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Johnny_XMan

Johnny_XMan

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Johnny_XMan
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  • @LALYTHIA said:

    Agreed.

    I appreciate the fact that even though they were healing at the cage, you didn't tunnel the Meg. It's really nice to hear someone not only 4k by playing a good, fair match - but to do it on a new Killer to them. That's awesome. :)

    @LALYTHIA

    Thank you!

    I won't lie to you and say I play the same way every time. Sometimes tunneling is a necessary evil because the situation you are put into.

    We could go into many scenarios where it is. This could have been one of them because they had no intention of playing safe. I more or less wanted to split the pressure. I don't care if survivors heal or work on a gen infront of me, because most of the time if they are bad, they sort of pay the price, ya know?

  • @Evelyn208 said:

    I think the problem here is proximity camping. Can't tell where you were when you put her in the cage but you must have beelined for it. The team was there but you couldn't have known that until you got there. Sure the heal compounded the issue and if they scattered 6 seconds earlier it wouldn't be so obvious.

    Face camping is a huge problem in this game. Tunnelling and Proxi Camping while annoying Survivors have to deal with but put yourself in the unhooked/uncaged person's POV, they lost 1 chase and lose two (or three) hooks for it.

    I am not a fan of the cage mechanic. No body blocking or sab hook chance, Borrowed Time doesn't work, DS doesn't work, basically every play Survivors have to counter camping/tunnelling are removed. So just get better at evading/looping I hear you say... Except he has a ranged attack that counters looping. PH is problematic. When Urban Evasion is a killer's best counter you have a design issue.

    @Evelyn208

    The reason I knew where they were was because I literally went to check the gens that weren't being worked on, immediately after I caged her... and found no one.

    Mind you there are only 2 gens left so that meant I only had 4 to check. Still, I gave them enough time to almost completely heal her. I didn't do what I have seen many killers (PH) do on me, which is immediately go to the cage. That's the entire point of the thread.

    They could have easily left the area for me to not find anyone. See where I am going with this? You can't expect killers to simply do nothing to find survivors. Part of playing killer is being able to track. If survivors are evading, as a killer I am going to go back to where I know survivors might be. Those people were playing very risky in the beginning (working on a gen right infront of me while I was in a chase with someone else etc.).

    I'm trying to show this perspective, because many things could happen during a match that make either side get a different perspective of things.

    Me going straight back to the cage, and focusing on the Meg completely ignoring everyone else is exactly the opposite of what I do. Sometimes it is warranted and in her case it would have been warranted because they chose to stay there and heal.

  • Tunneling in most cases is completely ignoring other survivors to target that one person.

    If the survivor got unhooked infront of you that's on them. If the survivor got unhooked infront of you because you waited at the hook for someone to show up, you can't really say "they unhooked infront of me" because that is a very poor excuse to say it was their fault.

    Playing fair doesn't mean letting them go. It means you throw the game just to get one survivor.

  • Dweet got you covered 😊

  • @Blueberry said:

    Well firstly, once they decide to heal under hook there is no tunneling. They could have left and chose to get greedy.

    Most the community overuse "tunneling" to mean if they are the survivor that goes down twice in a row..period..regardless of anything else.

    To me it isn't tunneling if you got farmed by your team with a bad save, you got greedy (healing under hook or doing objectives while refusing to heal), or you just happen to be who I run into at another place on the map coincidentally.

    I consider it tunneling when you actively wait near the hook for that person to get saved and then ignore other survivor hits while going straight for that same person until they are out of the game.

    Exactly. More or less that was the point I was trying to get across.

    Both survivors and killers have the wrong idea of what it means. Sometimes tunneling is circumstantial ( like you find the unhooked person after you didn't see in which direction they went) after being unhooked. Just as it is intentional when you deliberately wait by the hook and initiate a chase right off the hook and ignore everybody else.

  • @Boss said:

    Play how you want.

    @Boss

    Nobody said you couldn't.

  • @Bovinity said:

    This is what I meant in another thread when I said that almost every time someone accuses me of "Camping" or "Tunneling", it's actually a direct result of the survivors actions, not something I chose to do.

    @Bovinity

    Yes, and most people in the match will see something else.

    I just want to emphasize that I didn't intentionally go there. I just couldn't find anyone else and that in itself would have given them enough time to get away.

  • @NinjaDette1

    You must have really been done wrong by a Nea. 😂

  • @dangitben said:

    https://forum.deadbydaylight.com/en/discussion/comment/1376218#Comment_1376218

    I mean in that moment, its the logical choice, is it not?

    @dangitben

    It's not the only choice... and as I said before I could have. It would have been warranted. I didn't let her go because I felt bad if that's what you are referring to. I just didn't care for her at that point when other survivors who hadn't been hooked needed to.

  • @dangitben said:

    You should have taken the Meg out

    @dangitben

    I did. My score was 31k with 4 kills.

  • Not very much, especially in solo queues where I know my teammates are going to spend more time hiding and self healing than working on objectives.

  • Personally I feel like slugging for the 4k feels as silly as the old hatch stand off.

  • @XCieroX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375846#Comment_1375846

    Its not intended to be a solution for camping but rather offer something to the survivor without taking anything from the killer.

    @XCieroX

    Gotcha. I agree... I think the this is something the devs should have incorporated since the beginning. Considering the game allows players to play like that.


  • @CakeDuty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1374754#Comment_1374754

    One thing I never understood is, the devs added the emblem penalty to killers camping, but they don't get the penalty if another survivor is nearby. Why can't they just reuse this system but with entity progression? If killer is within 16m the progression meter slows down, but if another survivor is hiding within those 16m or killer is chasing someone else, then the progression continues as normal.

    Only downside to this is killer will be able to tell if another survivor is hiding nearby after hooking someone/ when camping.

    They should do it while no other survivor is in the radius of the hook.

    Problem is you don’t need to be 5 or 10 meters away from the hook to camp. You can be 30 meters away and still camp.

    The idea that the OP offers is not a solution to the problem just alleviates the situation.

  • The way you shut that door on top of the other Nea's dead body as the one on the hook screamed....

    🤣🤣🤣🤣🤣

  • I admire this sentiment and respect it. I always try to be nice when I play, and I'd like to think that the people who are a decent human being also try to be.

    However, matchmaking should be nicer to new players. Half of the frustration new players are experiencing isn't because people aren't being "nice", it's because they are getting out-played by someone more experienced.

    That's why if I see a killer who is struggling, I'll give them a hit. If I see a survivor who is getting tunneled and is obvious they are new, I take a hit.

  • @hahadrillgobrrr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1374385#Comment_1374385

    I hope you don't mind asking but why are you so fixated on tunneling? You are in every thread talking about how killers do nothing but tunnel, tunneling doesn't take any skill and so on.

    @hahahillbillygobroom

    Because threads like these get brought up on the daily.

    This is killer's mentality:

    "We want DS nerfed!"

    ALSO Killers...

    "But we want to keep tunneling and camping like we're used to doing."

    Sorry but as imperfect as DS and Unbreakable might seem. It is alleviating some of the abuse that can be done with Tunneling and Camping.

  • @Kumnut768 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1370990#Comment_1370990

    how are you so ignorant, if a survivor runs infront of you, should you just let him go?? its not an abuse of game mechanics to slug it punishes survivors for bad positioning dont be so entitled

    @Kumnut768

    Did I (anywhere in my response) say you should let a survivor who runs infront of you go? No.

    I am not talking about the strategic scenarios where slugging is warranted. I'm talking about the excessive (unnecessary) slugging. You obviously don't play survivor enough to understand, so maybe you should try it out before you start calling people ignorant.

  • @rogueplayer00

    Untitled Image

    A down =/= a gen. You are comparing apples to oranges. Either way, here is a list of some passive effect perks AND built-in mechanics that reward you for simply playing your role.

    Perks:

    • Corrupt Intervention: Literally blocks gens from being repaired at all.

    • Ruin: Literally regresses the generator that you were working on if killer engages a chase.

    • Rancor: Literally gives you a free kill whether you have hooked that person or not.

    Built-In Mechanics:

    • Camping: Leave the hook and go pressure another survivor? Nah. Stick around and get a free down on the person who is already wounded. In fact down them but also use the mechanic below and get you a second survivor on the ground as well. Rinse/Repeat.

    • Slugging: You can virtually force survivors to abort their main objective, and create enough free pressure by simply leaving someone on the floor. Oh and not to mention it counters an entire perk. So you hit two birds with one stone.

    • Bloodlust : Even in the most unsafe areas this built-in passive effect procs. So if a survivor is 'out-playing' you, and you keep whiffing, it doesn't matter, your next swing will reach a hit that you wouldn't have otherwise hit.

    Oh, and the best part about these? You don't slot anything to gain them. You simply have to exist as a killer.

    You're welcome.

  • They have already reduced the amount of pallets, adjusted certain loop areas, as well as added very unsafe loops including the majority of them being in one single map (Hawkings).

    To suggest that somehow they don't care would mean nothing was changed. Bad map RNG is a thing, but its a thing that happens for both sides.

  • No thanks.

    Have fun wasting your time.

  • @w_sohl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1371310#Comment_1371310

    LOL, DSed five or six times? What matches are you playing in where this is even remotely possible. The most it could happen in a match is four.

    Also, you don't get away without a scratch with DS. You literally need to be hooked for it to activate. I wouldn't call that without a scratch.

    @w_sohl

    Oh you didn't know? DS makes you invincible, and gives you superman-like powers where no matter how many times a killer swings you will not go down.

    You swing at a survivor and your DS be like....

    Untitled Image


    🤣

  • I definitely will not deny that certain perk combos are strong. I wouldn’t necessarily call them “unfair” though.

    In my own experience (I have almost 4K hours into this game) I have found that many of these perks are extremely situational, more than not.

    To give you an example, let’s first look at slugging for instance. Something that not everyone is going to do in every match... but that is at the killer’s disposal 100% of the time. Admittedly yes, having both Unbreakable + DS makes it very strong but even when you successfully use one or either one of them, you may (depending on many variables) only recover for so long.

    This tactic or mechanic (slugging) to me seems borderline abusive when your only timer becomes “how much dying state bar do they have”. You gain an an extreme amount of pressure from having a survivor down, because that is 1 person definitely not on a gen. Causing someone else to leave their main objective and try to go save. Not to mention it is available without it being a perk itself.

    So yes, certain combos are strong but when you consider how situational, the fact that they can only be used once (unlike their counterparts) I’d say they are only strong where they shine and seem fair when on the opposite side you have mechanics which can be used with very little to no consequences whatsoever.

  • This was me yesterday after getting camped on first hook by a bunny legion who also tunneled and slugged...

    Untitled Image

    This was me after running from him, and finally finding a locker to negate his abusive tactic, and also why I have 0 sympathy for people who say DS is broken, but you have built-in abusive mechanics that you can use single-handedly in every single match.

    (Mind you this was after he had chased me so... A) I no longer had 60 seconds B) Exits were almost open so he was going to just wait it out while I jumped in the locker but he messed up and meant to swing instead of grab c) My teammates literally blocked him but he wanted me so bad that he completely ignored them)

    I used the good ole jump in-and-out of a locker strat.

    Untitled Image

    So yes, DS may not be perfectly balanced, but your mechanics aren't either. So guess what? Do your best to make use out of them since they are given to you for free. Survivors don't give you a debuff status like you give, they don't have built-in mechanics that are oppresive, and last but not least DS can be wasted on a smart killer.

    Peace.

  • @NinjaDette1 said:

    All this time I thought peanits was a woman boy I was dead wrong😂.

    @NinjaDette1

    I thought he was a peanut. 🥜

    🥺

  • Imagine slugging everyone because the game allows you to abuse it, but complain about DS after you immediately went back to the hook as soon as someone became unhooked.

    That clip is hilarious.

  • Do you realize that part of the meta right now is killers who Camp|Tunnel|Slug? In no specific order.

    So let’s review for a second. Those 3 are built-in mechanics, meaning it doesn’t matter if you are playing Hillbilly or Wraith... or what day it is. They can both abuse all of them.

    Now, back to your idea. This is a bad idea, not because you think it’s a balanced one but because you are legitimately saying someone who just paid for a killer or a survivor cannot play as them.

  • @johnmwarner said:

    So I play both killer and solo survivor, and although I hate being camped on first hook I understand and accept it is an acceptable, legal, valid strategy.

    But this is about the endless stream of people posting that camping needs punished, but they never really post a real solution.

    So again this isn’t a thread about if camping is right or wrong, it’s solo IF you want it punished what do you suggest? Be realistic, BHVR has stated it’s not punishable so don’t bother suggesting timeouts or bans.

    No one wants punishment for an abusive mechanic they want change. Just as you are suggesting that there aren’t any “real” ideas I’ve also seen many posts which don’t further add to the discussion such as “ camping is a valid strat.”

    First of all the game is not meant to be played for the first survivor to get facecamped on first hook. If you look at the emblem system you cannot get some of them if all you do is stay stationary at your first hook. The reason I say this is because while yes you can facecamp on first hook, the game allows you to make that choice but realistically if you want to win you probably won’t want to do this, people who do this many times are only wanting for the survivor to have a bad time, they don’t care about how you’re encouraged to play the game.

    So, for me changing this abusive built in mechanic would require the devs to actually provide the survivors with built in mechanics themselves as a means to create other options to get away. For starters if the killer has been within a small radius of the hook for x amount of time, and NO Other survivor is within this radius, an effect similar to kindred activates. This is just one example.

    Imagine if there was no entity blocker after vaulting windows. That’s exactly what facecamping feels like as a killer.

  • So you complain because many don’t appreciate a specific style of playing while abusing game built in mechanics and then proceed to also complaining about SWF because you are actually in the receiving end of that. Sounds about right.

    “I mean I know this is broken and it sucks but.....LOOK OVER THERE!”

  • So you’ve moved from “nerf SWF” threads onto “The game will die soon” threads.

    https://giphy.com/gifs/3oxQNDG9BswdLjN8Va


  • I am loving some of the points being made in this thread.

    For me, I feel that there are reasons why things like “entity blocker” exist. Because there is such thing as abusing a mechanic, and while I do agree that camping can be strategic you can’t use that excuse for those who just want to permanently want to remain stationary without any sort of consequence outside of their emblem or Bps.

    I mean, where are survivors suppose to get their altruism points at that point?

    Im certainly not saying that the entity should blocked that camped hook but there should be like a mini kindred that activates if the killer has been at that hook for x amount of time as long as there is no other survivor present within a certain radius. Just For starters.

    The more these built in mechanics are abused the more they won’t shake up the meta.

  • @shwag said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361465#Comment_1361465

    No they actually wanted to shake up the meta and think outside the box in terms of perks.

    Your 2nd chance perks still work on hooks and good ph players will find a safe medium between best times to hook and cage.

    Or you know survivor mains can just you know... Cry for nerfs and changes within the first week of his release like they have done since they added the first dlc killer.

    @shwag

    Except it doesn’t shake the meta.

    Killers still tunnel even without anyone bringing DS.

    Also, just a side note. I don’t think people are complaining that he can do that. You know... cage and tunnel. Their complaints are that in the event that they tunnel they do not have options to counter it. I am talking from the moment someone pulls you from a cage.

    I guess Styptics and syringes will become more meta now. Shaking the meta would mean both sides get adjusted as a result of people making the same plays. Not just one side.

  • @DudeDelicious

    Having tested this, it is not always guaranteed the cage will spawn closer to a survivor.

    You underestimate how small some maps are as well. Many killers who tunnel as soon as they send someone to a cage will more than likely cut someone off and still go to the cage even when they could chase someone else.

    Tell me, how can someone make a “safe” save when you can’t even make it to the damn cage? I’m tired of hearing this mentality of “well stop farming hooks” and also “well run and stop trying to be evasive” like what do you want the survivor to do against a killer who won’t leave? Oh let me guess... do gens right? Except for that the time the killer used to deliberately make marshmallows around the cage is a net loss on gens. Basically cages don’t encourage an interactive experience and have no consequence for killers who tunnel. That’s the bottom line.

    This is why since day one I’ve been ok with everything about him, except for his cages. They seem like a badly designed idea.

  • @RayrafLPP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365300#Comment_1365300

    Well in this case you could say the survivor could leave it for a minute out of fairness. But they wont. Its a survivor choice as well. The game does not force the survivors to cleanse.

    Its not even smart every time, it happens so frequently that survivors spawn on your totems right away that I used haunted grounds as only hex perk for some time.

    But both are players choice thats for sure.

    @RayrafLPP

    I just think comparing unfortunate hex spawning locations with the choice to go back to tunnel off a cage because you know that in their current state they can negate practically anything the survivor has to defend themselves isn't a valid comparison.

    I know that hex spawning locations need to be changed in order to make it "fair", but that doesn't delegitimize the fact that the cages mechanic can be abused to an extent. Like, I could come up with so many other things that need looking at but that doesn't solve the issue at hand.

    Just like I would have never said infinites were ok because killers can do "x|y|z".... they needed to be looked at.

  • @RayrafLPP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365270#Comment_1365270

    Well that rare situation where survivors have no chance being faster then PH is unlucky. Like its unlucky when survivors SPAWN on your Ruin etc.

    Im doing my archive quests as survivor right now and usually its on the survivors if saves go wrong. Sure there may be exceptions, but thats just unlucky and doesnt deserve a rework of a new released killer.

    @RayrafLPP

    They aren't that rare once people get good with PH. Spawning right next to Ruin isn't a survivor choice, it's a game choice (something that I am for being looked at). PH going back to tunnel the survivor off the cage is a choice.

  • @RayrafLPP said:

    I dont get this, The cage spawns on the other end of the map.

    Theres are two reasons why PH could be there before you:

    1. Everybody runs Urban evasion and you are just to slow getting there. Maybe these people should learn how to run.
    2. Oh you wanted to finish your gen wich was at 60%? well gens over friends i guess, but dont complain about the killer creating some pressure when they notice you sit on gens and only rescue last second.

    Theres nothing wrong with his cages. I can understand some cases of people complaining about camping and tunneling off hooks, because the killer was aready there, but the cages?

    No.

    This killer is extremely balanced, even his range attack is easy to dodge.

    I say leave him as he is and thats it.

    @RayrafLPP

    Those aren't the only reasons. Some maps are very small so whether you're running or not, it is not going to matter... you will get there at the same time they get there, at best.

    I don't get this mentality. I hear people saying "Well if you weren't flocking around the caged survivor, I wouldn't have camped".... and now you're suggesting to basically do just that. Hmmm.

    You have to be able to see it from both perspectives, and while those are legitimate reasons why the killer might be there before a survivor gets there, that is in no way any more balanced considering that they are getting another free down-turned mori. You can't make a safe release and PH isn't going to have a consequence for going back.

  • @Hoodied said:

    How strange, survivors lose some unhook perks and they go crazy, but when a survivor gets a perk that counters unhook perks killers could care less.

    Something here isn’t adding up

    Learn how to go outside of the meta, thats how you counter Pyramid Head, you don’t need DS and BT to win, you don’t need any meta perks to escape, you don’t need any perks to escape, just skill.

    This is coming from a 50/50 player who mains demogorgon in the red ranks and plays Bill in the red ranks...i’ve played against a few pyramids and played as Pyramid a few times. You can still win you just need more than loops to save you against him...you also need to bait his attacks and you’ll be fine.

    @Hoodied

    You wanna know what else is meta?

    Camping and Tunneling. Built-in mechanics the game has had from day 1. So if you wanna shake up the meta that you are talking about those two need to be addressed in some form. Survivors who are new and start to realize that there are perks to counter them learn very quickly that all those times they have been camped and tunneled could have been avoided, but because they were not playing with those perks they died.

    People aren't even mentioning the perks, they are mentioning the cages in their abuseable state.

  • From my experience only today, I've mostly seen it on P3 PH's, and not the ones who seem to still be learning him.

    Also, thank you for not being civil with your post while I am sure many people will disagree with you because they think you sounded the nerf alarm.

    I think part of the problem is that some cages always seem to appear in the middle of nothing, which I get that RNG is a thing in this game. I think more survivors wouldn't be as frustrated with this 'tactic' if there was something they could do. The PH I was playing against today pretty much only used his power as the survivor was releasing the caged survivor because they knew it was a guaranteed hit on both, and a down on the caged one.

    Something just didn't seem right/fair IMO.

  • @MyersRulz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365127#Comment_1365127

    Hhahaha a bit? what 15 seconds? well i guess it can be possible, where can i find me some of those survivors.

    @MyersRuiz

    I don't know what is giving you the impression that they were just a bad survivor. They looped the killer for exactly 1 gen before going down the first time. Meanwhile the other survivor went for the save... killer was already there waiting.

    The mechanic is broken if all a killer has to do is go straight back to the cage, and bypass anyone trying to take a hit.

  • @MyersRulz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365071#Comment_1365071

    Mmm... thats kind of stretch, plus that would be a very mediocre survivor that was found really early on, managed to get tormented and down, and that he got to the cage just as another survivor rescued him, all under a minute. Mmm that survivor would probably die under a minute with any killer.

    @MyersRulz

    Nah. That survivor ran them for a bit before they went into a cage. It's only after they got caged they were tunneled off.

  • Cage tunnelers is a real thing. So I agree the mechanic needs to be changed.

    You can kill a survivor in under a minute easily.

  • @BraveClem said:

    Yeah imo im kinda dissapointed that you can't change the different parts of the legendary cosmetics,for the example Cheryl with dark Hair,Jeans etc

    but im excited and kinda glad that they have recognized that they want to give them "unique voices",just,that they can't right now,possible due to Coronavirus (Covid-19), Can't wait till they give Lisa And Alessa their own voice so i can finally buy the characters.

    @BraveClem

    Cheryl's (Moving On) and (Starting Over) outfits are not legendary. They are rare outfits. :)

    That's why I was wondering myself why they wouldn't address how they worked before anyone made a purchase, considering thats how outfits have always worked.

  • @Aven_Fallen said:

    "I still wonder why you can't swap cosmetic parts when it comes to Cheryl's own other cosmetic set?"

    The only logical reason would be that Konami does not want that the Skins will be used for mix&match. And then there is nothing BHVR can do about that. And they will also not confirm or deny this.

    @Aven_Fallen

    That does seem logical, but then there are also other tops you can wear and mix and match. So its just confusing.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364444#Comment_1364444

    That sounds more like a you problem than anything else. Button mashing isn't something that you should be doing when struggling and you're far more liable to mess up struggling if that's what you're doing. The important part of struggling is to maintain a consistent rate of tapping the spacebar than anything else. As far as I'm concerned, the system itself works perfectly fine at reading when you're struggling and when you've f*cked up as long as you're doing it properly. If it didn't this would be a far more widely spread reported issue than it is.

    On top of this, you should be prepared to struggle because there's a whole second or two of wind up where the entity rears back before it strikes you with its spider claws. Regardless of whether or not someone is nearby for a save, you should in that moment, be prepared to struggle by already hitting space bar.

    So your solution is an easy one, maybe don't do those things? Stop button mashing, and actually struggle when you're supposed to regardless of who is close by, both of these are rookie mistakes that don't need players to be accommodated for.

    https://forum.deadbydaylight.com/en/discussion/comment/1364460#Comment_1364460

    Oh, since we're repeating ourselves, I'll just copy and paste what I said earlier:

    "So you're admitting people suicide consistently to actively avoid being punished? To avoid being banned? and not for "legit reasons"?

    Hmmmmmm.... I wonder what that means when players use workarounds to avoid punishments from TOS.."

    Again, if you're not willing to DC because you could be banned that is your own fault for abusing the disconnect feature during your games and not budgeting your own time correctly and ruining the experience consistently for the others in your matches.

    If you're doing it for luck you should still be equipped with more than enough time to struggle. As I've already previously noted, there is a brief window of time between when you're in first hook state and when you're in second state struggle phase. This is purposefully implemented to allow players more than enough time to properly react and begin struggling in time.

    Ruining the entire match for four other players and prioritizing yourself over the normal pace of the game is wrong.

    @Seiko300

    You are the one who keeps repeating yourself into believing suiciding on hook is a workaround TOS, when the devs have already said Suiciding on hook is not bannable. You wanna add a punishment because you, yourself don't like it.

    I've been in many matches where people simply gave up. I escaped. Does that mean that I had a bad experience? No. I escaped and got my points. End of story.

    Again, I would rather someone suicide because their favorite show came on tv, than to have to deal with an afk person or someone trying to sandbag. That's the last thing I'm going to say about it.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364393#Comment_1364393

    If you had a legit reason you would disconnect. If you can't disconnect for a legit reason because you've been disconnecting to often, that is your own. damn. fault.

    You're right, they can't possibly punish everyone. But they can discourage those actions by implementing new mechanics that deter players from repeatedly killing themselves on the hook.

    If you have a legit reason, then you won't mind whatever punishment BHVR decides to throw at you because you won't be playing anymore, you've got that "legit reason" in the real world to pay attention to. Unless... your reason isn't actually as legit as you say it is?

    Much in the same way that if you did happen to get a five minute cooldown punishment for DC-ing for a "legit reason" it's not like you're going to be playing for the next five minutes anyway because your focus has been shifted to your "legit reason" so it won't matter.

    For example, like going to the movies with friends "we're gonna miss the beginning if you don't get off right now!" "fine! I'll disconnect and we'll go" a five minute penalty does not impact you in the slightest because you're going to the theater to see an hour and a half or more long movie.

    https://forum.deadbydaylight.com/en/discussion/comment/1364394#Comment_1364394

    Yes you did actually. As soon as you booted up Dead By Daylight for the very first time from day 1 you agreed to the EULA agreement and Terms of Service from BHVR (that really long body of text that nobody reads)

    Here's a link:

    https://deadbydaylight.com/en/eula

    Here are two terms that you are technically violating when you suicide consistently and repeatedly to get out of matches early:

    Quote:

    "While participating in the Game, you also agree to comply with certain rules of conduct that govern your use of the Game (“Rules of Conduct”), for example you may not:

    • Interfere with the ability of others to enjoy playing a BHVR Service or take actions that interfere with or materially increase the cost to provide a BHVR Service for the enjoyment of all its users.
    • Exploit errors in design, features which are not documented, and/or bugs to gain access that would otherwise not be available or to obtain any competitive advantage."

    The important parts to recognize to these Terms of Service are the beginning statements which as you can see are separate rules or codes of conduct to be followed separated from the rest of the statement because of the legal grammar being used created by a comma or an "and" & / or "or"

    @Seiko300

    Disconnecting is bannable. Suiciding on hook isn't bannable or against the rules.

    Even if the person suiciding wants to do it for non-legit reasons, it could be them trying out their "luck" because as I've already mentioned there are things within the game that revolve solely on luck. Offerings, Perks, Attempting to unhook yourself.

    Giving penalties to someone because they ended their match sooner is wrong. When we have people going afk (both survivors and killers), we have people who just want to meme or beg to farm, or we have people who want to sandbag and show a 'toxic' behavior rather than playing the game. Nobody wants to be in those matches, so unless you intend of punishing those people as well, suiciding on hook is fine.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364385#Comment_1364385

    So you're admitting people suicide consistently to actively avoid being punished? and not for "legit reasons"?

    Hmmmmmm.... I wonder what that means when players use workarounds to avoid punishments from TOS..

    @Seiko300

    No. Read what I said. I am admitting that it is INTENDED, for reasons of how the game works (things in the game) and sometimes people who do it who have legit reasons (outside of the game).

    They can't possibly punish everyone. I'd rather have someone suicide than someone go afk for instance. At least I KNOW, I don't have to waste my time going to try to save them or take a hit for them.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364354#Comment_1364354

    If you have a legit reason to suicide you may as well DC.

    If you have something that actually requires your immediate attention, you can and should DC, rather than taking the time to find the killer, get him to down you, wait for him to carry you to a hook and then for you to struggle multiple times before you die.

    That is far more time consuming and less efficient than simply hitting "disconnect" which for an average player who isn't toxic, they won't get a penalty for disconnecting because they aren't repeat offenders.

    So anybody who kills themselves on the hook hardly has a "legit reason" especially considering most of these guys are actually playing legit up until the point they get downed and hooked. They're vaulting windows, dropping pallets, running loops, using their exhaustion perks, they're actively trying to escape up until the point that they get caught.

    That doesn't sound like "legit reason" to me, far from it. That's nothing more than a lame excuse

    @Seiko300

    DC'ing can get you banned. Suiciding on hook does not.

    The entire reason for attempting to unhook yourself is also a part of of the game itself. Unless you aren't aware of the luck offerings that already exist in the game. Or the perk Slippery Meat that are in the game.

    Sorry that you don't like the mechanic, but it is far better than what you are suggesting.

  • So they added a tip for something they themselves deemed as "frowned upon", and not actually changed the way a mechanic can be abused by simply adjusting/creating other options for a "camped" survivor, other than the perks (which are already meta enough) DS/BT, and addressing the actual issue. 🤣

    Got it.

    Here is a hint. Most situations where a killer is face camping very seldom result in the other 3 survivors escaping. Why? Because sometimes the killer doesn't make it known that face-camping is their intention so they make the other survivors waste time until they get there and find out the killer was in fact meaning to face-camp.

    I don't expect everybody to understand that, because most killers camp in one way other another because it can be a strat, but it can also be abused to an extent. Which is where I have a problem with it.

    I'm also going to put this into perspective, because this is the mentality of a lot of players on these forums:

    (Killer camps) Those players: "Just do gens! Don't feed the killer"

    Those SAME people: "Genrushing needs to be nerfed immediately!"

    Bottom line is. Many people on here just seem to one sided on where the "real" problems are with the game, and cherry-pick whatever suits their fun.

  • Lol no.

    As annoying as it is when someone suicides, this is the wrong way to go. Why? Because it punishes the people who have legit reasons for doing it.

    It's also not something that happens often enough that I think even needs that much work put into.

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