LordGlint
LordGlint
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967764#Comment_3967764
Having some punishment is fine, but that is not what I foresee happening.
People will continue to soft-quit. Other people will start calling for other avenues of quitting to be policed as well. We cannot police everything. We already saw that when given the chance, BHVR will start grabbing innocent players and banning them.
Changing attitudes of players isn't easy, but it can be done. Forcing them into matches that they don't want to be in may hide the issue for a while, but it won't fix the underlying causes.
Like we discussed, if you truly think that most players will DC or suicide at the drop of a hat, for no other reason than ego; well then there isn't really anything to be done, and the game is doomed no matter what course we pursue. If, instead, you believe that this "epidemic" is in fact, a culmination of different issues plaguing the game for some time, well, that would lend itself to my theory, which is that we can alleviate common areas of frustration.
"Like we discussed, if you truly think that most players will DC or suicide at the drop of a hat, for no other reason than ego; well then there isn't really anything to be done, and the game is doomed no matter what course we pursue."
I keep repeating myself on this point. Removing the knee jerk reaction is doing alot. Its NOT doomed. When ppl go on the hook and think "the game is over cuz all Nemesises tunnel" and then they have time to realize they were wrong and the game ISNT screwed just because they were first down, I dont think they're 100% guaranteed to sabotage the game like they could with hook suicides.
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@Pulsar said:
Not super surprising. People are going to turn to anything else that lets them quit. Most probably aren't DC'ing, they'll just be soft quitting. No way to police that.
Perhaps we should start fixing pain points.
This
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967718#Comment_3967718
I have not contested that, have I?
I want to start working on issues, because I do not believe the majority of players play that way.
You HAVE been contesting that though. You keep saying on this thread that if ppl can't give up or DC, they'll just "soft quit" instead. Im saying thats not necessarily the case when people realize their assumed result after their first down doesnt always happen. They're given enough time to see that the game ISNT automatically a bust because the Pig downed them first.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967685#Comment_3967685
Absolutely we can.
This is purely anecdotal, but… I remember around 2020, DCing on down or going next on hook was really not a common thing. It did happen, but it was always kind of a surprise. Same with everyone getting slugged. You'd get one a-hole Doctor or Nurse and then you'd go weeks without it. Not that the game wasn't an unbalanced mess or that it didn't cause any frustration, but all of it was more bearable overall.
However, the day 6.1.0 went live, all of that changed. Suddenly the power imbalance was in your face and trials were hopeless. Granted we're not in the same exact spot now, but trials don't inspire as much hope as they used to. There's a lot of criticism around Survivor having too much time to fool around in the past, but when you look at Survivor objectives that's exactly what they're meant to do.
To be completely honest, the damage is already done and it's incredibly hard to wind back the clock on that (see Skull Merchant as an example) so there's no guarantee that anything could deflect giving up anymore. But I'd be willing to try and see if there is. And giving Survivor more autonomy is a good way to start.
Just for the record... what EXACTLY does that mean "give survivors more autonomy". Autonomy to do what?
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@ChuckingWong said:
School could definietely use some work but not a complete removal of everything in the process. I think the pendulum doesnt need to swing so hard that we just get another hadonfield. Which the OP seems to be pushing to happen.
A bit too much OP scale it back a bit. School definitely needs work but not THAT much work.https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967584#Comment_3967584
Would agree with this with some notes.
Garden is… kinda poo for everyone. Agreed
Eyrie is survivor sided. Main is too safe, safe loops in mid. And then you have killer shack that is also super safe with it connecting usually to another filler, and then a TL back to main. Somethings gotta give with eyrie at some day.
Toba is killer heaven. You have main as survivor and then just a bunch of question marks everywhere else. Dead loop central
The game depends on the killer, and is probably a bit more killer sided when we factor out the obvious bad choices which is an extreme minority of the full killer roster.
Hawkins as stated by others, bunch of dead pallets masking as safety. Easy mid to hold and force survivors to complete upstairs and the portal room. Very killer sided.
Gas heaven is pretty balanced from what I can tell. McMillans and Autohavens are my favorite maps on both sides.https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967625#Comment_3967625
Think that fence has not been a thing for awhile. That video of that fence is pretty old.
That picture can't be THAT old unless the map has been hit again since Houndmaster.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967707#Comment_3967707
"why does this community refuse to understand that winning as killer will raise your mmr to the point where u will get sweats after sweats and same goes for survivor the more u escape the harder the killers u will face…"
Because this is incorrect. You should know that there is a soft cap for MMR. So people who have really high MMR get paired with people who barely reach the Soft Cap. There is no point where you will get "sweats after sweats", yet people like you think that they are special cases who only go against sweats.
And yes, DBD in its core is simple. That you bring up special cases like Singularity shows that you did not understand this message, lol. Especially Killer Mains for some reason think that you must have 130 IQ+ and the looks of a supermodel, otherwise you cannot play Killer, because DBD is such a hard and difficult game.
My 130 IQ and Supermodel looks surely help though, right? Lol
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967705#Comment_3967705
What else do you propose?
We have DC penalties and you can't suicide.
All im saying is it IS helpful. Before we had this, ppl would dip out after afew seconds if they didnt like the map, killer, ect. Its not a perfect system, but the idea that the steps BHVR have implemented is completely useless is a joke. If the guys in the pictures had to stick around longer than 15 seconds, they would've learned they arnt going against "Forever Freddy" as soon as the first hit showed Thana wasn't being used and they took the time to see Dying light wasn't either.
The longer a survivor is in the trial, the more they get to see that not EVERY match is going against some preconceived stereotype.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967698#Comment_3967698
Ive seen no one suicide, obviously.
Haven't seen too many DC's. Seen a lot more just either not really trying, giving up, intentional misplays etc etc.
This was from 2 different games back in the day when "forever freddy" was a thing. Ppl would instantly DC as soon as the match started before seeing what the build ACTUALLY was.
You can say the ppl nowadays arnt doing their absolute best, but adding restrictions to ragequitting is definitely nice for avoiding stuff like THIS.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967685#Comment_3967685
Then the game is doomed no matter what, if the vast majority DC instantly.
I feel like the removal of the self unhook queue did alot. Ppl have the immediate doom expectations when they first get hooked... but by the time they get unhooked and realize they actually ARNT getting tunneled by a 4 gen slowdown killer, they tend to start playing.
I can't say for sure, but I think if that guy who ragequit against my Pig DIDNT have the unhook queue, he would've been able to tell that I was heading to the other side of the map to check gens and it would've turned into a completely normal experience.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967668#Comment_3967668
Zoom out. Why do people hate going down early?
Usually because it is easy to snowball. Once someone is dead at more than 2 gens remaining, the Killer wins.
We COULD address the imbalance of power in both the 4v1 and 3v1.
orrrrrrr, we could keep playing wack-a-mole and start banning more innocent players.
Ppl hate going down...period. I'd have ppl ragequit after going down against Pig with just an average balanced build. The moment they got the queue to self unhook, they were hitting it. You can't really blame it on balance or unfair gameplay when ppl were having that reaction against EVERYTHING.
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My only gripe about badham is hook placement. They REALLY need to add a hook or 2 to the inside of the preschool so its not such a massive pain to get someone who goes downstairs to a hook.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967607#Comment_3967607
No, I could research for it later though. I feel like it was mentioned in a stream, which means it's probably gone.
Think it was right around the time they said no KBM plans for console lol. So who knows, maybe it's different now. Only way we'll know is if BHVR says something.
9 days til we get KBM support...
Seriously though, the basic stuff this game is missing is astounding. They can't really use the "we're just a widdle bitty indy studio" excuse anymore.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967585#Comment_3967585
Pretty sure they said that DBD can't support a video replay system due to how it was coded. Could be different now, but I doubt it
Any idea where this is? I know they've been working on stuff support for spectator mode on custom games. Doesn't seem like a huge leap.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967585#Comment_3967585
And what if it's a Scratched Mirror Myers hiding behind the corner and you have no idea he's there? Do you think the game would detect that?
I feel like you misunderstood what I meant. I was specifically talking about tracking the rate that distance is closed. If you got hit after the distance was closed at a rate of 4.6 m/s, that can be explained that Myers stuck up on you while you were doing a gen or something. Similarly, if you got hit after the distance was closed at 4.0, that can be explained that the Myers was doing a sneaky play and camping 1 location like in YOUR example.
If your hits are constantly after distance is closed by 8 m/s or something though... there's not a whole lot normal ways for that to happen other than "you ran to the Myers".
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967550#Comment_3967550
Hey the doom going 5-16 against Mauga is definitely not feeding.
Or he's just bad. Idk.
Same principle in DBD, except even more exacerbated due to DBDs garbage matchmaking. How do you determine intent?
OW tracks things like dmg dealt, dmg blocked, ect as well. If they track the doomfist is JUST taking dmg and not dealing any after the first round of the game, thats a pretty decent tell.
DBD ideally would have video to fall back on, but tracking things like distance from killer could help at providing context. If you keep running TO the Myers instead of AWAY from the Myers, it can similarly be a pretty decent tell. This of course would need to filter out things like protection hits.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967544#Comment_3967544
I believe it's already been determined that DBD's coding is way too old to support match replay, as much as I'd support the idea. I'd love to see my matches from everyone else's perspective.
So they couldn't implement match replay even if they wanted to.
Who determined this?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967512#Comment_3967512
If feeding got you banned in OW, the world would be a better place.
But also OW would have no players, we all feed a little bit lmao
Theres a difference between getting shot while trying to play and standing out in the open while not doing anything to defend yourself or fight back...
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967515#Comment_3967515
Define it.
Obviously, we already have DC'ing and 4%'ing as ragequitting.
Perhaps we can add intentionally throwing. I don't think they could make definitions strict enough to catch people but loose enough to not punish normal players, but let's give them the benefit of the doubt.
What about just not trying your hardest? Will we be banning casual play? Should we consider No Mither throwing? What about Self-Care? Certain quests or achievements perhaps?
Unless we DEFINE "ragequitting", which you seem to be using interchangingly for an attitude or playstyle you dislike, we can't begin to even think about punishing it.
Theres a difference between running non-meta perks and seeking out the killer to point at a hook. Your right though that the current systems in play suck at differentiating why ppl died. A video replay function would greatly help at giving context.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967490#Comment_3967490
Ragequitters should be handled the same way as hackers, because both groups of people are breaking game rules.That's like saying parking violations and arson should be handled the same because they are both against the law.
Different situations require different levels of priority and different levels of punishment.
In both scenarios, there is no perfect solution. But the correct plan of action, is to keep trying, and keep improving on the detection algorithms.Algorithms aren't great at detecting intent. Hackers are using external programs and/or manipulating code, ragequitters you are trying to decipher why a person played the way they did. How much time is it worth for BHVR, instead of fixing bugs, balance issues, new gameplay additions, etc. to try and solve a potentially unsolvable issue that risks false positive and catching innocent players?
Both parking violations and arson have consequences. No one is saying someone who DCes should get the same punishment as hackers...just that there be consequences.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967516#Comment_3967516
There's a lot of people who say they are just going to grief their team if they can't "go next" and BHVR's reporting system is very lacking since if you can't attach a video/image to a support ticket on top of the in game report the likelihood of any report based on in game behavior leading to any action is basically 0.
This is why a video replay function really needs to be implemented. Currently once you leave a match, if no one was recording the match themselves... the evidence goes poof. If they had a video showing everyone's locations and PoV that stayed for you to look at for your last game or 2, it would not only be great for adding to reports for griefing, but also for cheating.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967508#Comment_3967508
Yeah except giving up isn't breaking any rules.
You can't possibly force people to try.
See, thats the part I dont understand when you compare DBD to other multi-player games. If I get fed up with my team on Overwatch because they didnt pick who I wanted them to or something, so I spend the rest of the game immediately jumping off cliffs or feeding the enemy's Ults... Thats gonna trigger flags and I'll get punished. They arnt going to assume I just REALLY suck and thats why I had a 0kill 0assist 3000 death game.
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@GeneralV said:
Speaking of DCs, my most recent killer game had two:
https://us.v-cdn.net/6030815/uploads/YER511YJLUIC/image.png
The Adam with less than 10k points was running around trying to get a flashlight save… and not doing anything else. I guess he didn't really want to play, and once he realized I had Lightborn he was out.
The other Adam I have no idea why he disconnected. He unhooked someone close to my location, and since he was the unhooker I went after him, as I don't like tunneling. I hit him, he collides with a wall during the speed boost, I down him and he immediately leaves. He made a small mistake, but it happens. No need to DC.
The SM DCs continue, lol
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@Virtualguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967303#Comment_3967303
That is a good argument and I fully agree with you. Though I still think it should fill up just very slowly, like to the point where they would likely stage so it can't be abused but would be enough to free a survivor if the killer was camping some.
Im also guessing one reason they dont want to make the areatoo big is because the game doesnt differentiate different floors.
If I hook you HERE on temple for example
The game thinks im facecamping if I stand here
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@Virtualguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967303#Comment_3967303
That is a good argument and I fully agree with you. Though I still think it should fill up just very slowly, like to the point where they would likely stage so it can't be abused but would be enough to free a survivor if the killer was camping some.
Im kinda surprised it hasn't been mentioned yet, but imo a huge oversight was to include slugged survivors as a reason to not fill the bar. Other stuff I'd be hesitant on changing, but currently if a survivor is downed near the hook, they have to start crawling away for their teammate to get AFC progress.
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@Virtualguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967233#Comment_3967233
The issue with this line of logic being that killers can just camp 1 meter outside of the anti-camp range and whenever a survivor tries to rescue the anti-camp feature does not activate despite the fact the killer was 100% camping.
Which is a nice argument on why the area should be bigger, not an argument that the bar should fill while a killer is in chase. We REALLY dont want a strategy to be made around purposefully bringing the killer to hooks so the person in chase can also act as the "unhooker".
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@Rudjohns said:
Isn't dbd already casual?
Not really, the amount of perks to learn and unlock make it so its not something you can really just pick up and play. Mario Kart for example is something you can invite friends who are hanging out with you to play afew rounds with, even if they've NEVER played before. You can't really do that in DBD outside of custom matches.
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I feel like if we just took the game exactly how it is, slapped a "casual mode" sticker on it and didnt change a thing other than removing MMR... it wouldn't work. If they had a similar system as the classes in 2v8 though, we MIGHT be able to work with that.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967080#Comment_3967080
Filling the bar even when there is a "chase" around the hooked Surv, like right around it because the killer is camping. The bar absolutely should fill even when there is a "chase" directly next to the hook, I stated replies ago why it should be in the game, but you chose to ignore that and type literal nonsense as if you were having a convo with yourself lol
If the killer is chasing someone, they aren't camping. I fully agree the bar should fill if a killer is there OUTSIDE a chase, but the killer has every right to be there while chasing a survivor.
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@MechWarrior3 said:
That’s impressive! Great stats!! For sure!
If I may ask you something, if a survivor gets stuck in a trap really far away, should I even bother to try to get them?Also what are his best addons to use?
Iri stone and honing stone are probably his strongest. I've been using them lately and have only had 1 team who actually beat me this week.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967086#Comment_3967086
It's about who goes down/who gives up first. The Killer could just as easily leave chase as Survivor could unhook/leave hook. The one that's at the biggest disadvantage is the player on hook who has zero autonomy over the situation (unless they have a self-unhook perk). There's no ideal solution that will equally benefit all 4 Survivors or Killer, but it shouldn't feel like someone is catching strays.
It shouldn't turn into an advantage to lead a killer to the hook. The idea that a killer should give up on a survivor who runs to the hook is dumb. Thats obviously not the same thing as camping. Roco was suggesting to increase the range of the camping area, make the bar fill faster AND fill against killers who are in chases. It shouldn't be a strategy to loop the killer around the hook for 10-15 seconds so your teammates can unhook themselves.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967080#Comment_3967080
I don't know what the ideal solution to that would be since it's a battle of attrition. Ideally the survivor on the hook would be favored above all else.
What do you mean?
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966546#Comment_3966546
What are you even talking about lol This is literally what most Killers do, they stand around the hook area and take chase around it to ward off Survs and then continue standing around the hook; the anti camp meter is a complete joke and needs a rehaul, especially now that hook attempts have been removed aside from perk or one offering. BHVR did announce they were going to be looking at anti-camping, so I would bet that reworking the anti-camp meter would be the easiest thing for them to do.
You mentioned filling the bar even when in chase. Thats completely different than a killer just standing near a hook. If a killer does what YOU said and doesnt actually chase ppl, the chase mechanic will turn off after afew seconds. Theres no reason for the bar to fill while a killer is actively engaged in a chase, just because the survivor being chased doesnt want to leave the hook area.
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@I_Cant_Loop said:
I don’t even know what “slowdown perks” is suppose to mean. Every killer perk is a slowdown in some way. Every killer perk either directly or indirectly serves to keep survivors from completing their objective faster.
Insidious is really bringing survivor progress to a screeching halt
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966275#Comment_3966275
Yea I mean, you're citing a very hyper specific scenario that wouldn't even gain a benefit from almost anything I suggested anyway, so it really doesn't matter. What matters are the Killers who are tunneling/camping/slugging from the jump in matches that deny Survs (often SoloQ) any sort of interaction, not hyper specific SWF moments that again could be counteracted in many many different ways lol
Also no. Very often Killers will just sit a few meters away priming up to down anyone that goes for the unhook. Survs get in view and try to bait them, it doesn't work or they take chase around the hook until the Survs get away and then they just go back to standing a few meters away. It is often complained about and it literally is what happens in most SoloQ matches. Look, I'm just explaining why Survs were exiting their matches and why they still do exit their matches and why they will keep exiting their matches. BHVR further punishing Survs and taking away player agency to force them to stay in matches, isn't treating the real issue here and it's made the game worse.
If the killer is sitting at a hook and not chasing, thats obviously not the same thing as chasing near a hook. Please stop lumping them together. Im not talking about a killer being by the hook not in a chase... im talking about the killer actively chasing ppl who have full control of where they can run to.
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@tjt85 said:
I kinda hope Disney buy Netflix one day (I mean they may as well, since they already own pretty much everything else).
Might be the only way we get a Squid Game chapter or Robin and Eddie from Stranger Things.
They ruin every IP they buy though...
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966286#Comment_3966286
It was great feeling when you saw suspicious names or survivors and you swaped from trapper to billy,nurse abd they then swaped full flashlights squad.
Well I suck at most of the top tier killers. Been playing alot of Trapper the last few days.
Not sure if its just because of the event lobbies or what, but I've been slaughtering with him, lol
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966279#Comment_3966279
Thats one of many reasons there were some bugs, personaly I kinda like it you could react to survivors swaping teams or full medkits/toolbox lobbyes.
Oh for sure. I thought it was funny to swap to Plague if I saw a bunch of medkits. I just also get that obviously I should have a different Lobby when I play on my main than I do when I play a killer I suck at.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966259#Comment_3966259
Back then killer had tools to deal with them like you could switch killers in the lobby ( they remowed it because of bugs like legendary mayers with chainsaw etc.) so inta billy with ebony mori was answer for all problems one mistake for survivor and he was out.
They removed killer swapping way after that. They wanted to track an MMR rating for different killers. Getting a lobby with a low MMR killer, then swapping to your main would've been an issue.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966268#Comment_3966268
If BHVR was smart they would change SWF, even something as simple as not allowing duplicate perks.
The Killer often camps the hook and doesn't take chase, just keeps the Survs from getting close while the game registers it as a "chase" and so the meter doesn't fill, not that it even fills relatively fast anyway. It definitely should be changed to where you can unhook yourself if your teammates are keeping the Killer occupied around the hook as the camping meter should continue to fill for a self unhook before 2nd stage, that would punish camping which is something this game needs early on.
Yea idk, this isn't 2019 lol I have never in recent years been denied a hook because of a sabo since hooks are littered everywhere lol Oh they sabod that one hook, okay I'll walk to the one 10m away and as far as flashlights go, again, maybe an initial attempt to blind if I pickup carelessly but really you can easily smack the lurker and get them to go away. So really no, in very coordinated SWF's there sure is a risk of hook denial, but not in typical matches and certainly not in SoloQ, unless the Killer is being super careless in which they should get punished.
Again, slugging/camping/tunneling has a place in the game, but it shouldn't be at the start of the match.
So overall, no, I disagree with you on everything. It seems you just would like the game to remain an unbalanced mess since you benefit from it, which is your choice after all, though not a very good one.
If I have 3 ppl swarming a downed teammate after the first down, does it really matter if its at the start of the match or the end? The counter to sabo/pallet/flashlight saves is slugging and trying to down the rescuer. Once again, as long as a hook can be denied, slugging has its place. If that happens after the first down before any gens are done... so be it. Your asking to remove the inherent risk of these plays. The worst thing that can happen if someone attempts a flashlight save for survivors is they go down and now 2 ppl are down. If they just keep popping up and only 1 person is allowed down at once... there's 0 risk.
As for the self unhook, if a killer is camping a hook, the game doesnt see them as in chase. If a survivor gets in chase and leaves the hook, but the killer doesnt... they're no longer in chase. We are talking about a 3 second period here. We're talking about an extended chase around hook.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966220#Comment_3966220
A few off the top of my head. Can be as simple as gen repair buffs that start if a Surv is on the hook a 2nd time consecutively that increases exponentially if the next Surv meets the same fate; which could also really counteract those nasty 3v1s that Killers crave at 5 gens. Survs being able to pick themselves up off the ground. The camping meter getting reworked, not only increasing in speed but with a wider radius around the hook as well as not stopping just because the Killer is in chase with another Surv next to it. I mean there's a ton of different ways to go about it.
All of that stuff can be used tactfully at certain points of the match, but lets not pretend like that time is at 5 gens or even 4, yet that's what most Killers are aiming for. So I think when there are 3 or 2 gens left, the penalties should cease since it's understandable why a Killer could have the need for camping/tunneling/slugging to apply pressure, but not prior to that before anyone has had a chance to actually play, which in SoloQ is what I see more often than not.
I also think another core issue here, is that whatever changes BHVR makes to SoloQ, can lead to rampant abuse with SWF's, which is why I'm always advocating for direct mechanic changes to SWF to further balance out the game.
They're never going to add a SWF only penalty. As far as widening the autounhook range while making it fill while the killer is in chase... The killer really doesnt have much ability of directing where the chase is. If your teammates insist on looping shack while you're in basement instead of taking the chase elsewhere, thats hardly a reason to punish the killer by filling the bar.
As far as the basekit unbreakable thing...again, slugging is the intended counter things like flashlights and Sabo that works to prevent hooking. If I down the would be rescuer, thats hardly a reason for the first person to get up and take the role of rescuer. As long as there's things to deny hooking, slugging has a place.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966211#Comment_3966211
I'd argue it's already getting there. The longer Killer queues were a bad sign considering that the game has been balanced the way that it's been for the last 3 years to help encourage a faster Killer queue. Prior to this more recent go next patch, it was one of BHVR's highest concerns. But now that Killer is the more attractive role and Survivor is still the only way to play with your friends outside of 2v8, I don't see the issues plaguing solo or the queue getting better any time soon.
However, licenses are the lifeblood of DBD. As long as they keep pulling new crossover chapters, the game will stay alive indefinitely regardless of what state it's in. It just becomes more of a turnover with players so the chapters have to come in faster and faster.
The chapters arnt really coming in faster though. We're about to get a survivor only DLC, which makes sense considering the 9.0.0 update didnt have a survivor. They've done midchapter updates plenty before.
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I originally thought the same thing as you, that they can't buff Myers without being an issue with the addon... but then they proved thats not an issue. Tier 1 Myers got a buff with the last Myers update, but they made sure the Scratched Mirror version didnt feel that by insuring the extra speed is only applied when NOT using that addon. I dont see why they couldn't do similar with Tombstone.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966189#Comment_3966189
Yea, I agree. BHVR's gonna need to really put some effort into it as well otherwise the game will just bleed SoloQ players and not only will Killers have longer wait times, but an increased chance of only facing SWF's. The game really isn't viable for SoloQ play rn. Really BHVR should have a system set up that heavily punishes Killers for slugging/camping/tunneling at the start of the match, but once two or three gens are done all penalties cease to exist so it can be used as a legitimate tactic later in the match if need be.
What kind of punishment are you thinking about? Ppl have a tendency of forgetting that slugging is also the correct counter to flashlight saves and such. I had a full team essentially kill themselves afew weeks ago because they REALLY wanted to deny my 2nd hook of the game.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965975#Comment_3965975
Exactly. Though, we cannot be surprised if people know, use and abuse the fact some killers pull their strength from slugging…
Sanest solution would be to be sure that kind of slugging is punished, but we do not have proof this is effectively the case…
Twins doesnt really get power from slugging, its just hooking as Twins is harder and more time consuming than literally every other killer. It takes at least twice as much time to saunder over as Charlotte and get someone to hook.
As for killers like Myers and Plague that have a power gauge draining, ppl would probably be more willing to hook if those timers would freeze while carrying a survivor and restart after the hook.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965847#Comment_3965847
Erm, but if you use the Syringe, the Medkit (and its Add Ons) are gone, so your White Ward does not do anything…
Im glad I wasn't the only one scratching my head on that
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964915#Comment_3964915
That is the difference between sane slugging and toxic slugging.
Letting someone down because you chase someone else is sane and okay. Concept of diversion or additional pressure (2 survivors down will ask for the 2 alive ones to act, while 1 is enough when only one is down).
Letting someone down with the sole intention of letting it bleed-out and wait for other survivors trying a pick-up to make them go through the same thing is toxic.
A killer chaining 4 downs because survivors made a huge misplay, who hook them right after that is normal. A killer actively seeking for these 4 downs, without the intention to hook anyone is toxic.
"Toxic slugging" has nothing to do with any killer in particular though. Anyone can down someone and go search the map for their teammates.
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@CodeDB said:
Swimming in syringes is not recommended….
https://us.v-cdn.net/6030815/uploads/CXBMRT694LKE/amanda-young-saw.gif
Looks like a completely normal well balanced lady that NOTHING bad will happen to...
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@Mr_K said:
Even with it, still gets a bot.
My Trapper is too OP, lol
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965750#Comment_3965750
Its a once or twice every 12 game sort of thing. I think I got out of low MMR hell awhile ago and am getting consistent soloQ matches. (Hitting 5-6 escapes in a row quite consistently hit a 9 in a row a couple days ago) Somewhere in the 60-70%?? win rate as well
Took a long break and came back only in the last like 1.5 weeks. Will see how the 30 day stats end up.
Survivors DC still…. regularly and its honestly relegated to matches like this. Where they will just flatout DC if they see a nurse, blight, kaneki, or a security door.
I did have one dc against a pig game, which funny enough I posted about and the bot that remained actually got out by DHing her lol. It was a 4 out in the end so that was funny.
DCs for survivors in my game are pretty relegated to the top tier killers at the moment. Which hey they were punished at least.Obviously this means we should nerf pig, lol. If they wanted to do a quitters queue instead of a time out, I'd be all for that too. Was just curious if there'd be enough killers to actually make it work. Would be ironic if instead of a 10 minute time out, ppl got a 1 hour queue time instead.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965699#Comment_3965699
But there are systems that many games put in place that prevent stuff like I am talking about in my OP.
LoL has all of these. With detection software that analyzes thousands of games through replays of player behavior they have. The honor system rewards positive players. And placing leavers and throwers in their own que in low prio
Theres stuff we can do furthering a system around giving up clearly.
Reasons for it are definetely another route, noone wants to play an unbalanced mess of a match. Still dishing out punishment (like in my OP) Kaneki is absolutely god awful to face, as are most of the "top-tier" killers because what makes the "top-tier" is around the fact that they are just unbalanced messes or unfair (in most cases).Sidenote btw... I dont play nearly as much survivor as I do killer, so maybe I just dont see it. Do killers regularly DC in your matches? If your gonna have a separate queue for griefers and quitters, you'd need people to fill both roles. Obviously there's 4x more survivors, but there seems to me to be way more than 4x the amount of survivor QUITTING.




