Laluzi
Laluzi
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- Laluzi
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@ImBrakingBike said:
What's even worst is the fact that no one seems to be doing much about it. New animations, skin reworks, fancy new perks, that's all good, but will we ever address the things we've been talking about and complaining from ages?
I report players when they DC at the start of the match or on the first hook, but I honestly doubt those reports are taken seriously. I hope I'm wrong and they do, but with the number of people complaining over and over again about this....
They probably don't do anything individually, but my hope is that they get looked at when a player accumulates tons of them. If I can add one stone to the pile that'll eventually sink these brats, I will gladly do so.
As for the number of people complaining about it, that's just a sheer volume problem. Knock out a hundred serial disconnectors and there's still ten thousand more to go.
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The best part is when they call everyone else entitled for expecting them to stay in a match and not break the rules. The hypocrisy is staggering.
I wish they'd mess with matchmaking so that players with high disconnect rates in recent history would get paired with other players with high disconnect rates. Might change their tune once they get to experience a nonstop stream of games that were going just fine for them, but someone else got mad they were the first one found or the killer didn't fall for a CJ tech or thinks Doctor is unfair and shouldn't exist so always DCs when they hear his terror radius. Meanwhile, the rest of us could actually play the game and not waste our offerings in unbalanced matches that last 3 minutes.
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@PanicSquid said:
I just got Adept Oni, and it was possibly the worst adept so far. You don't get any gen regression, tracking perks, or useful chase perks. None of his perks synergize well with his power and his power is an insta-down, so you can't use it too much or you don't get the chaser points you need.
Congrats! I just got it last match, and yeah. He really hurts without Tinkerer or Infectious or any sort of gen regression, and he's one of the instadown killers on top of that. The inability to use certain powers is probably the biggest issue with the killer adept system right now - the need to stretch out the game and the scaling difficulty with rank are bad, but having some killers only allowed to use their power a couple of times if at all is just arbitrary and ridiculous, and makes some adepts very awkward to get. (There's also some killers that counteract their own perks - Doctor is one of the worst users of M&A, and Hag won't get adept if Devour Hope isn't cleansed, because she won't get enough Chaser points if she instadowns everyone, much less moris survivors early. She's also screwed if Third Seal goes full solo queue and nobody can figure out where to unhook.)
I got Oni's by using the addon that reveals survivor auras if they stand on a blood orb - playing him like an M1 killer with a good tracking perk and occasional speed boost. His perks are all fairly terrible; Zanshin did tell me where some pallets were on a low-visibility map, but mainly I got the adept because I got matched against a really bad team that spent more time hiding than doing gens. If they'd slammed the gens during my first two chases, I would have been smoked. It's impressive how badly his power synergizes with his perks - like, he has an anti-exhaustion perk that activates on hook when Oni gets the most value targeting healthy survivors and mass slugging, and his power encourages survivors to heal ASAP rather than remaining injured. He has an obsession switcher perk that does nothing else other than grant Oblivious in a chase, but no other obsession perks to use it on. And Zanshin is just a newbie goggles perk.
Luckily, the other adepts with a host of worthless perks come on killers with strong powers that are actually allowed to use them. (Wraith and Huntress are basically playing perkless and Deathslinger and Freddy aren't far behind.)
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@PACMAN_117 said:
Ok so what's the reasoning behind stopping people from linking all of a sudden
I heard it had something to do with players being able to collect a massive shard and bloodpoint bonus twice.
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I dislike them, but they're not on the top of my shitlist; there's many maps I hate more. My big issues with the swamp are...
Both sides: Spawns are all over the place; totems are either devilishly brilliant or herp derp, gens can spawn in literal corners of the map, and good luck finding the hatch. The labyrinthine structures underneath the pantry, Grim Pantry's secondary building, and Pale Rose's dock are hyper RNG, and without Windows or Zanshin, you're typically running through them blind. The map is very visually unappealing.
As survivor: There are massive dead zones with few or no pallets; in Grim Pantry, the middle of the map has several gens in no-man's-land, and the Pale Rose has a sort of bendy strip through the middle where the only thing of interest is the hill that might spawn there. There's numerous hex spawns near the edges of the map hidden around trees, and they're an absolute pain to ferret out if they end up spawning there. Lots of pointless log vaults scattered in those edges that aren't long enough to run.
As killer: Grim Pantry's main building's window spawns can be nuts, and the area underneath it is a dead zone for hooks if you down someone there and the basement is in shack. Hell, even if the basement is in main building, you might still be screwed just for the long walk you have to take to get to the correct side. The swamp grass/bullrushes are extremely hard to see through and survivors can disappear by crouching in them in a map that already has low lighting. Gen spread is very wide, with the exception of tight 3-gens that often occur around the shack. Gates are extremely far apart and indefensible. A gate very often spawns right next to the shack and makes pressuring multiple survivors away from that gate near-impossible.
It's one of those special maps that's unpleasant to load into no matter who or what you're playing.
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A bit extraneous. If you want to learn totem locations, you can use a map with red twine (or a rainbow map), perks like Small Game and Detective's Hunch, or play killer and bring hex perks. Really, you can learn a lot about spawns and placements by switching to the other side for a bit.
You can also just ask the killer "hey, where was Ruin?" If they're on the same platform, they'll usually tell you.
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@Lord_Tony said:
I managed to get 4 killer adepts with all these DCing survivors lol
It's easy to get adept if one survivor DCs at the start, and you also get bonus emblem points if a survivor DCs right as you're about to kill them, but it's impossible to get adepts if the whole party bails on you, or if other survivors start quitting or giving up on hook because one of them ragequit early. Kind of a double-edged sword there, and I'm not looking forward to trying to get adept Spirit when I eventually buy her.
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Is this actually a thing and not just RNG? I have been noticing a lot of Hawkins and Lery's recently.
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I'd rather see an emergency medkit with gel dressings. It's a straight buff in every way plus it's less farmable for top-tier items. Being able to generate a purple medkit that you can keep every trial might be a little obscene.
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Licensed? Scissorman, Pennywise, Xenomorph, Chucky, Springtrap.
Unlicensed, I really want to see a werewolf killer. Feels like a vampire's already in the works with how often vampires keep cropping up in the rift lore.
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@a_good_player said:
https://forum.deadbydaylight.com/en/discussion/comment/2368941#Comment_2368941
If you don't trust anyone in particular to define fairness then who decides that dcing is unfair? and who decides it is more unfair that using keys/spirit/insert obvious bullshit mechanich here?
Isn't the answer obvious? I trust the developers to set the rules and put things in the game, and I play the game as it exists. They're the ones who designed it and they're the ones with the most vested interest in keeping it fair for both sides. It's not always perfect and there have been major screwups in the past, including ones that continue on today, but they aim to balance out their mistakes and will continue to do so in the future. If I dislike the state of a game that much, I don't play the game.
You absolutely can't trust random players to be objective about what's fair and what's not. The result is too often self-serving. Like, you're complaining about Deathslinger? Guy's balanced. He's brutal in a chase and can put survivors in lose-lose scenarios in many tiles, so you can't loop him to the extent you can many other killers, but he's slow and has no map pressure, so that's not a death sentence for the team the way it would be against Blight or Billy. The reason Spirit is unbalanced is because she can do the same thing in chase, to an even worse degree than Deathslinger can, but she does have high speed and map pressure. Your idea of 'this killer is unfair' isn't 'this killer isn't balanced', it's 'this killer isn't fair because I can't loop him for 3 minutes.' Spirit I can understand, even though I'm still irritated about the disconnects because most people quit before they even check if the Spirit is good or not. But. You'll see players who say "I DC if I get Spirit", but you also see players who say "I DC if I get Deathslinger" or "I DC if I get Wraith." "I DC if I get Doctor because him being able to find survivors is unfair." "I DC if the killer guards a 3-gen." "I DC if the survivors bring BNP or pop 3 gens during my first chase." "I DC if I get tunneled, and it's tunneling if the killer chases me again at any point in the next two minutes, no matter what I'm doing." "I DC if I get camped, and the killer is camping if they don't leave the hook area immediately or if they follow anyone back to the hook." "I DC if survivors find a key because keys shouldn't exist." "I DC if the killer can't be basic M1 killer looped because that's unfun." "I DC if the survivors loop me well because that's unfun."
If you let the players decide what is and isn't fair? The result is pure anarchy, except instead of violence it's a bunch of screaming gamers in their 20s.
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Eh. I somewhat agree with you, and I agree with the message you're sending, but at the same time... I'm someone who doesn't care about getting kills or escaping, but I'm still not going to have fun if the survivors slam out 5 gens in 4 minutes or spend the whole game taunting me and trying their damnedest to prevent me from doing anything, and I'm not going to have fun if the killer proxy camps and tunnels me to death or slaps me on a basement hook and spends the next two minutes nodding at me. Your mindset is important, but some elements of fun in a multiplayer game still rest on the other players' shoulders.
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I like to run Corrupt at the start and puke on the first four gens. Can typically keep 3-4 infected at a time - and you want to lure survivors near or onto one of them after you've wasted their time running around looking for a safe gen to touch. As has been said above, it's an excellent alarm system, especially when you find two survivors at the same gen, you vom on it (in the same string that you use to hit the survivors - always hit multiple things you were going to vomit on with one charge to save time) and start chasing one, and the other one turns yellow. Always a sign to double back and hit them too.
But after the start of the game, using the puke as a corral system has mixed effectiveness; some teams are still going to be scared of it and it's a great regression protector, and some will just take the sickness, whereupon Vile Purge becomes useless. Playing Plague requires more flexibility than most killers; you have to know how to handle several different situations. If they're not cleansing and not giving you fountains, you need to keep the pressure up in chases and find time to clean out pallets; if they are cleansing, you need to find an opportunity to nail several of them at once, try to get them to cleanse in good locations for you, and make sure that they don't wipe your fountains. Discordance is great on her because it points you to your targets, but unhooks are also good spots to menace with Corrupt Purge because it can't be bodyblocked.
Doesn't really need to be said, but don't (green) puke on a survivor if they're already injured unless your aim is to tempt them into using fountains. Puking on an uninfected hooked survivor is good if you need fountains; otherwise you're giving them a free instaheal and freeing up someone else's time. But on the flip side, go out of your way to puke on a survivor if they have Iron Will or it's a corn map. The sound tracking is invaluable.
If a survivor runs in straight, predictable lines, puke on them and then go right into the M1 (they don't get a speed boost if you injure them via the green puke.) If the survivor spins and janks, they're giving you free distance, so just M1 the first hit and get ready to have a normal M1 chase. Also keep loosely in mind how long the survivor has been running from you and how solid of a hit you landed on them with puke - sometimes it pays to wait out the hit when you think a healthy survivor might have an almost full infection meter. If a survivor suddenly stops running in chase and begins walking, that is a sure sign that they are 99ed and you should M2; M1ing gives them a free sprint burst. Trapping a survivor in a corner is a free down with Plague if it ever happens; Vile Purge them fully and then M1.
Only puke on vaults/pallets if the survivor is uninfected and you want to drive them away from the loop because it's too high-walled or rounded to hit them easily. Typically it's not worth it and smart survivors will just take the infection anyway and continue using the effective loop.
If you want a sneaky Plague build, I'd personally ditch ToT and Dark Devotion and try Hysteria. She's one of the killers that can keep players injured easily and you'll get a lot of Obliviouses on her. Tinkerer's alright, but she's not fast enough to protect gens, only to get easy downs from the sick survivors working on them once they pop.
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Spooky Myers. Absolute best experience in this game, playing against him. Peak fun. You can run, but you can't hide.
I'm also afraid when I see Bubbas, but that's less out of nervous excitement and more dread that I've just wasted all my offerings because this is going to end in facecamping. I'm always pleasantly surprised when I get a Bubba that actively chases people and plays him like a normal killer instead of hard camping.
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@a_good_player said:
https://forum.deadbydaylight.com/en/discussion/comment/2368603#Comment_2368603
"fun" in this contest means that does not give an unfair advantage and that has counterplay, so its objective and experience players will be able to say what is and what's not. If you personally find something unfun/unfair, but more experienced players say that's fine, that's your problem.
"I don't find RTS games fun; does that mean I can quit every match of Star Craft 2?" - this sentence is idiotic and i shouldn't need to explain it.
"If people can't be mature enough to accept that their opponent does not need their permission to do anything; then they should not play PvP games. 🤷♂️" - If you aren't mature enough to accept that your opponent does not need your permission to dc from an unfair match; then you should not play PvP games 🤷♂️.
First off - you realize it's explicitly against the rules to disconnect deliberately, right? Like, I can report you for doing it if you pull the plug in a game I'm in. It's listed under one of the Unsportsmanlike categories. Mods delete posts that admit to disconnecting at will. And it's this way because if people were allowed to disconnect when they didn't think something was fair.. this is an asymmetrical game. One side having fun - making successful plays, outwitting or cornering/losing their opponent - comes at the frustration of the other side, who is getting outplayed and losing their interaction. Add in that some powerful strategies (camping/tunneling/slugging/3-genning for killers, looping/bodyblocking/saboing/flashlighting for survivors) are very annoying to have successfully used on you, and it becomes difficult if not impossible to complete a match when the other players can and will disconnect because they're losing or they don't like the way you're playing the game.
'Unfair' is extremely subjective and horribly abused. Everyone has their own little rulebook of how the game is allowed to be played, and it's not going to line up with everyone else's. So no, that's not a criteria to leave. You say it's fine as long as something has counterplay? I meet plenty of survivors who think Wraith, Nurse, and Hag don't have counterplay. Devour Hope doesn't have counterplay. Ruin/Undying doesn't have counterplay. NOED doesn't have counterplay. Then there's killers who rage because Dead Hard doesn't have counterplay, Borrowed Time doesn't have counterplay, and bodyblocking doesn't have counterplay. Lots of people think they're more experienced and objective than they are. Oh, and let's not forget the people who disconnect because it wasn't fair they got a latency hit and went down 5 feet away from the window. That's nobody's fault but the servers; the killer didn't do anything wrong.
The game is horrible to play right now. I've net-gained a grand total of 5 pips as survivor since the rank reset because so many games, my teammates are just noping out instantly when they see Ruin/Undying or Spirit or Wraith or Hag or Midwich or RCPD or Coldwind or get found first or get downed first or whatever. And in games that do turn out well and all four survivors work together the way they're supposed to, I keep getting killers that pull the plug. I signed up to play the game and I would rather not be paired with players who aren't going to do that because they decreed that something in the game is unfair.
I'm all with @Phasmamain here - all of you disconnecter-defenders should get paired with other serial disconnecters. It's totally harmless and justified behavior, isn't it? I bet you'll have a lot of fun playing with and against like-minded individuals.
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Yeah, I seem to get killer challenges way more often. I actually prefer them unless the survivor challenge is an easy, generalized one like 'complete 3 generators' or 'heal 3 health states.' When I see 'open an exit gate with Laurie Strode' or 'escape the trial with a new item', it's a hard skip.
Killer challenges are easy to do, for the most part. There's a couple that are a little more annoying than they have to be, but they usually boil down to 'play the game with this killer' and I like the excuse to play some killers I normally don't think about.
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@gibblywibblywoo said:
Ugh, no. The dc penalty was the worst thing they ever added to this game.
Why make fun and interactive killers or fair maps when you can half ass it and strongarm players into staying into matches they aren't enjoying.
If you're not enjoying the game, you should maybe not play it instead of joining a lobby and then ruining the game for four other players when you bail instantly because something in the match landed on your extensive 'I personally don't think this is fair' list.
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I haven't noticed this on Sanctum of Wrath yet, but a few times I've gotten an Azarov's with 5 gens on one side and 2 on the other. Pretty busted. The killer's allowed to just completely ignore over half the map for the entire game and doesn't even get punished for it - losing 4 gens to protect your final 3-gen is perilous and you risk not having enough starting pressure on the survivors to be able to defend the final gens, but having your territory locked down at 2 gens complete? Absolutely brutal.
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@Yankus said:
I love when I'm using kindred and being camped and the survivors all just sit around doing nothing for the entire hook...
Ah, that's a familiar pain.
Or the flipside, when you're running Kindred and very obviously being camped, but all three players leave their gens to hover awkwardly around the hook and get into a stare-off with the killer for the next two minutes, not actually managing to save you but getting even more players downed when they do make a move at 5 seconds remaining.
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Nemesis or Blight. Absolute bangers. That said, the killer with the best terror radius is Deathslinger. Don't care for his chase much, but the sheer, eerie menace in that buildup is... well, killer. Friendly Deathslingers are the best thing ever because it means I can just listen to it in peace for the next 15 minutes.
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@Enlyne said:
Nothing to really add, I do believe as much that he was wasted, and even though he's an icon (and I get how important that can be) he's a really bad pick for a game like this.
More recent games such as the 7 and village had more human-like/sentient and potentially better for powers regarding dbd, Nemesis is just plague 2.0 now with zombie AI, its as good as it gets and now nobody will play her if he exists.
It really just boils down to being an icon and not being the best for this game.
I thought that'd be the case at first, but Nemesis and Plague have totally different playstyles. Their similarities are only superficial. Plague creates lose-lose situations around cleansing and has an insanely powerful ranged attack that survivors have to give her; Nemesis has almost no benefits to survivors 'cleansing' and a much weaker ranged attack that he builds up over the course of the match and can get on his own even if he can't hit survivors at all, and unlike her, he never powers down. Nemesis is also a pallet muncher like Demo - who he plays much more like than Plague. Plague is a snowballer with powerful anti-stealth.
Anyway, I like playing Nemesis quite a bit. The zombies are a fun mechanic and very useful for giving you direction during the match, and his M2 is easy to use even if it has the extra health state involved. Yeah, it extends a chase if you infect a survivor instead of damaging them, but I get along just fine when I M2 in places I wouldn't have gotten the M1 hit. Yeah, he's considerably weaker than Nemesis would be, but there's no way his power level could be held true in a game that gives you flashlights and pallets to fend him off rather than high ordinance. I'm having fun with the big guy.
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I'm rank 8 survivor currently and my last game was in a lobby with a 15, two 16s, and a rank 17 killer. Not sure how I ended up in there.
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I'm still getting instant killer queues at night, but during the day, killer queues are significantly longer than usual. I'm guessing event-related; killers make more BP and earn more cakes.
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I also had this bug. You can get it on both Yamaoka maps, not just Sanctum of Wrath - it's attached to a tree-rock-pallet tile that can appear on either of them. Got stuck there as Nemesis trying to help a Yui escape the deathtrap.
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Trickster's are aight, I guess. Nemesis's are fairly terrible, especially his purples and iris. Haven't played Twins yet, but they don't look amazing outside of Victor movement speed, which is nuts.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2366590#Comment_2366590
Deny it all you want, that's fine. I know what the evidence of my own senses for the last five years playing this game has told me. I play Survivor, get little or no bad treatment except from other survivors. I play Killer and get insulted, called all kinds of vile things, dogpiled, doxxed and my kid threatened plus some hate speech on top of it all. Yes, all of that has happened in my time both playing and streaming DbD. These people are animals and it was encouraged by everyone from the devs to the community to the piece of ######### streamers who popularized it and got away with it because everyone was too afraid to say anything to them.
https://forum.deadbydaylight.com/en/discussion/comment/2366599#Comment_2366599
That long list comes down to 'my opponent is beating my ass, I'm not winning and losing isn't fun so I quit.'
People who swear that attitude is toxic still do it themselves, and always have. This is why you drop that 'everything must be maximum fun!' mentality and encourage people to play to win.
I don't disagree that survivors act way worse than killers in my experience, and that even while playing survivor, the majority of harassment I get and witness is from my teammates, not the killer. It's even in a ratio that outstrips the 3:1 you'd naturally expect. But even then, your bias is way too strong for me. Most of what you've said is experience I wasn't a part of and I could only interject my own in a pointless he-said-she-said, but I will say the devs certainly aren't incentivizing disconnecting when their stance all along has been that it's not allowed and ragequitting is one of the explicitly reportable offenses in the endgame screen. So I'm taking all of the 'survivors rule DBD with an iron fist' stuff with a healthy grain of salt.
I strongly disagree with that second assessment. It can easily be turned around on you - people who play to win get myopically focused over the result and start smashing the keyboard when anything goes wrong. People who play for fun don't necessarily care what happens as long as they have a chance to do stuff and make a good play or two, and they're more comfortable with losing. People should play for fun, not to stress over always coming out on top and throwing in the towel whenever that doesn't look like it'll be possible.
Or not. The truth is that it's never that absolute and easy to categorize. After all, people play to win because winning is fun. You can't really split the two in this kind of dichotomy where one objective is prone to bad behavior and the other is all good. What it boils down to is that different people want/expect different things out of a match and different people have different levels of maturity. Or patience, but I'm inclined to think someone who tableflips at the sight of anything they don't like is fairly immature, especially when there's 4 other people involved who stand to suffer for their decisions.
So no thanks. I'll keep my mentality and you can keep yours. As long as neither of us are pulling the plug on our games, it hardly matters.
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@GoshJosh said:
Personally, I'm happy they're gone. First of all: if someone's going to leave, they're going to leave. There's a dang button in the game for it for crying out loud. They already suffer the loss of all earned points, rank, etc. And if they're getting BM'd from either side, why should they be subjected to that torment?
Yeah, so the majority of time I see a DC, it's because somebody got downed first, or because they tried a tech and the killer saw through it, or because they don't like the killer, or because they loaded onto a map they hate, or because Lethal Pursuer showed them strong spawns. There's no BMing in sight, and I'm not happy they're gone, I'm pissed I loaded into the match with someone who was going to dip on me in 0.2 seconds instead of someone who was actually willing to play the game.
At least when the killer does it, the match is over. When a survivor does it, I have to limp through the rest of a doomed game scrambling between hooks with little to no gen progress, wasting my offerings, and walking out with 10k points at the end.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2366579#Comment_2366579
No, it actually is. Killer DC's haven't been crazy until recently; sure, you'd get a Killer who DC'ed while getting bullied every now and again, but now killers are done with the BS and will just drop for any reason. Survivors made that acceptable, remember? 'If i'm not having fun i'll just quit and I don't care about everyone else'.
This is the consequence. So stop with the disingenuous 'its both sides' crap. It's not. It's one side and we all know it.
Uh, no? Raging and disconnecting when you're getting your teeth kicked in is a mentality. It doesn't cleave to 'one side' of players and it never has; it's a personal mindset (and/or a failing.) The same players that ragequit as survivor when things don't go perfectly their way ragequit as killer when things don't go perfectly their way, and vice versa.
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Northerner1907: Let's farm, there's tons of cakes.
The survivors: Ew, no, that's boring.
Northerner1907: Okay, guess I'll play the game normally then.
The survivors: wait that's illegal
But I'm legitimately curious as to what they're reporting you for. Winning? Or did they somehow think you were farming? Hard to see how that misconception could have been made if they were all just running away and so, but jeez.
(As an aside, I wasted a 5-cake game as PH a few days ago because nobody understood that I wanted to farm and I gave up on trying to make friends too late. When I pointed out the giant 'FARM' I left in the middle of the map with my trails, the survivor that stuck around in the chat told me he thought I was just pointing out that we were on Coldwind.)
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They really should have extended the event until after the fixes, or even put a pause on the event and restarted it once the fixes went live. Giving an extension for all the troubles caused, and then scheduling the fixes for five days after the extension ends, is pretty tone-deaf.
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@gibblywibblywoo said:
I honestly don't even understand why it still has it to be honest. There's really no reason to be able to miss it when the perk has so many limitations now.
Kind of agree. DS isn't nearly as powerful as it used to be and the conditions for activating it are much stricter; either you're getting hard tunneled or you spent up to 60 seconds doing nothing. There's not much reason to gate it in a way that only stops new players from using it and doesn't affect anyone who knows what they're doing, aka the players that use it to any clever and dangerous effect versus the ones who are just reacting to getting tunneled.
Other very powerful second chance perks like Unbreakable or Deliverance have no such clauses attached - the specificness of the situation you can use it in and the one-time use clause are considered good enough balancers for the strength of the perk.
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I'd get Clown. I've heard that he'll be the next tome's killer and you may as well have him ready for the challenges.
Though they might list him at a discount at the start of the Rift...
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It's hard to balance hexes when some maps have them in galaxy-brain Where's Waldo-esque spots (Lery's, Midwich, RCPD) and some go 'lol, just drop them somewhere, I don't care' (Autohaven, MacMillan, Ormond.) And then there's maps like Swamp where it's a coin flip whether you get a genius spot or a derp one. I tend to think that a lot of problems with hexes frequently getting no value would go away if they did a pass on some of the older maps. Coldwind definitely got better totem spots when they updated it, for everything else that I hate about the rework.
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Huh. Watching someone stage an argument with themselves because they couldn't find anyone else to argue with is one of the more interesting things I've encountered today.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2365013#Comment_2365013
I am not defending them in the slighest. Would be nice of you to show me the parts where I defended them for their behavior.
I was just pointing out that it is a bit of a stretch to call that smurfing.
I'll admit I mixed up some of your posts with SenzuDuck's.
I wouldn't accuse 3 red ranks and a green rank of smurfing without context. In the context of the players behaving like bullies and pulling the plug when it's turned around on them, I'm not extending them the benefit of the doubt. By this account, they were playing like the kinds of people who would smurf - players who want to dunk on the killer and can't handle a loss. Plus at least one of those players already played enough in those 3 days to get back to rank 1; in my matches, ranks are already settling back into being reliable indicators of players' skill. If anything, the only reason I'd believe you could be right about the ranking down is that if these players constantly disconnect, then yes, it'd make sense for a rank 9-on-reset to become a rank 10. (But if that's the case, it also makes sense that those rank 4s aren't fresh out of rank reset, and they've been tug-of-warring with pip ups and double pip downs.)
It all boils down to me extrapolating more nasty motives when the players in question have already shown nasty motives. But I will admit there's some bias here. I'm a green rank killer and the number of times I get matched with parties like these, BMs included, hasn't exactly warmed me to the concept.
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@Starshadw said:
https://forum.deadbydaylight.com/en/discussion/comment/2364827#Comment_2364827
We have to stop using this as an excuse. First, because it's exaggerated - hundreds of thousands of players aren't going to spends hundreds of matches blocking anyone who is better than them. Will there be a small minority? Probably - but we have to stop letting the small minority of jerks prevent us from implementing good policies that can make the game and its community a better place.
ETA: it would also be very easy to datamine. For example, if there is a player who has literally blocked thousands of players (in order to only go against newbies as you say), that would be obvious data attached to their account - and thus easy to deal with from an abuse standpoint. Basically, gathered data can make it easy to determine who is and is not the problem.
It's not an excuse. I base my assumptions off who'd use the block function on 'did they ragequit or spew salt in endgame chat.'
It's not exactly rare.
I'd be all for a wiser system, like revoking block privileges from players who make too many blocks in a short period of time and retroactively removing all of their blocks - the player segregation brought up by MadLordJack earlier would be ideal - but I don't trust BHVR to implement functioning smart systems after the mess of a chat filter they put out. I'll believe it when I see it.
@OtakaChan said:
https://forum.deadbydaylight.com/en/discussion/comment/2364931#Comment_2364931
Thats one person though you all have a big enough community with cross play now
No, that's a serious issue. If one person can't play the game because they can't get a lobby, they've wasted their money buying the game. It doesn't not become a problem because everyone else can play just fine, because that person has a gamebreaking issue. Granted, I doubt somebody would become blocked by everyone just because they're good, because it's only a portion of players that will block for that reason, but they could end up with very long lobby times as killer because if even one survivor in the bunch has them blocked, they can't be selected as the killer. And there are some players who could push it further. While I'm not exactly shedding tears for someone who manages to get blocked by almost everyone because every match with them is a facecamping Bubba that kebabs the first person they catch to death... I absolutely despise such players and I'd play them a tune on the world's smallest violin if they complained about it, but at the same time, as long as what they're doing is within the rules, it doesn't make sense that they can be effectively banned for it. Like, if nobody in the game wants to play with you, that's definitely a you problem, but the rules of the game have decreed you're in the clear, so... ???
(Though that's because my drug of choice is to gather up all the toxic players and toss them in a pit where they all play with each other. Though, again, such a system has to be written carefully to prevent innocent players from ending up in the dungeon and I don't know if BHVR can handle that.)
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2364917#Comment_2364917
Saying that a Rank 10 close after Rank Reset is smurfing is just grasping for a straw to point with the finger on the Survivors. "Those bad people!!!"
It's really not, in context. I don't understand why you're leaping to defend survivors that were BMing at every turn and ragequit as soon as the tide turned against them. They're already bad people and not players you want to engage with; I don't need to find more reasons to label them as such.
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@OtakaChan said:
https://forum.deadbydaylight.com/en/discussion/comment/2364827#Comment_2364827
I just had a game where a spirit main wanted to far because of the event. Guess what they do. Once getting everything they wanted, hooked my husband and kept slugging us. I got downed and hooked the other bled out thank God one person got hatch. And you want to know why I don't want to put up with ######### like this? Its basically enabling them. And you will der why we have such bad relationships between roles as it is. You ask for sk.ething that ends up needing both sides to comply but you wanna be a dick and sabotage it by blatant lying for an easy game, by pretending. Thats why its survivors vs killers. This bullshit right here is the prime example.
That's not the point, though. Nobody's saying dirtbags that nobody ever wants to play again with don't exist. They do and they're awful. I will always complain about the ingame community and how awful it can be. But wey're saying that if you give people the ability to block them, you also give people the ability to block everyone who does something slightly unpopular (plays Spirit or Nurse or Bubba or whatever killer's in vogue at the moment, slugs for the 4k, uses NoED, comes back to the hook... and so on.) And this will definitely happen.
And acting like only killers are at fault for bad experiences is disingenuous. I've had survivors indicate they wanted to farm, I played around all game letting them pallet stun me and the like, and then they run off and leave through the gates without letting me hook anyone.
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It's way better now that keys were addressed. Even if the survivor goes back for their item, its use is diminished; good for flashlights and maps, amazing on medkits where a little lost percentage removes the potential for a self heal. (Toolboxes were never a good Franklins target because unless they're sabo boxes, they're typically used up at the start of the match.)
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2364840#Comment_2364840
Yeez. Smurfing because of that one Rank 10?
Rank Reset happened 3 days ago, if that person was purple before, they went back to 9 and losing 1 pip brought them to 10. Thats not really smurfing, really.
I'm not really inclined to give the benefit of the doubt to players who play like bullies and then ragequit when they end up losing, you know?
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I'm a friendly Wraith :( I get two hooks on everyone and then follow people around binging the bong, or going invisible in front of a generator/hex/gate and then gotcha-ing survivors who come to interact with it.
That said, while I haven't encountered toxic Wraiths yet, I've definitely encountered a lot of sweats. He's not exactly my favorite killer to verse these days.
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@OtakaChan said:
https://forum.deadbydaylight.com/en/discussion/comment/2364762#Comment_2364762
I don't mind a killer being better then me its the people who play survivors and killers who act like dick face oo la las that I want no parts with.
Just because you would use a system responsibly doesn't mean other people would. We've already seen the community is willing to report players for using certain tactics despite that not being against the rules, and we already see abuse in the endgame chat for bringing certain perks, or playing a certain killer, or tbagging and clicking. It's not really a question that many people would abuse the block function to get rid of anyone they don't want to play against. For some, that'd be 'they're good at the game and I don't want to play against players who can beat me.' For way more others, that'd be 'they used tactics I think are scummy' or 'they played Spirit.' I know that I'd block players who BMed excessively if I had the option.
It's just not possible to create a fully functional block system that wouldn't be used outside its intended purpose.
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They're also smurfing. Guess they really can't take killers that can keep up with them.
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@Torsti56 said:
Survivor have easier master challenges but what makes normal challenges boring is how many times you need play.
Example:
Killer: "damage generator 15 times"
Survivor: "repair total amount of 15 generators"
Killer challenge is easily done in two games but survivor challenge takes you 4 games if you just sit on gens and 8 games if you play normally.
Killer: "Hit survivor 20 times with basic attack"
Survivor: "Unhook survivor safely or take protection hit 20 times"
Again killer challenge is done in 2 games max, even in one game if you just go for it but survivor challenge takes atleast 4 games and probably 7 games to complete.
Then there is master challenges which are much easier to survivors where killers have challenges like
Legion: Hit survivors 5 times with a single use of feral frenzy which is all luck based because they need to be close to each other or in perfect distance to achieve that
Plague: Hit 2 survivors at the same time with 1 corrupt purge attack, do this 2 times in 1 game, again you must be luckiest killer in the world to do that when theres never 2 survivors close to each other when you use corrupt purge and camping hook is probably the best way to complete that.
Survivor master challenges are much easier when there is challenges like: "Stun the Killer 4 times" where you have pallets, Head On, DS, Flashlight save which stuns killer or Unhook 2 survivors, Cleanse 2 totems and finish 2 generators as Ace Visconti" which means that play normal game and challenge is done.
Well maybe it should be that way that other side have easier normal but harder master challenges and so on.
Btw, Legion challenge is only ome I haven't done. I even struggled with 4 hits and haven't even try to complete that last challenge. Maybe I should try it.
I got the 4 hit Legion one by breaking up a heal party, but the 5 hit one I had to farm for. It's just never going to happen in normal gameplay where you find all four survivors in the same spot and they screw up running in different directions.
That said, there's some frustratingly hard survivor master challenges too, and easy killer master challenges. Complete 4 gens with Dark Sense, get 4 unhooks in one game (there's only 6 unhooks possible and you're competing with 2 other players for each one, assuming you're even in a position to; if you're not in a SWF, this is very hard), hide within 10m of the killer for 30s and then escape. Meanwhile there's level 4 killer master challenges like get a 4k with this killer, get a 3k using these perks, and close the hatch.
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Nea's one of the characters who gets tons of cosmetic attention for how many players play her. Getting two outfits in the same collection is a bit weird, but it might just be a confluence of marketing factors - this character sells well and this aesthetic sells well, we already did two relatively unpopular survivors with Zarina and Yun-Jin in this batch, and Nea's next up in the cash cow line, so get to work on her. Something like that.
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Myers is the most outdated, though I hope they keep his playstyle-changing ones. Tombstone Piece is the one that really needs to go.
Legion has several outdated ones that don't help them at all anymore and several more that just aren't good. They can use Frenzy duration, Frenzy cooldown, and one of their iris - that's about it. Freddy, Billy, and Pyramid Head all have mostly useless addons and seriously need some love in that department. Nemesis, Nurse, and Pig aren't that much better off, having a couple really good ones and a plethora of worthless options.
(If you want my opinion on which killers have the best addon spreads - Wraith, Doctor, and Huntress both have nice, expansive kits where most of the addons are helpful in different ways and offer up different playstyles. Hag's are also pretty good, but her highest-tier addons are really iffy and either godly overpowered or absolute trash. Weird purples and iris, amazing browns to greens.)
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@humanbeing1704 said:
Honestly I don't know but the benevolent emblem is broken I swear
This. Benevolent seems to be broken; as far as I can tell, points from unhooking, carry hits, and grasp rescues are counting, but points from healing are not counting. Those points may have been bugged before, because it seemed like you'd get emblem points for all heals undertaken by your team, not just you - but I'm pretty sure it's the other extreme now and that category's just dead.
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I've wondered that myself. I blitzed through the killer challenges - the only ones I have remaining are kill two people in EGC with NOED (I've never used NOED and I want to keep that up) and sacrifice all four survivors in the basement (because ew.) Typically they can be done in 1-5 games. Meanwhile I have tons of survivor challenges left because they have horribly tedious ones like cleanse 20 totems or get 12 unhooks, or ones that really depend on the killer I'm playing against or the flow of the match (unhook 3 people who unhooked you earlier, get 4 pallet stuns in one match, safely unhook someone during the EGC, escape through the hatch.) I think killer challenges tend to be quicker to get because you control more of the variables, but even the grindy ones like break 25 pallets or hit 25 survivors or get 12 kills aren't bad because they're things you're doing en masse anyway, and you can easily shift your build to aid in them. Meanwhile, if I have to farm stuns or blinds... I'm not getting pallet blinds against any ranged or ranged-lite killers, and I'm not going to be able to pallet stun a killer who always respects the pallet. Even killers who don't respect pallets, I can typically only get 1 or 2 each game because they aren't bots and they learn from their mistakes. Cleansing totems is a waste of time if the killer didn't bring any hexes. Can't be chased by the killer for X seconds if it's Victor doing the chasing. Stuff like that.
Survivor challenges also tend to ask players to throw the game doing stupid things more often than killer challenges, which is bad design for team-based gameplay. The only killer challenge I can think of that really needs you to play stupid is the one that wants you to kick 5 different gens in one game. Meanwhile survivors have one-match challenges like point at the killer with Premonition twice (and do it 15 times during the match because getting it to trigger is stupidly finicky), hide within 10m from the killer for 60 seconds, do 2 BT unhooks in the killer's face, get 4 unhooks, lure the killer over to your gen to pop it in their face 2x (now with new Red Herring flavor), drop a pallet to lure over the killer so you can reset it and drop it on them, and keep running up the same staircase in chase so you can drop off it and immediately get hit during the stagger 3x.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2363444#Comment_2363444
Don't underestimate monstrous shrine on a hag with iron grasp and agitation
I'll underestimate Monstrous Shrine all I want. The part I'm afraid of is Hag with Agitation. :P
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2363664#Comment_2363664
I just like it to know whether or not I’m wasting my own time travelling across the map for a downed teammate.
Plenty of times (without Buckle Up) a team mate has been left downed, I’m super far away, they’ve been downed for ages now and I’m wondering “surely some one else is closer to help?!”, I run over and the survivor hasn’t bothered recovering.
Yeah... that’s still a thing.
So I like Buckle Up for this. Knowing whether it’s worth my time. And yeah when I get there after their aura is fully white, pop em up and we know where to NOT run.
I just watch whether the slug is moving. No? Then wait ~30 seconds and they're ready to pick up. Yes? Are they going really fast? Tenacity, they're probably healing, and unless it's a Tapp, I'll suspect they've got plans of their own circa Flip Flop and Power Struggle. Otherwise, that person isn't healing and I should ignore them. Mostly reliable, and I'm not willing to spend a perk slot on the ones that fall through the gaps.
Buckle Up has the ghost of a good concept, but there's so many things wrong with it. The aura read being 48m instead of mapwide means you have to run across the map to check if the person is worth picking up in your scenario, because being super far away doesn't tell you anything. And the core idea isn't that strong due to being able to reliably guess the answer most of the time; it needs to actually give clutch benefits around slugging the way WGLF and Soul Guard do. The after-the-fact aura read isn't that useful. There's generally two situations you pick up a slug; either the killer is chasing someone else/left the person because of DS and they're otherwise occupied, or they are nearly on top of you and you don't need an aura read to tell you that.
That said, I really like the proposed idea of giving it a Kindred killer aura read whenever someone gets downed; that'd be exceptionally useful information for whether it's safe to pick up a slug/creep forward for a flashlight save; it tells everyone the difference between the killer stopping to kick a pallet and the killer leaving the area. The one issue I see with that is that if the killer slugs and then starts chasing another player, the slug can crawl towards where the survivor is looping and give total aura read to the teammate. Could be kind of busted in conjunction with the slug moving under a pallet, because the killer can't pick them up to stop the shenanigans. It's different looping the killer above a slug than it is looping them around a hooked player; the time limit on the latter is much more strict.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2363285#Comment_2363285
what changed with Bubba?
It used to be his chainsaw sprint was just really, really bad; you slowed down at the start of the sprint, and you'd basically only hit a survivor with it if you were hugging their back when you revved the chainsaw (and they didn't reach a window or pallet in the meantime.)
So it was still good for camping hooks, but it wasn't viable for anything else. Billy outclassed him in every way. Oh, how the tables have turned.