Junylar
Junylar
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Making it impossible for your teammates to read your aura in the endgame would be most welcome, since the amount of survivors ratting you out to the killer in soloQ seems to be on the rise lately. But I think it should be a basekit mechanic and not a perk.
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The core reason for camping is the hole in the game's design. Since the hooked survivor stays on place, which the killer knows, and the killer has no incentive not to pursue the same survivor until death, it will happen. One of the easy solutions would be teleporting the survivor to a random hook on the map without showing its aura to the killer, similar to how PH's cage works.
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Since it's any hook that works, this perk doesn't require you to go out of your way to activate, you just play normally, hook survivors as usual and kick gens when you have free time. And there is no stupid token system, which already corrupted a good half of perks, too, you can do this after every hook. An example of a perk hard to activate would be 5-stack Pentimento or a 5-stack Devour Hope.
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@ad19970 said:
This I very much disagree with. Gen slowdown perks allow killers to apply more pressure, and therefore switch between survivors, going for hooks and not just kills. Meanwhile second chance perks like OTR or DS help survivors with tunneling and camping killers.
If we had none of that, most matches would probably just play out with the killer tunneling the first survivor out of the game and then the match becoming a 3 vs 1.
Killers who equip 4 slowdown perks rarely go for hook spread. Those people usually go for a win and tunnel as much as they can afford. Besides, camping and tunneling is a separate issue in the game's design, it shouldn't be band-aided with perks.
If we had none of that, most matches would probably just play out with
the killer tunneling the first survivor out of the game and then the
match becoming a 3 vs 1.That's how it is now anyway. Those who want to tunnel still do so, even if you eat a DS, you still get ez win if you commit to the tunnel, especially if your power allows you to catch up quickly. So it doesn't even stop tunneling, it only adds frustration to cases where SWFs just abuse it baiting the killer to be stunned by it. The same goes for body-blocking under endurance: survivors force you to hit them even if you try not to tunnel as hard as you can, so you have to swallow BT/OTR in these cases anyway. In essence, these perks don't stop actual tunnelers and punish those who try not to tunnel.
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@Jacknalls_Paw said:
It's a perk that doesn't require any activation from the killer, also 5 seconds are practically nothing.
Off the record doesn't require any activation from the survivor, and yet it's not getting nerfed.
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It's sad to see how people keep falling victims to this completely misleading Survivors vs Killer argument, completely ignoring the fact that the main issue is not Survivor vs Killer balance, but the SWF and their huge advantage over soloQ, making it impossible to balance the game for all players: either nerfed killers will be tormented by buffed SWFs, or nerfed soloQ by buffed killers.
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The player count always decreases before a new chapter release and increases after it. It's been like this since forever, but the average player count always stays about 40k, no matter what. Not even EBMM could cripple it, even though people kept crying about leaving the game for good, they all eventually returned after a month or so. This playerbase is quite enduring and loyal, so the player count will get back after the new chapter, as it always did. And as always, people still try to make an argument with this wave-like player count, as if there were a competitor to DbD where all the players could exile to.
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@Seraphor said:
Gen slowdown is a crutch that gets you undeserved wins, which then catapults you to high MMR where you can't cope without gen slowdown because you haven't developed the skills to play without slowdown. It's a self-fulfilling prophecy.
I've never needed significant gen slowdown. At most, Thrilling Tremors or Call of Brine, which come with info attached so I can pressure gens myself, which is how you're supposed to play.
Meanwhile every game I play against a killer with significant slowdown (usually Pop Pain Res, like 90% of the time) is an absolute massacre of a game that they probably would have done well in without the slowdown.
Killers get catapulted to high MMR on ez wins against soloQ, and then they meet SWFs who can do gens in seconds, and so start crying about gen speeds. Gen speed has never been a problem, the problem is always in SWF. No matter how hard you try to defend gens against SWF, they sill will fly, while soloQ won't be able to genrush you even if you don't equip any slowdown perks. Ridiculous 90 second gen time is one of the reasons why soloQ now is unbearable. This huge difference in efficiency between solo and SWF is the core reason of most of the game's problems, introducing some gameplay differences between SWFs and soloQ, like increasing gen time for SWF proportionally, would be the only way to even start addressing the issue.
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It's just a minor update, it won't save you from the pallet land of new maps, it will just soothe the pain a little.
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@RhysVMT said:
https://forums.bhvr.com/dead-by-daylight/discussion/413558/nerfing-ds-is-crazy
I'll give it 2 months till its back to 3 seconds and gives exhaustion. Once somethings too strong for survivors it's immediately blasted, Killers playing scream simulator blowing up a gen every 30 seconds with quad slowdown? Nah g that's fine leave it, oni lunging across the map carrying survivors cos of a bug? Fine bro say less, Blight "hug teching" walls exploiting a bug? All good we will fix it in a year and a half.
B-but wait survivors are abusing Kinetic Energy exploits to sauce Gens, we must killswitch it! BHVR have and seemingly will continue to hold Killer players hands and until the game is balanced fairly for both sides I'm happy to stay well away from playing both sides
Nice us vs them. Potential energy still wasn't kill switched after all, giving survivors more than a month to speedrun games with 0 effort. And please, remind, how long did it take them to nerf the original DS?
They are also going to nerf a bunch of slowdown perks in this update, but of course it's THEIR perks, they should be always nerfed, unlike OURS. It takes someone to actually play both roles to understand that second chance perks and gen slowdown perks are the worst disease that ever happened to the game, both denying and prolonging the opposite team's objective and sucking all the fun from the game, so ideally both of these kinds of perks should be nerfed to the ground if not removed completely: no extra lives for survivors and no extra gen gauges for killers. That would be fair.
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Proxy camping for trades is a good idea, until the survivors see what you are doing and just start rushing gens, sacrificing their teammate, just to spite you and deny you the challenge. These early 4-tier challenges are really something, be prepared to grind for them in frustration game after game.
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I don't think that's how sex looks like.
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The Archive has always been killer sided. Most of survivor challenges there make survivors throw the game, while killer challenges are just "play the game like you always do".
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constantly give up for no reason
If you don't know the reason, doesn't mean there is none.
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@Spare_Them_Mori_Me said:
You may hit shift right before they heal you to full. Then get up yourself. It will cancel the heal! And then you can say "Get your grubby paws off me!" once you get up in their face :)
If only this "hold shift to deny teammate's action" worked with unhooks…
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Unfortunately, stealth doesn't work in DbD. Neither for survivors, nor for killers.
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You can't blame the community without blaming the game, since the game created and shaped the community. Judging by your story, you are a pure killer main, so no wonder you have no idea why playing survivor can be exhausting and frustrating sometimes, especially in soloQ, especially in the current state of the game. If you really want to understand what is going on - play a few hundred soloQ survivor matches, you know, to see the other side of the story.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714172#Comment_3714172
Those games have punishments even In the casual modes. Overwatch for instance just updated theirs recently to make it even more punishing. (And they said it dropped the throw/rqing rate to less than 10% of matches) Rainbow Six is just as harsh. Because surprise surprise. When there's no way to eliminate yourself early you have to just throw or DC. Which one gets you reported up to the point of a perma ban. And the other has insane punishment scaling on how long until you can play the game again. So I feel some of it is the punishment not being harsh enough and having a mechanic in game that let's you eliminate yourself early screwing your team for the rest of the game.
https://us.v-cdn.net/6030815/uploads/9O0OOM9EC2K7/screenshot-20240410-151126-youtube-1.jpg
I guess you replied to my post without even reading it.
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Long ago when I played mostly survivor, I would mostly get killer rituals. I'm pretty sure the "random" is skewed specifically to make you play the role you play less.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714126#Comment_3714126
Let me break it down for you. It doesn't matter that it's asymm, it's a semi-competitive game where one person can ruin the other four peoples game, every game without consequences.
This two sentence pittance is all I can put into the argument at this point because logic is never involved on the opposing side.
DbD is semi-competitive? If you say so…
But the main difference between the discussed kinds of games, and the reason why quitting is generally more acceptable and tolerated in DbD community than in actual competitive games, is because DbD gives greatly more reasons to want to leave in the first place. In CS, you won't want to quit in order to avoid a 45-minute long 3gen SM standoff, you won't want to leave from never-missing nurse who booted up a single-player game, from lagging killer, from teammates hiding in bushes, from Legion's mending simulator, from og iri head huntress, etc. DbD mathematically can't ever be balanced, but it's also half broken most of the time, and a lot of things in it are unfair and frustrating by design. In CS and other actually competitive games, no matter how bad your match can be, at least you get to actually play it every time all the same, without just wasting your time into the void. In DbD, it's not the case, asymmetry only adds to the imbalance and to the "your opponent will decide what you get to play" factor. These are only some of the reasons why comparing DbD to competitive shooters is as ridiculous as comparing it to hockey.
The fact that so many people in the community actually want the ability to leave without punishment (and leave anyway) should tell you something. You can't explain and justify everything with just "well, the community is just entitled and toxic in itself", because the community was formed by the game. Telling "it's the community to blame, not the game" is just a tautology, it's literally saying "dbd players are bad because they are bad", without trying to look for the actual reason why this game brought up such a mindset in the playerbase.
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"Devs doing their due diligence" is when cheaters are detected and banned automatically, and when most of client's actions are server-validated, making cheats like speedhacks impossible. Laying this duty of gathering evidence and filing reports on the community, while leaving the game in a vulnerable state for hackers, is not "diligence".
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@ExcelSword said:
Can you imagine if people could afk and give up in Counterstrike? or in Siege? or Apex legends? The amount of vitriol and flame you would get from both your teammatses in those games?
All of these are games were you usually only get one life and don't respawn, and so there is some sort of expectation to play out your games, and punishments if you don't. if you stack up too many then you aren't welcome in the game anymore.
I really don't get why people want a free pass to leave every single game, you are just making the match miserable for all 5 people involved because something that you didn't like happened. If you hate playing the game so much why are you still here? Go play something else that makes you happy.
DBD is not the most toxic playerbase that exists. But it definitely is the most entitled of any game I have ever played.Imagine comparing DbD to symmetric competitive shooters like Counter Strike and Siege. What else would you compare it to? Hockey?
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@Souplet said:
I just pick lightborn on most of my matches and watch them cry in the post game screen
Its always funny to see a wannabe bully squad still trying to flash you after they obviously noticed you have lightborn.
Yeah, but it's a waste of a perk slot. Something as basic and necessary shouldn't require a whole perk. Survivors got basekit BT, yet killers still can only dream about basekit Lightborn. So the previously mentioned solutions about slugging builds is much better in my opinion, not only you deny survivors 318 of their god-mode and bully perks which activate only after pick-up or unhook, but also make them extremely salty.
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@Atom7k said:
I stopped playing survivor because of survivors instantly quitting the game or killing themself on hook. Then I stopped playing killer because of the sweatfest swf comp situation we are currently in (+ bully squads).
Overall the entitlement and toxicity in this game is on a dangerous level.
I already saw lots and lots of people quitting the game entirely and even veterans and content creators are leaving.
On the killer side however I did notice that in more then half the games the suvivor who gets downed first quits.If a survivors who gets downed first quits, then it's probably not a bully squad.
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This is the pure example of a typical complaint about "why survivors started throwing and leaving so much". When you know exactly what people hate and find obnoxious, pick the exact hated and obnoxious build just to mine some salt and make people quit, survivors actually quit, and then a bit later you create a thread about "survivors suddenly started leaving too much, surely it's because of their entitlement, I guess we must increase the punishment!"
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712809#Comment_3712809
That would require more effort and time. Given the lack of fortitude they display, it will at the very least inconvenience them. Besides it's easier to report.
Still less effort than actually playing the game they desperately want to leave. And you can't report someone who is deliberately playing like a genuine potato survivor.
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SoloQ is in the complete Inferno state at the moment, and the devs actively refuse to address the issues. I started encountering people who rat out teammates to the killer for a hatch in half of my soloQ games now, that's why for now I try to play only killer to keep what is left from my sanity.
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@Mooks said:
The only issue acknowledged and fixed was strobing which was literally a health hazard.
Why are the standards so low for a game that deserves more?
you could have worded this better/not directly after one another…They prioritized the right issue first
Still doesn't explain why they can't just killswitch the perk that has been ruining games for over a month.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711537#Comment_3711537
Both roles arent that hard. The sooner we get away from us vs them - arguments, the faster we can come to actual solutions.
There are three distinct roles in this game: soloQ, killers and SWFs. SWFs make the game miserable for killers, and killers make the game miserable for soloQ. And since both soloQ and SWFs are in the same queue and play by the same rules, it's impossible to balance survivors in general with the killer, because of this "fork" in the balance. And nothing can be done until the devs address this core balance issue. So this Us vs Them could actually be quite beneficial for the game's health and future if in US we unite both killers and soloQ, and in THEM we put SWF and push the issue further. The simple Survivor vs Killer debate is indeed misleading.
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@Bafugaboo said:
The game requires sweating from either side which since this is not a competitive game makes it not worth playing anymore.
It is competitive since they introduced MMR and DC penalty. The standard attributes of any competitive game. The best way to see the difference is to compare Casual and Competitive modes of games like TF2, who have both. One has DC penalty and MMR, the other doesn't. And if the game has all major mechanics of a competitive game while declaring itself casual - it's called an identity crisis, when the devs themselves don't even know anymore what the game is supposed to be.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712791#Comment_3712791
It is very obvious but you can't prove they didn't legitimately need to go afk or were somehow distracted or simply just forgot they needed to do it.
Yes, 99% of the time it's someone giving up but there can be edge cases where someone just happened to go through the same things in-game but didn't actually mean to kill themselves.
A better solution is to just remove self-unhook attempts unless you have an active Deliverance or are on basement hook with… Wicked I think it's called. Could also just remove the second stage skill checks or make it so you at least don't die after not inputting anything twice, just have the bar go down a little just when you miss one.
Of course, in this case all quitting survivors well suddenly stop attempting to leave the game, and instead will forget all the reasons why they wanted to leave, and start playing normally, slamming 'em gens and looping 'im killer like never before! And by no means will they just run to the killer after every unhook, all while dropping every pallet on their way just to spite everyone, this will never happen, right? One genial solution after another.
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Curing the symptom instead of disease thread #3481
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@PilotVolt said:
As it stands right now the game is HEAVILY Survivor sided, and I've tried to think about this question myself. It's hard but I feel like if I could only do one thing to help it would be to either increase how long gens take, or nerf all of the Survivors gen-repair-speed things across the board.
The second thing I would do is remove the 8-Regression Event cap on Gens. I'm not sure why BHVR thought that would be a good idea. Sure it doesn't come into play many times but when it does it's usually on a heavily-contested gen. BHVR might as well have just removed gen regression.
The game was never survivor sided, it's SWF-sided. If you want to get disillusioned about the "survivor-sided" - just play a few soloQ games and see for yourself how "fast" the gens get done in there. SoloQ survivors are at the complete rock bottom of DbD food chain.
The gen kick limit was introduced as a band-aid to a few specific builds for Skull Merchant and Knight, who could keep the game hostage endlessly kicking 3 gens. So yeah, it's a stupid mechanic introduced just to fix another stupid thing they introduced before without having thought it through. Most, if not all, new mechanics in DbD have a similar history: new BS to fix old BS, and then requiring another BS to combat this created just now. The gen regression itself, as well as the ability to kick gens, was added as a fix to the old strat of 99-ing all gens on the map and then quickly popping them. But this one was a good fix, which is unique for BHVR, so this mechanic stayed for almost the whole lifetime unchanged, until, well, Skull Merchant happened.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712623#Comment_3712623
That doesn't hold up, statistically. High MMR has higher kill rates.
Only for solo, for SWFs high mmr = higher escape rate. Plus, these stats say nothing about low MMR specifically: there is a huge difference between potato survivor at the bottom and decent survivors at mid mmr.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712466#Comment_3712466
The game's sale description says you can play either as a lone wolf or a team.
"Survive Together… Or Not
Survivors can either cooperate with the others or be selfish. Your chance of survival will vary depending on whether you work together as a team or if you go at it alone. Will you be able to outwit the Killer and escape their Killing Ground?"Per MMR, it was changed not long ago that the result of team mates can influence your ranking. You get better MMR gains when team mates escape with you, and even if you die, you get better gains the more team mates that live. So there is a degree of variance. Hatch doesn't affect your MMR at all. It's neutral.
So, the game's description just proves what I said, the game is designed to be 1v1v1v1v1 in soloQ.
Per MMR, it was changed not long ago that the result of team mates can
influence your ranking. You get better MMR gains when team mates escape
with you, and even if you die, you get better gains the more team mates
that live.According to wiki, what you described only works if you queued as a SWF, not as soloQ.
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A new killer has to deal with new survivors, who usually don't do gens and don't know how to loop, hence games for new killers are a breeze. The lower the skill level of the players, the stronger the killer role.
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They finally got a chance to boost their Knight DLC sales, so please, be patient and let them get the best from those hype purchases. Then they will fix it as usual. You should be thankful it's not a licensed DLC perk, because in this case it would take them years to fix it, as it did with ye olde DS.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712453#Comment_3712453
this is not about the game, but about the mindset of players lol. You can actually play with some quite decent team that literally play as mid level SWFs.
Well, it is partially about the game. The hatch mechanic, and the fact that MMR only counts your personal escape, separately for every survivor instead of giving the win or lose to the "team" as a whole, as it's done in team games, proves that the devs incentivize such mindset. One might say that altruistic players who are ready to risk themselves in order to help teammates are playing in opposition to how the game was intended, since they risk losing their MMR by helping the team.
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@NarkoTri1er said:
because killer players understand the trouble for the team having one player leaving prematurely, while the survivor leaving doesn't care at all. SoloQ thing
In SoloQ, there is no such thing as "team". Your "teammates" are more often than not more dangerous for you than the killer, sometimes even cooperating with the killer to lead him to you and kill you, taking hatch as a payment from the killer. I never had to hide from the killer as much as I regularly have to hide from a teammate who is trying to lead the killer to me. Even MMR does not count survivors as a team, for MMR it's literally 1v1v1v1v1, everyone for themselves, it's not even a joke. So why should soloQ players care about their opponents when they play free-for-all? Until this situation is fixed, there is no point even talking about "team" in soloQ.
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@JPLongstreet said:
Their servers have been wonky worse than usual since the last big update that's for sure. Unfortunately their DC penalty system doesn't differentiate between connection issues or manual disconnects, and treats them all the same. Otherwise it would be open to too much abuse by yanking cords etc.
Whenever they do have to turn off the penalties for whatever reasons players leave for minor inconveniences, and the games quickly get out of control.
Yup, it's not like with DC penalties present people ever ragequit by letting go on hook, everything is great!
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Players who deliberately play toxic in order to mine salt usually have public profile with open comments, so that they can collect them as some kind of "achievement". I don't believe that most of your toxic teammates/killers have hidden names, it's more likely you are trying to notice them more while ignoring all those times you were sandbagged or BMed by someone with an open profile, because it's more customary for DbD.
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But hey, on the bright side, the devs finally implemented the "high ping killer" indicator, after several years in development! So now you can clearly see the evidence of the killer lagging. Not that it's reportable though, and you can't DC without a penalty from such games, and of course you can't see this indicator in the lobby, so it's only there to mock you, telling you about the issue you can't do anything about. But at least it's something, right?
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@OmegaXII said:
You know, I thought DC in any online games are hugely despised by players, but apparently DBD doesn’t.
In DBD Survivors actually start justifying DC just because matches don’t go their way.
See Killers you don’t like? DC. Noticing Killers bringing Meta Perks? DC. Get caught first? DC.
I mean, what the hell is happening here??
Because DbD is not "just any online game". You can't even compare it to anything else. There is not a single game out there where the general state of "ridiculously unfair" became the norm to be tolerated. Most of the games where DCing is frowned upon by the community are not even asymmetrical, let alone not so imbalanced or frustrating.
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Enduring. It should once again work against DS stun, as it did before it was nerfed to the ground.
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@alaenyia said:
I am sorry you are getting these trash survivors. I have had this kind of match many times and it is very hard to play against a killer and a survivor both. If you can record it, even on your phone, you can long-form report it. Unfortunately console has no profiles so it is anyone's guess whether they get any consequences.
The problem is how much of a chore it is to record literally every your game and then fill the form, without any feedback. But judging by their update history I guess we can't even hope for an automatic in-game recording feature, something like what Source engine has since 2004. So now it's either this chore or that suffering, pick your poison. I usually play whichever role gives BP bonus at the moment, because I prefer quicker queues, but I guess I'll have to go killer main for a while, and only join Survivor queue to finish archive challenges and then go next, let someone else participate in these Survivor vs Survivor duels.
@Nazzzak said:
This happening in half your games is pretty crazy. Last time this happened to me was back in Jan or Feb, and the time before that i cant even remember because it was so long ago. Any chance it might have been the same killer player you were getting matched with? Maybe he had it out for you?
I'm pretty sure it's not the same person through all of those games. The fact that you don't encounter such players suggests you play at high MMR, or maybe it's a regional thing.
@[Deleted User] said:
10 out of 20 games I think this is a bit of an exaggeration.
I wish. It used to be an exaggeration in the past, but this time it was something. This is why I felt like creating a thread about it: sandbags and rats are business as usual for soloQ, so you can't surprise anyone, but not when you can get a whole streak in one day.
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@appleas said:
Calling for DC penalty to be removed just offers temporary satisfaction and is detrimental in the long run.
The practice of quitting during multiplayer games has always been frowned upon in the gaming community, DBD being an assym doesn't make it some special snowflake that is immune to this fact.
Ultimately when the devs have fixed all the problematic aspects of the game, reinstating the DC penalty would make sense. However would the community be willing to accept that? Can the players who have been disconnecting over any minor inconvenience because there's no DC penalty suddenely go back to playing out full games without quitting? I highly doubt that, developed habits are hard to unlearn.
At that point when the DC penalty gets reinstated, those prone to DC-ing would find some other way to get out of games quickly which is pretty much the current "letting go on the hook". Doesn't sound like the type of behavior to be encouraged by the devs.Ultimately when the devs have fixed all the problematic aspects of the game
What's the point theorizing about something that will never happen?
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And here again, addressing the symptom and not the disease. Guess what will happen if you remove the ability to let go on hook? Will frustrated survivors suddenly try their best in every match they want to leave? Nope, they will just throw themselves at the killer 3 times, meanwhile dropping every pallet on the map just to spite everyone. Then your games will be even more ruined. What is your next move then? Making pallets unthrowable and survivors unkillable?
If people are so frustrated they keep dying on the first hook, maybe it's better to look into the reason why suddenly so many players feel so bad about every other game?
Also, DC penalty was introduced as an answer to the same whims: "please stop survivors from DCing so that they finally play every match seriously!" Well, does it help you now, when instead of leaving and giving place to a bot, who at least does gens and goes for unhooks, they now just die on hook and remove a survivor from the game completely? You can complain about "entitled survivors" all you want, but in general if you only "fix" the consequences of an issue, while leaving the issue itself unattended, the consequences will only get worse.
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@Xernoton said:
Slugging is not the problem. It's hardcore slugging. There is a difference in that there is nothing wrong with a killer trying to get a second down right after the first (sometimes even downing everyone, if they all group up). But the situations in which a killer completely refuses to hook anyone until all survivors are down are terrible and should really be looked into.
Base kit Unbreakable was a horrible idea but I reckon that when 2+ survivors are on the ground at the same time, it could work. Make it relatively slow for 2 survivors and faster the more survivors are slugged. And for the love of god, rework Knockout. A perk that only works for hardcore slugging is a terrible idea.
Why do you think it is terrible? It's not even such a strong tactic, just go and pick up your teammate, you have 4 minutes of free time until they die.
A perk that only works for hardcore slugging is a terrible idea.
Well, survivors have Boil Over, the perk that only works in bully squads and never otherwise. The same goes for Head On and some others. Funnily enough, slugging is the only way to counter both of them.
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Simple: Escape Based Matchmaking. They know their MMR will drop if they die, so they try to avoid dying as hard as they can, because if their survivor MMR drops low enough, they will be matched with potato survivors in soloQ and eventually enter the Elo hell.
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Sounds like a typical soloQ experience. And no, they won't ban people for hiding and waiting for the other survivor to die, since it's a legit tactic for the hatch standoff. The devs literally said that escape = skill, so if that survivor escaped while you died, it only means he was more skillful than you, at least according to the devs.
