Maelstrom10
Maelstrom10
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Comments
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@ClogWench said:
Unfortunately it's impossible to make someone sick permanently but you're right, those would make for much better add-ons
By permenantly sick I meant all fountains would be used up (due to a more limited amount available) meaning there's no way for them to cleanse themselves
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@White_Owl said:
Oh boy, suggesting a reasonable change for the Nurse to make her more in line with the Spirit, on the DbD forums? Rookie mistake...
Yup, and considering the only responses I'm getting are killer mains assuming I'm just a bad survivor who thinks the nurse needs to be "nerfed to hell". No I've put in the time to learn her and consistently get 4k's in red ranks. (I play both sides equally)
People just don't want nurse touched just like they don't want d strike or noed touched.
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@NoShinyPony said:
Your suggestion would make Nurse Freddy-tier. I'd suggest that you learn to play her so that you can get a better feeling for which changes could be reasonable.
I'd leave Nurse as she is, just some of her add-ons might need some adjustments.
*assuming i don't know how to play her
*gets consistent 4k's at rank 3 (highest i've been because i don't care about rank)
*suprised pikachu face.
But on a serious note the one thing that makes nurse so good is her ability to know where survivors are within her vision, and immediately travel to them to attack them. this simply opens up more blindspots for survivors to hide within.
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Did you even read the post mate :/
@Fenrir said:
She not getting changed and thats final
I believe the devs had said at some point they wish to look into tweaking nurse. i just wished to put my ideas out on how she could be tweaked to retain her power while nerfing her.
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@Unnamed_Freak said:
Killers and Survivors cost 9,000 iredescent shards, so buying both characters is 18,000.
Ah I see thank you for letting me know! I'll probably just buy the spirit outfit with shards then get the chapter with irl money
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@Iceman said:
https://forum.deadbydaylight.com/en/discussion/49895/new-locker-based-build
You have to sprint to the locker in order for quick and quiet to activate, therefore you will not be able to use head on because you will be exhausted. I’m pretty sure the devs was aware of this when creating the perk.
Wrong! so long as you exit a locker while sprinting, and quick and quiet is off cooldown, quick and quiet will activate making the no noise as you exit a locker!
(that being said its useless for that side of the build, i added quick and quiet so you could pull off a locker duke to buy time for the 3s to initially be in a locker before using head on*)
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@will_i_am_14_85 said:
This is just a randomly generated string of characters, i'm pretty sure, as a content editor/creator you have no say over the unique ID of your video that you upload
Exactly. there is no connection. Sorry to say it but this is a useless thread haha no offence to op
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@Delfador said:
https://forum.deadbydaylight.com/en/discussion/comment/346309#Comment_346309
Now that you mention it, I want it too but I am not sure if they are gonna go with that since it would cause a lot of money.
They kind of did something with the new mend but It would be gorgeous if survivors' appearance change with the disease.
So now we're going to get truly toxic (infected/plague ridden) claudettes? Cool
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@Delfador said:
Which culture is this?
It looks like she wears ancient Greek, latin clothes. The plague happened in the middle ages though. I want to learn this.
Honestly my first thought was Latin/Greek/Egyptian but it could be anything to be honest. Though I don't think the plague is in reference to the black plague if she's one of those
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@Delfador said:
https://forum.deadbydaylight.com/en/discussion/comment/346153#Comment_346153
I think we are gonna get that at 2 pm EST today.
What else can they show on stream?
Leaked spirit fanart? idk man,
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@se05239 said:
No gameplay though.
based on other release dates, the decisive strike declaration and when trailers are released in relation to ptb, the ptb should be out soon man
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@BACKSTABBER said:
Killer: the plage has 2 faces, maybe female shapeshifter in the end?
seems the skill would be about contaminating/contagion between survivors
Surv: Jane Romero (Spanish surname) so they gave us a latino girl!¡
Good point on the name! hoping its a latino girl!
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@Orion said:
Never mind.
Wasn't trying to be click baity. but saw you retract your post, sorry for any confusion was initially on my phone and couldn't post a link haha
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@The_Crusader said:
Post the link
link added :)
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@Jesya said:
I already love her 😍😍😍😍😍
I do too :D shes amazing looking
@Milkymalk said:
Looks very interesting indeed! "The Plague" - I expect AOE debuff similar to clown, but probably VERY different gameplay.
Honestly im hoping same, similar to clown in that terror radius effects survivors, but in a different "aoe" fashion like clowns gas
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@Asssthetic said:
but theres a noticeable difference between console and pc. PC players would have such an advantage over console players because of their better frames, more sensitivity, etc. As much as I love the idea, theres so much more work that needs to go into making console better plus dedicated servers before cross platform can happen.
Better frames, after the update won't be a problem anymore. and if you've ever played dbd with a controller on pc you'd find its actually *easier* theres actually no distinct advantage, unlike with shooters such as ow and fortnut, theres no need for fine tuned aim. if anything 360's are easier to pull off with controller. the only charecter that benefit from mouse on pc is nurse (for ultraaa precise blinking, but even then you can do that with controller, i went and played nurse on ps4, and asides from the lag i could still get a 4k) and ones that benefit from controller are deffinately billy (you can get more precise turns) and hag (though i suppose hag just feels more natural with a controller? maybe i just need to rebind my keys haha)
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I actually really like this idea. its basically my idea of having being the obsession being risky built into the game :D there's no concurrent debuff, just the potential chance they can find you if there being observant.
one addition i'd like to add is that the obsession "claw things" would move slower, or jingle ocassionally, and also make no sound, so it would be a very slight change, and not a "the obsession is in your immediate area"
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@Judgement said:
Peanits said:, so it would just look like it exploded.
I don’t know about you, but I do love me some explosions.
KERBLOOWEY
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@tt_ivi_99 said:
It is a thing with gens, pretty odd that it isnt a thing with pallets...Exactly!
@Jonathanskilz said:
I read that really porly actuelly good sugestion.
I tend to fake break pallet sometime by going to the pallet and stay still for like 1-2 sec and the survivor starts running and then i get themThats algoods man
sorry if my reply came off as condescending at all i really didn't mean it to.
And yeah i've done that tactic too! thats how i actually thought of this -
@Eveline said:
Hmm maybe I should use sloppy butcher then. I have it max I think.Honestly some of the best builds these days don't include ruin. though if you are to run it, you kinda should hope for a good map (blackwater or mothers dwelling can sometimes be hell for totem spawns) run a fog offering or use thrill of the hunt
that being said it is risk reward with it
other good slow the game down perks are sloppy butcher as has been said, thanatophobia can be good but its not that much of a slow (but paired with sloppy it can be good) dying light (if you can tunnel your obsession) Overcharge can be extremely good expecially at low ranks, or with some builds, pop goes the weasel is always your friend, hell even brutal strength if you just go around kicking gens and put high pressure on them (With billy nurse or another fast killer.) not including huntress lullaby since its in the same boat as ruin, even though it can be equally as good (but requires build up.)
Sloppy is ultimately your best choice, pair it with ruin and maybe a fog offering
see how you go -
@Jonathanskilz said:
@Maelstrom10 said:
Essentially allow us to initiate the animation but not commit to it, either allowing us to stop midway through a break, or anytime before its done
i wouldn't mind if the pallet "kept the progression" on breaking it, but its understandable if it doesn't.Nah most killers respects the pallets anyway I dont think this is needed honestly
respecting a pallet has nothing to do with breaking it mate. that avoids the stun animation. im talking about letting us no longer be stuck in the break animation ie like with a generator, so we can mindgame breaking pallets
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@Peanits said:
That would be pretty neat, although I think having the progress save might be a little much. You could 99% certain pallets to make people think they're safe only to instantly break them (shack pallet, for example, since it's a go-to place and you can count on someone going there at some point). It would also cause some animation issues since there's no good way to show the killer breaking the pallet in 1/100th of the normal time, so it would just look like it exploded.True true actually. i was thinking more along the lines of like progression in that if you've kicked or hit a pallet once (as i believe most killers kick them twice) it would hold it after the first kick? but yeah 99'ing a pallet seems way to strong.
@Oooooof said:
Another flashlight nerf.No its not. it would simply be a progression bar, that when finished breaks the pallet. if the killer stops breaking it, then they simply just won't end up breaking the pallet. similar to how you can exit the kicking of a gen animation before its finished. just because the killer would no longer be held in the animation, doesn't mean its a flashlight nerf (expecially since in most situations you'll still want to commit to breaking the pallet)
it simply makes some pallets more mindgamey and unsafe. -
@LCGaster said:
@Maelstrom10 said:
tt_ivi_99 said:I want another Billy/Nurse Tier killer, kind of tired of having to play those 2 to bury SWF
So can spirit and clown Especially spirit
Clown kind of requires good add-ons and perks but can become mad strong
Spirit if you get your mind games perfect can be better then nurse. Bit of luck/bit more skill then nurse but oh is it satisfyingI got a 4k with Pig against a SWF team. That game got me to rank 1
Oh i completely agree that the pig is good and so can other killers man. he just stated that there was no one released recently that could compete with nurse. i was simply telling him he was wrong
that being said though, while pig isin't near spirit/clown levels, she is really solid, the mind games you can pull off/ the delay from her traps make her a great killer -
@Billhilly said:
Interesting idea. Nearly all good killers are about faking something.Exactly. and all killers (That i know of ) can fake pathing, window vaults, where their red stain is etc why not add pallet breaking to the mix? it would enhance mindgames between killer and survivor and only enhance the game imo. some killers are even all about mind games (spirit being the best example)
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So can spirit and clown *Especially* spirittt_ivi_99 said:I want another Billy/Nurse Tier killer, kind of tired of having to play those 2 to bury SWF
Clown kind of requires good add-ons and perks but can become mad strong
Spirit if you get your mind games perfect can be better then nurse. Bit of luck/bit more skill then nurse but oh is it satisfying -
@tt_ivi_99 said:
Play Legion, hit my obsession with regular M1, get the remaining 4 stacks with my power and that's game over for survivors.
Get first two hits with any killer, hook obsession, tunnel and get 2 more hits, leave obsession on the ground until someone picks her up and come back to get the final stack, then camp until obsession dies.
Dying Light should give extra x% of debuff gen speed to all survivors each time a new survivor is hooked, just like BBQ works.
Easy solution, don't make it work with the killers power (or at the very least the legions power)
And even still, my dying light i'd like to say is better then the current one, where you tunnel the survivor, camp until there dead or mori them off first hook. with this one it requires management and letting them go.
People already camp with dying light, im just giving them a reason not to do so till they've got what they need.
sure you could tunnel twice and then leave them on the ground, but that still gives them an opportunity to get back up. it leaves them in the game. (rather then being tunneled and killed immediately)
Try to think about it with the new Decisive strike coming, do you really think people are not going to be running that? with the obsession likely changing often, the killer won't need to tunnel either. and if the killer chooses to camp in the end despite everything? solution = gen rush. -
@TAG said:
I think the difference between Dying Light and Remember Me is that Remember Me doesn't necessarily want your Obsession dead ASAP whereas Dying Light (both the current version and your propsed idea) does. Same with Rancor; it doesn't promote the idea of completely hating someone out of the game as soon as possible (it does at the end, but at least they got to play most of the game).Very true, though i would like to point out that with my version of dying light the obsession doesn't necessarily need to be dead (its just highly encouraged.) so long as you get 5 hits and let them go off to heal, you can still get that generator debuff when you next hook them. Remember me relies on getting 6 hits (the exact amount to down a healed survivor 3 times and hook them to death) and has no effect on that survivor if their still alive, promoting them being tunneled and dying before the rest.
I'd go as far as to agree with you on the tunneling bit, so long as the killer has 5 tokens.. if the killer gains there 5 initial tokens then it'll basically become tunnel fest yeah, they'll want their obsession dead/on hook. but up until that point it promotes leaving them alive until well, the right moment. but then you could pretty much just say after 5 tokens it becomes the original dying light where you want to tunnel them to death (which at the moment starts at the beggining of the game and then you mori them to get the full effect yada yada) -
@tt_ivi_99 said:
Maelstrom10 said:@tt_ivi_99 said:
Why? I mean... I could just equip Sloppy Butcher for that 25% healing debuff. And no, devs wont change the time it takes someone to be unhooked if you think of it as an altruistic action.
It would also benefit camping, something nobody wants.
yes they could, but dying light is concurrently a gen perk. this version of it actually discourages tunneling, (if you don't count my edit) because if the obsession dies early before being hit enough, the killer won't gain the gen debuff. it also allows the killer to regain the gen debuff, if there is a new obsession. and if the obsession swaps midgame, it still allows the killer to get the debuff without having to have killed anyone. it promotes Killing the obsession (which is what an obsession perk should do) but not camping them.. no they need to live long enough so the killer can get their debuff. let them be saved, and you get your 25% debuff to gens. besides. the original version of Dying light worked best by having the killer mori the survivor early in order to ensure the debuff. this version makes the debuff come in at a later stage, and be reactivateable
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I dont think you understand the problem here.
If the killer can apply a 25% debuff to gen speed when the obsession is hooked why would he leave the hook? Let survivors come for the save, they wont be able to finish all gens before the obsession dies, which is the only counter to camping. It's a win-win situation for campers...The killer would only be able to apply that gen speed debuff, after they had gotten enough hits on the survivor. ie they must get 5 hits on an obsession before the gen speed debuff kicks in.
that means the survivor must either survive until death hook, or not be tunneled twice off hook. (2 hits to intitally hook the survivor, then 2 two to rehook them if your camping them which adds up to 4... meaning you won't get the bonus if they can't heal up) -
@TAG said:
I'm not opposed to re-working Dying Light, but this doesn't seem like it solves the problem of Dying Light strongly promoting tunneling.In my opinion (keep in mind this is just my opinion) the tunneling portion of dying light isn't a problem. a killer wishing to kill their obsession should be normal, and while yes juggling multiple survivors around works for some obsession perk ideas (ie PWYF, STBFL) Others do promote tunneling and should (Remember me is a good example of this, especially since it doesn't require your obsession being dead, but does require you striking them.) Rancor is another good example of an obsession perk which works within the idea of what an obsession is. (Rancor does promote tunneling at endgame after all)
My version of dying light simply promotes you wanting to target a player, which would be chosen at random unless someone brings in an obsession perk.. at which case if your actively choosing to be the obsession you should expect the killer to well... treat you as their obsession? -
@tt_ivi_99 said:
Why? I mean... I could just equip Sloppy Butcher for that 25% healing debuff. And no, devs wont change the time it takes someone to be unhooked if you think of it as an altruistic action.
It would also benefit camping, something nobody wants.yes they could, but dying light is concurrently a gen perk. this version of it actually discourages tunneling, (if you don't count my edit) because if the obsession dies early before being hit enough, the killer won't gain the gen debuff. it also allows the killer to regain the gen debuff, if there is a new obsession. and if the obsession swaps midgame, it still allows the killer to get the debuff without having to have killed anyone. it promotes Killing the obsession (which is what an obsession perk should do) but not camping them.. no they need to live long enough so the killer can get their debuff. let them be saved, and you get your 25% debuff to gens. besides. the original version of Dying light worked best by having the killer mori the survivor early in order to ensure the debuff. this version makes the debuff come in at a later stage, and be reactivateable
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i like this idea a lot, and i don't think it would take that much balancing to well, balance as you'd put it
say you have 12 "point slots" and all meta perks cost 3. that would mean all builds that normally are used, would still function the same. but what about specific builds or combos? i think in the case of those, lets just say as an example, unbreakable and tenacity, that while on their own, tenacity isin't that powerful but when paired with unbreakable it becomes far stronger and more useful. in the case of combo'ed perks, i believe the perk system could "rate those perks higher then they would seperately" meaning that if you ran say tenacity on its own, it would be maybe a 1 or a 2, but with unbreakable/no mither, it would be stepped up to a 3.
that being said, while that would make you have less point slots to use perks on thus making the builds more specific, in that case there should be a "cojoint" multiplier (which would require a ton more balancing but hear me out), that makes the perks even stronger together.
lets say again, unbreakable + tenacity. on there own they function as normal, but together, they essentially become a singular stronger perk that takes up more slots. (maybe tenacity gains a faster transport speed, and unbreakable gains a faster recovery speed etc. this would make you be able to run an ultra specific build, and have it suddenly become viable. obviously this example seems quite strong and could be toned back but you get the idea.
other examples include running concurrent perks together like for example hope and adrenaline, deja vu and detectives hunch, huntress lullaby and ruin.
essentially taking two perks, that make you an endgame god, or being able to see all auras for a longer period of time, being able to have one totem for two perks etc the possibilitys are endless.
or hell even just have survivor/killer teachable perks combo together when used together. ie you select them all for maybe jake as an example, and have all "perk points filled up" at the expense of gaining a massive bonus to stealth (maybe for Jake no longer make noise moving through grass etc) or claudettes teachables gaining a boost to altruistic power when used together etcall in all i think a thread could possibly be made on reddit for this and discussed cause i for one would love to see a spreadsheet with numbers and values on what could combo with what, what would cost what etc but tbh thats just the kind of nerd i am.
tldr : great system idea, combo perks should cost more when run together, less alone, and combo perks should become more meta along with teachable should hold combined power
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@Salty_Pearl said:
@DarkGGhost said:
If a survivor put a obsession perk they will have a debuff like you make gens 5-10% slower. The killer perks for obsession aready have many promblems but the survivors perks have almost nonSole Survivor literally only works if everyone else around you is dead and Object of Obsession shows the Killer your aura. How are these not debuffs?
Those perks in particular work extremely well as survivor obsession perks. i know you weren't replying to me in particular, my main point was centered around the fact that being the obsession causes no real change for the survivor. there at the same risk as others, no matter the perks run, it just changes how the killer/survivor plays.
Which is why my suggestion was that there should be a tradeoff to being the obsession. it should be a vulnerable state. Not sure what those trade offs should be (i initially suggested higher item consumption rates/lower action speed, at the benefit of having a slightly faster exhaustion regen rate etc, but this is all subject to discussion) but my main point is that if a killer is obsessed with ending your life... that should be felt by the player -
Bingo. Dying light especially needs a rework now that the decisive update is going to come through, but remember me and pwyf could use adjustments (the last two are in a good place, but for example pwyf could be adjusted to gain far more stacks (like 20ish) at the expense of a far lower increase and never losing a stack. Ie every time you leave a chase for another person, or are chasing more then one person you gain a stack for 1% extra movement speed. That way it would encourage going for everyone, discourage tunneling and would work well on killers who like to juggle survivors. dying light could also work similarly in that every time your obsession is hit or downed you get a token, and survivors lose action speed/ healing speed.)The_Crusader said:Yeah it's a shame that right now Rancor is the only perk that really fits this.
Dying Light would be bad but its nerfed into the ground, and for the killer to pull it off without a Mori it normally means going for the obsession as soon as possible. Becoming the obsession even helps the survivors as it will remove a debuff.
Remember Me - again another one where its bad to be the obsession early on as it means tunneling but good later since you can open the exit gates faster
STBFL & PWYF = Ignore the obsession, good to be the obsession
I like the idea of obsession switching in theory but it needs more perks like Rancor where the survivors do not want to become the obsession. Then it gives the risk/reward they keep talking about. Reward is a free escape with DS, risk is the instadown and kill once the gens are powered. -
Ok so I went and got all perks on my non presitge Kate, and I got only like 10 bps. And around 10ish odd bulbs (using these as an example)
By the time I got my Claudette to p3 lvl 50, I had gotten 30 escape cakes, 20 bps and around 15 Odd bulbs, 8 skeleton keys, 5 dull keys etc..
While it's no garuntee for rarer items it does seem they do appear more frequently -
Tbh if I see a respectable killer I tend to do the come hither emote and point at the gate as if to gesture "come with me" "you did well" "you deserve an escape like me"
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Hell on Earth but not due to the reasons people would usually think of, but purely because sight for all becomes nonexistent and everything from claudettes to shirtless David's become lost to the fog
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I did but I've done the "challenge" build before thatEveline said:Someone watched yesterdays tru3 stream.
that being said, tru3's stream reminded me to talk about it
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@HatCreature said:
@Maelstrom10 said:
@HatCreature said:
In the Q&A, I posted a suggestion on how to fix it, If the current Obsession is injured all other Survivors recieve a % debuff, when the Obsession is hooked the % increases, the debuff is reduced when the Obsession is unhooked and/or healed. If the Obsession dies the Survivors get the full power of the perk. If another Survivor becomes the Obsession the debuff is reduced to that Obsession's current health state.So it's kind of like Thana but focused on the Obsession, they recieve no penalty just the others. Their pain is a light that is slowly dying and the morale of the other Survivors is lowered, action speed respectively.
Not a bad idea to be honest!
Thanks
I've posted the idea in several threads and you're the first to say something about it, appreciate it.Aww no problem man
good ideas deserve to be upvoted afterall haha.
Though yeah, if dying light was actually focuses around killing or injuring the obsession, rather then buffing them until their dead i think it would be cool -
@HatCreature said:
In the Q&A, I posted a suggestion on how to fix it, If the current Obsession is injured all other Survivors recieve a % debuff, when the Obsession is hooked the % increases, the debuff is reduced when the Obsession is unhooked and/or healed. If the Obsession dies the Survivors get the full power of the perk. If another Survivor becomes the Obsession the debuff is reduced to that Obsession's current health state.So it's kind of like Thana but focused on the Obsession, they recieve no penalty just the others. Their pain is a light that is slowly dying and the morale of the other Survivors is lowered, action speed respectively.
Not a bad idea to be honest!
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good job man! still haven't got it myself, but i can't wait too

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Kate/Feng tbh, they seem nice
Or nurse though her "thing" for choking concerns me
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Not a bad idea tbh @HavelmomDaS1 Though i'd say it should be more then 5s but start after a few D/c's if that makes sense?
so like after 5 D/C's you have to wait 5 minutes, and after every consecutive d/c until you can match the amount of D/c;s with played games it adds 5 minutes? -
@se05239 said:
@Master said:
@se05239 said:
@thesuicidefox said:
IMO time outs don't actually work. They just push players away and it doesn't make them stop quitting.How about a consecutive match bonus of some kind? Extra BP, extra shards, free offerings? I feel like that sort of thing works better.
While I'd not mind having a serial DC'er give up after hitting that sick time-out queue after repeated DCs, I've always believed that promoting good behavior is better than punishing bad ones.
Free stuff is obviously a no-go but having a small (but stacking up to a cap) experience bonus if you don't disconnect from games could be a thing. More XP does mean more shards in the long run.
Do you really think someone who regularly throws away all their BP earned in a game cares bout a small bp bonus they lose? I doubt that tbh
The carrot is not the working solution when it comes to DbD's DCing problems at this point. It has gone too far. Won't stop me from being slightly positive..
Sometimes the stick is the only solution though.. Right now, Dcing is practically not punished and is even beneficial. when it comes to for example a dog disobeying repeatedly, you don't give it treats to not do what its doing. you give it a firm no, and put it in its kennel in "time out". if Dc'ers want to act like dogs, act like idiots we'll treat them as such and put them in time out. and then if there too bad and can't be trained to function properly in society they will be and should be "put down" (permabanned)
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@se05239 said:
@thesuicidefox said:
IMO time outs don't actually work. They just push players away and it doesn't make them stop quitting.How about a consecutive match bonus of some kind? Extra BP, extra shards, free offerings? I feel like that sort of thing works better.
While I'd not mind having a serial DC'er give up after hitting that sick time-out queue after repeated DCs, I've always believed that promoting good behavior is better than punishing bad ones.
Free stuff is obviously a no-go but having a small (but stacking up to a cap) experience bonus if you don't disconnect from games could be a thing. More XP does mean more shards in the long run.
I do agree to this somewhat, but not for consective games. because then every player playing normally would get a xp boost. the boost should be under an endorsement system, where if you feel players did well in a match you can place an endorsment, where they then can get random bonuses. placing an endorsment on someone will give you some free xp to encourage you to upvote good behaviour
also you shouldn't be able to endorse friends
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@Master said:
thesuicidefox said:IMO time outs don't actually work. They just push players away and it doesn't make them stop quitting.
How about a consecutive match bonus of some kind? Extra BP, extra shards, free offerings? I feel like that sort of thing works better.
That's bs, sorry to say that.
Do you think the fact that you will get time outs if you dc in games like Dota lol or csgo has driven away players? Nope it's exactly the opposite, if there were no time outs for DCing, then there would be significantly less playersexactly man. toxic people get booted off and the game is overall less toxic and filled with people who want to play, keep coming back and bring in new non toxic people
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@AlwaysInAGoodShape said:
Stop right thereCRIMINAL SCUM
Pay the court a fine or serve your sentence, your stolen goods are now forfeit! -
@thesuicidefox said:
IMO time outs don't actually work. They just push players away and it doesn't make them stop quitting.How about a consecutive match bonus of some kind? Extra BP, extra shards, free offerings? I feel like that sort of thing works better.
Eh at the risk of being permabanned after too many within a season/month? it would encourage people to stop i think
but yeah for some people positive reinforcement works much better, there honestly should be a mix of both systems, but the there shouldn't be a consecutive match bonus. that wouldn't encourage people to not d/c that would encorage them to play more matches in a row. there needs to be an endorsment system where good players can be upvoted and then rewarded based on their behaviour. upvoting should (like in ow) give a small xp bonus, and d/c'ing or being banned should reset it. -
@Boss said:
@Maelstrom10 said:
@Boss said:
Only their bodies haven't been altered by the Entity for it to work on them, resulting in their bodies not handling the pressure (or whatever) and they die with Lightburn marks all over them. (Lightburn marks being what you see on a Wraith when he's busy (un)cloaking.)Ok that would be extremely ******* cool though i was thinking more the spine break in reference to his back story and azarov
though phasing them in and shattering/burning them... that could work really well for wraith and possibly even for spiritI like the original Mori's leg pull, but other than that i think it's too outdated: The slashing is what you do during the match anyway, and they're not even visible. (Meanwhile, Doctor burns faces and Hag pulls out organs.)
For the original, i want to see the leg pull, and then they rip out the spine.Just me of course, not trying to force the idea onto you.

I was thinking him more picking the survivor up from behind by the neck, and then driving his hand through your back and ripping out your spine mortal combat style haha
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@Boss said:
Only their bodies haven't been altered by the Entity for it to work on them, resulting in their bodies not handling the pressure (or whatever) and they die with Lightburn marks all over them. (Lightburn marks being what you see on a Wraith when he's busy (un)cloaking.)Ok that would be extremely ******* cool though i was thinking more the spine break in reference to his back story and azarov
though phasing them in and shattering/burning them... that could work really well for wraith and possibly even for spirit -
@AlwaysInAGoodShape said:
I liked the particular suggestion for that waiting period from:https://forum.deadbydaylight.com/en/discussion/46732/disconnection-discussion-696-969-696-969/p1
a lot. (Together with the suggestion of Orion of making it daily + that daily meaning that it resets after 1 day of not disconnecting/having disconnection penalties.)
One day seems incredibly reasonable and i'd quite like for a system like that to be implemented.
@Master said:
So 9 DCs per day are acceptable?Thats outrageous
Dcing needs to be punished even if its your first dc of the day, but the penalty should increase the more you DC. And yes, DCing needs to drop your rank or it can be abused to keep your rank in a losing game
Thats why i said 5-10 D'c's and obviously the system's numbering could be tweaked, im just giving a base example of what could be used.