the DS and Brand new part skill checks?)." - You would be correct: You got a buff but you have to work for it to make it happen.
"If the survivor hit one skill check out of three, they'll remain on the hook, same if they hit none (obviously).
If the survivor hit two out of three they'll still unhooks themselves but will be affected by deep wounds (when they kobe maybe have the entity slash the survivors back? Thus causing deep wound?)
And then three out of three they unhooks themselves unharmed." - Understandable the reason I made it 3 is because I want to make it more prone to failure. I don't want the mechanic to be an instant buff with no downside. Deep Wound in the current state is a useless status effect. It is already being exploited by just remaining in deep wounds within the terror radius or in a chase. Not something I am fond of for those particular reasons. I preferred the old borrowed time you needed self-care or a teammate to patch you up. If you were in chase you needed someone to take a hit for you. These mechanics were more diverse than they are now and more 'deadly' per-say.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/596515#Comment_596515
That's how it works and has worked for two and a half years.
That I didn't know actually. A lot of animation based things will stop the progression. @Orion thanks for that still again not a hostage situation they will die.
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https://haste.net/2017/08/11/cause-high-latency-pc-games-tips-avoid/
It is also related to your location. These are both settings of yourself and the killer. Not just one sided. The game also being horrendously optimized and having frequent try/catch'd errors in the logs also affect the game.
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@twistedmonkey said:
It may lead to longer queue times and with dedicated servers due to appear before the end of summer in "theory" it should no longer be an issue.
Considering you have two sets of clients and hosts connecting to the server which from the test runs had about half-the same latency as you do now. I can only imagine things are going to be more bizarre than they already are for awhile.
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You do realize their connection isn't the only thing that affects latency right? Nice bait otherwise.
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@Nick_Wilde said:
https://forum.deadbydaylight.com/en/discussion/comment/596515#Comment_596515
Boom it is still toxic and reportable
https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
I don't see mori-spam as a case for getting banned. However, if it is it would fall under griefing which is a stretch. If they don't ban for teabagging and other toxic behavior I doubt this would not fall under the same blanket.
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They do not discuss bans on the forums. Go to the following link and create a ticket:
https://support.deadbydaylight.com/hc/en-us
Although it says temp bans are not able to be appealed so not sure what will happen.
https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
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@Nick_Wilde said:
https://forum.deadbydaylight.com/en/discussion/comment/596507#Comment_596507
i am telling here about memento mori and instantly starting with it when someone is knocked down and other toxic behaviors this game always had potential, but devs need to think about how to delete toxicness from this game
Memento Mori fix: As you are being channeled on you still bleed out. Boom magical fixes.
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@Nick_Wilde said:
https://forum.deadbydaylight.com/en/discussion/comment/596492#Comment_596492
By knowing some of killers they will figure something to force you to DC to give you this "permission" to not play for the rest of the day
You cannot force a disconnect as killer without hostage taking. If I slug you the game ends in 4 minutes. If I stand behind you and block you in this effectively is hostage taking record it take the DC to get out and report them. That or we can implement if the survivor is unable to move they are placed somewhere randomly on the map after a minute or whatever. This way it is almost like "Im trapped" system. That or if you are a remaining survivor in the match you can choose to "Concede" and it ends the match if you are the remaining survivor. Camping you eventually die anyway. That or instead of the concede/im trapped you can shrink the survivor hitbox when blocked by a killer so they can always slip through. Similar to the basement issue. There are fixes for common problems.
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@Aven_Fallen said:
I can only second what @Ember_Hunter mentioned.
Just, if someone DCs, if it is Killer or Survivor, give all the others at least the Safety Pip. I dont know if a Killer can manage to depip when all DC, but at least give the Safety Pip to everyone in a Trial when one or more people disconnect.
@Aven_Fallen this depends how the killer/survivor disconnects. Yes you can depip as killer if too many disconnect as well.
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@Ember_Hunter said:
https://forum.deadbydaylight.com/en/discussion/comment/596463#Comment_596463
Can we please get a safe pip guarantee compensation if any survivors disconnects within the first 10 minutes of gameplay? I lost 3 ranks due to potatoes, tunnelers, campers, and disconnectors. Mostly tunnelers and disconnectors. :(
I think this is fair on both sides. That way you don't have to omega try-hard on either side and have a reason to continue playing.
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@OMagic_ManO said:
If you leave a ranked match, you get a 30 minute ban, and for team kill or DC's, you get a higher penalty, it goes up to a few days of being banned, and it resets every week to going back to nothing.
In my opinion, you should get a visual and auditory warning for your first DC.
I think 30 minutes is a bit too excessive to start at. I would do the following personally:
First match per day is a freebie. After that every disconnect adds a 5 minute penalty. After disconnecting 10 matches in a day you are no longer allowed to play for that day. This will eliminate dcing for hatch and other 'outplayed' mechanics that happen with disconnects.
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@OMagic_ManO said:
There is punishment but the DC punishment system should work like Rainbow Six Siege.
@ShrekIsHot I don't particularly play the game how does the punishment system work there?
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@Rizzo said:
DCs don't need to get reported, they are automatically tracked and if someone dcs too much, they get punished.
@Rizzo90 I really wish I could believe that they actually get punished. However, I can only imagine how often that threshold has to be considering I face the same survivors at red rank that dc for any reason. Although, I think both killer and survivors need to be punished for disconnects.
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@LordGlint said:
As far as struggle phase goes, Im in favor of simply removing it altogether. Just make it like phase 1, except without the option of the 4%. Ive rebound my struggle to my scroll wheel, so it doesnt suck AS much, but a random lagspike can still get me killed.
That removes the struggle out of struggle phase. However, my method makes it so a single lag spike is less likely to kill you. It rewards your ability to hit greats. As well as adding new animations which was a suggestion of other users. @LordGlint
Although, what are your thoughts about the skill check changes proposed here.
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Still looking for input on the thread.




