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Marcavecunc

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  • @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087873#Comment_1087873

    Thats my one peeve with this perk. The Game also is a huge no crow zone too. I actually don't think I've ever set a crow off in that place.

    Oh yeah. That map's bad for that too, I agree.

    I made a topic about it on the suggestions board but no one seemed to care because it wasn't a suggestion about nerfing noed or decisive strike :/

    It's honestly a great underrated perk.

    I run both that and Hangman's Trick on Huntress.. Hangman's doesn't see as much use, but when it does, boy is it useful. Spies though.. really helps me find people I wouldn't have suspected were there in the first place, crouching behind rocks or walking slowly nearby (but still disturbing crows.. 36 meters is far enough that i wouldn't hear them running.. but I definitely hear the crows)

  • @PatchNoir said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087807#Comment_1087807

    wow i forgot the blindness affect hooks lul, with the new thing oblivious its so rare to get blinded that i forgot about that

    Oh.. I remember mostly because I run Third Seal.. ;) (or when you're in a locker, if you miss the bubble, then you have to look around as you're coming out)

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/129282/special-killer-interactions-if-there-was-a-2v8-mode

    I've been wanting a mode like this for so long. But you know what it needs though right?l It needs a way to make survivors capable of fending off such a large threat. Maybe lower cooldown on exhaustion perks? More healing bonus from perks that increase healing. Higher durability on tools used by survivors. 1 Extra hook state. 10 Generators but with an adjusted and increased timer to make up for the fact that you can hugely rush gens.

    One thing they could do to prevent genrushing is making all generator 1 or 2 man gens.. no 3 or 4 man.

    Even then, you could have 4 generators pop up within a minute, if you have 4 groups of 2 working on separate ones.

  • I like the way Spies from the Shadows work right now.. An aura reading on top of that would be a bit too powerful.

    One problem I have with Spies though is that some maps, such as the Autohaven maps, barely have any crows on them.. and others, such as Léry's, are infected and have 10 crows per room. So running this perk is a big hit or miss, either you get 5 notifications every second, or none all game long (and since there's no crows you don't disturb any moving around either, it's not just the survivors being super stealthy)

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087825#Comment_1087825

    lol NOED is the penalty for survivors doing gens too fast, DS is the penalty for killers hooking too fast.

    The rubber banding is real. Add in Adrenaline too.

    @Khallaria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087825#Comment_1087825

    Killers already have a penalty for downing people too fast. It's called decisive strike.

    You both are right.


    @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087828#Comment_1087828

    Killers that do too well get punished by both DS, and the emblem system. Why is the same standard not applied to survivors?

    Anyone who does too well doesn't get nearly as many bloodpoints either.

  • @Alonzo said:

    It just seems the right thing to do for everyone to complete the tome without buying any characters. Like I said, I understand the using the perks and spending shards on perks but on characters that you don't use?

    For example Head On is now on the Shrine to allow players to complete the Head On challenge which is great. But to complete the "play with X character" you need to pay 9k shards for a character that you may already have all the perks from the Shrine.

    At least those challenges are at the very end of the branch. So it only locks out one or two challenges here and there, that you can complete later on if you ever decide to get those characters. You can still get to the epilogue and get get fragments by just playing the game, to get to rift tier 70.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087803#Comment_1087803

    Maps would definitely be bigger. I suppose survivors could get invincibility during their post-hit sprint, but you could still double up on a survivor. However, you'll risk getting gen rushed if you only focus on one survivor. That's also why I think it's best for it to be released just for KYF, so it can just be a casual mode for friends to play.

    Good points.

    Only problem I have with this is.. I can hardly ever find 4 people for surviving, let alone 5 for kill your friends.. 10?!

    I know, the Dead by Daylight discord has a looking-for-group channel, I would probably go there, but.. rather play with people I know than randos, honestly. Not that I have anything against playing with randos, did my fair share of joining people up after a game with them because why not, I was playing on my own or planning to switch to survivor anyway, but for a mode like kill your friends, I'd prefer them being actual friends.

  • What the hell, no.

    What next, penalty to the killer for downing people too fast?

    Don't be ridiculous.. I had games where I won too fast on either side (or lost too fast, too, for that matter) it would have been stupid to have the game prevent me from doing more objectives because I was doing too well.

    Rubber banding is annoying in Mario Kart, can't imagine why they would implement it in this game.

  • @goat10em said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087795#Comment_1087795

    If I had the game breaking bugs that some of these people are claiming they deal with so regularly I would have quit playing long, long ago. I guess i'm just lucky.

    Same. I played games that crashed on me too often before, I gave up on them because it just wasn't fun having to restart the game constantly and losing progress. I highly doubt any of their claims are true. If they are, then they're masochists.

  • I wouldn't want the hook bubbles shorter for survivors for just one reason: blindness

    If the bubble is too short, then the blind survivor will have no idea where the hook is.

    Making it transparent, as ABannedCat suggested, on the other hand, would be a better solution to me. Seeing auras through the bubble.. or heck, seeing through the bubble at all. We've all had games where the killer hooked someone nearby and you couldn't tell where the killer went for a second or two, towards you or away from you, because the bubble was blocking the view.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087735#Comment_1087735

    I'll admit it'll be an absolute mess to balance, which is why I think it should be exclusive to KYF, at least until they make it playable for random matchmaking (and queue times aren't too bad).

    It definitely would be a pain to balance. Doubt it would even work, honestly. Would be too easy for the two killers to chase the same survivor and double hit them for instant downs, and survivors could genrush even harder, if they know the killers are both across the map. (and maps would need to be larger, too, otherwise it would get too cramped up)

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087716#Comment_1087716

    At that point you're just playing a normal game but it has a chance of being cut short if the other side finishes first.

    Yeah.. let's go back to 2vs8 , that was the better idea :D

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087680#Comment_1087680

    It would be a little weird. If the gens were split down the middle, the teams would probably just stay in their respective sides and play normally. If they were mixed randomly, survivors would have a hard time telling which gens they need to repair (or if survivors could tell, they might still have a hard time finding their own gens).

    I think it should be huge maps with 3, maybe 4 exit gates (just enough so the killers can't just pick an exit gate and stand there), 10 or maybe more gens (even with 2 killers it might be hard to pressure 8 survivors), and maybe even have both basement spawn locations open (some maps like the Game would need a second basement location. but that map and rotten fields probably need a rework anyway. worst case scenario just make a second bathroom/killer shack).

    Mhm.. yeah.. or just, you know..

    Two identical maps, same exact spawns for generators, totems and whatnot, killers start at the same place on both sides, survivors too.. and whoever wins first.. well.. wins

    So whoever escapes first, or whoever's killer kills them all first.

    But yeah if one game goes horribly wrong on one side and they all die within 5 minutes, it really sucks up the fun for the other side, I guess

  • I had forgotten this was a thing and definitely don't miss it.

  • @PeenutsButt3r said:

    First time: 5 mintues

    2nd time: 5 minutes

    3rd: 15 minutes

    4th: 15 minutes

    5th: 30 minutes

    6th: 30 minutes

    7th: 60 minutes

    .

    .

    .


    Also, yes it sucks if you get a crash or lose power.. but by the time you get back on, your penalty will be gone. And honestly, if you lose power or crash often enough to escalate the penalties...

    I crash once a month or two maybe, so knowing I have to wait 5 minutes, I'll just reboot the whole computer, grab a snack and be back by the time the penalty's over.

    Oh and the penalty has a decay over time.. so it's not like if you disconnect once a week you'll end up at rank 4 penalty over that.. it goes away after a day, I think

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087666#Comment_1087666

    Props to any killer who can expertly weave behind obstacles backwards. I have yet to face one though.

    Well depends on the map.. I wouldn't do that on Lery's.. but some maps are easier to do that on, if the path towards the jungle gym is clear and the generator is hidden behind its walls, then it's easier to do it. Or you can make a mental image.. tree, rock on the left, so if you bump into something, press A or D to move accordingly

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087624#Comment_1087624

    There would be 10 totems. Certain perks would be adjusted for 2v8 play. Ruin wouldn't stack, but you would have to destroy 2 totems. Perks like Thanatophobia would also be adjusted so you can't have full double thana on 8 injured people. TOTH's speed penalty would be halved to account for double totems and would not stack. Both killers would need TOTH if they both want noise notifications though. Each TOTH totem would be linked to a different killer, so Destroying one would only remove the noise notifications for one of the killers.

    Lullaby would not stack and the one with the most stacks would be applied.

    Devour Hope would only affect one killer each (again, they'd have to handle Exposed like Tier 3 Myers).

    For Haunted Grounds... 4 trapped totems wouldn't really be too busted in a 2v8 game.

    Makes sense.

    Then again, if they're in the same lobby and see which perk the other is using, then it would be up to them to decide if they want to use the same perk twice or have one of them change it.

    And I guess with perks like Devour Hope, each killer would have their separate stack, so for them to both be able to mori, they'd need 5 hooks each, not 5 in total. (so one of them could have 5 stacks and the other 0, or have had his totem destroyed while the other still stands)

    There would definitely need to be changes done to the way exposed works.. have it tied to the killer, not a status on the survivor, otherwise one killer exposing them all with 3 stacks of devour hope would be devastating.



    Oooorrrr... 5v5.. Two teams.. 4 survivors and 1 killer on each side. Both sides on the same map. Different colored generators and totems, and two sets of gates.. because it would suck if a team 99'd a generator before getting chased off and the other team just finished it and it counts for them even if they didn't do the actual work. Killers could chase survivors, or attack each other maybe.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087652#Comment_1087652

    It's hilarious seeing killers try this. I literally just walk away and they lose me lol.

    .. well you don't go straight at the generator, obviously. You go from the side, in hiding. Behind walls or obstacles. And you can tell if they're still working on it or not by the sound

    But yeah if they're going in reverse in plain sight, no one would get caught :p

  • @NullEXE said:

    Because spine chill exists, and so does SWF

    Spine Chill can be countered easily by just going backwards towards the generator you know is being worked on by a Spine Chill user. Works everytime, they rely on Spine Chill too much ;)

  • Soon I hope.. or in the meantime, I hope they revert the rank reset to what it was before. Tomorrow's the 13th, reset AND live stream.. who knows :p

  • ... imagine if the penalty was cummulative for the whole group. two of them disconnect to let the third get the hatch or something, or heck, all 3 disconnect because they don't like the map or killer, they're already at tier 3 penalty, 15 minutes timeout

  • @Rivyn said:

    Two reasons. One, matchmaking is borked. Been this way for awhile, devs can't seem to get a handle on it. Second, there aren't enough higher level killer players anymore, which skewers matchmaking even more.

    Because it's easier to rank up as survivor than it is as killer.. and with the derank changes, everyone's red ranked survivor now.

  • But.. what about totems..? 2 killers.. 4 Haunted Ground totems, and double ruin regression and stuff like that

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087591#Comment_1087591

    Ambush attack is unaffected by Exposed now. They would probably also change it so Tier 3 only insta-downs survivors that Myers hits.

    Mhm true.. forgot about that but it makes sense.. don't use exposed perks on Amanda, but I do use Third Seal, and yeah, I have to stand up before stabbing if I want to apply the blindness effect.. makes sense it works that way for exposed too

  • @Waffleyumboy said:

    Are other killers affected by Clown's gas?

    Imagine if friendly fire were a thing.. hitting the other killer by mistake stuns them

    Clown bottles would slow down other killers, and Herman's Static Blast could shock the other killer, potentially revealing stealth killers.

    Hag's traps could get triggered by the other killer, too

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087564#Comment_1087564

    I think DC penalties are a possibility.

    According to dev statistocs SWF are about 1/2 of all players, and if 1 person gets banned for DCing, then they all have to wait. So basically the amount of people not playing the game because of DC penalties is way bigger than amount of banned players, it could be close to 2 times the amount of players actually banned.

    Oh yeah true! Forgot about that! If someone disconnects 2 minutes before the end of the match or to let the last survivor get hatch, then the whole group needs to wait their turn, not just the one guy. If he does it more than once, it goes up to 15+.. so basically the group will have the time to play a full game without the disconnecter by the time his penalty is gone haha

  • @yandere777 said:

    Probably should be in bug reports tbh.

    This.

    Saw someone else mention something to that effect earlier. Sucks, but they'll probably patch it up.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087579#Comment_1087579

    I would love to play a GF/Myers combo. Especially with Scratched Mirror so we can be stealth bros sneaking around.

    Oh God..

    Wonder if Myers' or Ghostface's exposed could be taken advantage of by other killers, too..

    Crouch around as Pig while one of the other two stalks and exposes people, and ambush attack them as they run towards you without knowing you have the Letter to let you see their auras while crouched, so you can see where they're going

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087541#Comment_1087541

    Plague infecting basic attacks and doc's hallucinations being both killers were in the original post.

    Spirit and Wraith seeing each other wouldn't make much sense lore-wise. Wraith travels through the Spirit World (similar to Nurse) while Spirit travels through the Ethereal Plane.

    It would be funny to see Billy and Oni charging around the map.

    Oops sorry guess I read through the first post too fast.

    Mhm yeah I guess them seeing each other wouldn't make much sense.


    Ghostface and Myers though.. getting stalked from two at the same time, trying to escape one and running face to face with the other

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087492#Comment_1087492

    Haha it's not that. It's that swf matchmaking is pitting up baby grey/brown/yellow ranks against my sweaty killer and killing them isn't satisfying. These types of games make me feel like everyone wasted their time. I can understand why the opposite end of the spectrum might also be frustrating though.

    Oh yeah. That's no fun.

    I rather get matched up against red ranks than brown ranks.. At least have some challenge to it. Had a game yesterday where they kept healing within my radius.. it's like.. "haven't you guys ever heard of Nurse's Calling?"

    Turns out the two were ranks 15 and 20 or something.. the other two were reds, so they were probably all together but still all ended up dead because there's only so much a good player can do to carry the whole team

  • They did mention that it was the kind of changes they could do in the background without needing to have us install updates, so maybe they ran tests.

    There's a livestream tomorrow, if it's that, then we'll hear about it.

    If it's the disconnection penalties, then for it to make lobbies that much faster, it means the problem was even bigger than I thought.

  • @Xetoil said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087543#Comment_1087543

    Well said mate, reminds me of another story where a fellow survivor had that kind of sour attitude and sandbagged me for what she thought of as "leading the killer to us". Its not a great story though because it ended with my internet crashing and being forced out of the game. But I heard that she learnt her lesson in the post-game chat where she raged about me only to find that both of her remaining teammates were part of my SWF :)

    Haha good.

    But yeah some people take this game way too seriously.. it's a game, get over it!

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087528#Comment_1087528

    Please don’t spread that, playing the game to make it take longer is not hostage... now if you make it so the other person cannot finish the game in anyway at all that’s hostage.

    That's what I meant. Just making it last longer by taking your time to do objectives safely is fine. Urban evading in a far corner away from anything isn't. But I guess everyone has their own definition or interpretation of it.

    Luckily I don't really ever have that happen against me.

  • @Xetoil said:

    Today I accidentally sandbagged my teammate in solo queue and then dropped a pallet on her face, causing her to take a hit. I could literally feel her rage through my PC screen, so I ran in circles around her whilst she just stood there (presumably raging IRL), and took the hit for her when the killer followed through.

    In the end everyone escaped and I was quick to be like SORRY LAURIE in the post-game chat. We had a laugh about the whole thing, she told me she was raging hard when it happened but then I took the hit for her and she realised it was just a mistake and cooled down haha. Not really a story about getting back at toxic teammates, but it was a good laugh with a stranger.

    Good :D

    Some people need to learn that mistakes happen. Just because someone leads the killer to you doesn't mean it was done on purpose. Unless they do it over and over, then it's suspicious.

    Sometimes the only safe place to run away from the killer happens to be the jungle gym you're in.

  • Doctor could energize Huntress' hatchets. Missed throws would create a mini blast that make survivors nearby scream.

    Plague could make the other killer's basic attack poisonous.

    Demogorgon could bring the other killers with him when using portals.

    Spirit and Wraith could both see each other at all time, even when phasing or cloaked. (Spirit's husk would probably show as a different color but then again it would be the one not moving so maybe not)

    Doctor's Madness would create illusions of the other killer, too, not just Herman

    Oh and Oni and Billy could have races around the map

  • @kazakun said:

    What exactly is holding the game hostage? I'm curious. I had a match the other day where I couldn't find the last guy for the longest time. At least 15 minutes. Couldn't find the stupid hatch,didn't even whispers or something. I know you can close the hatch if it's one guy,but what about two? I know you can open the exit yourself if the gens are on,right? Did that the other day. Sorry I'm sorta new to some of the terms.

    Holding the game hostage is not playing properly to make it last longer in hopes the other side will disconnect.

    And yeah you can only close the hatch if it's open. It only opens if there's only one survivor left, or if someone used the key to open it and you closed it before the others left.

    If all 5 generators are completed and you can't find them and they're not going to the gates to leave, then yes you can open one of the gates yourself. This will trigger the endgame collapse.

    The collapse was added last year as a way to counter hostage situations.. People not leaving after generators were done and doors were open, or killer camping the hatch, because back then you could get interrupt grabs off survivors jumping in the hatch.

  • @Mringasa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087485#Comment_1087485

    Potentially Devour Hope and HG. Lot of people who use DH will also use HG to help protect it and camoflauge.

    Yeah might have been that. I remember when I first started playing, I only played survivor with others, so they kept mentionning "oh killer has this and that perk" and I had no idea what most of them did.. I learned by playing more, and by playing killer and actually using those perks.

  • @StuMacher said:

    I go back and forth. Now I'm just learning to play other killers. It's probably not fun for red ranks to watch my green ass play spirit or nurse for the first time but we probably shouldn't be in the same lobby anyways.

    Most red ranks don't play too hard when I play nurse, they can tell I'm not too good at blinking (though sometimes I do surprisingly well..) and they run me around, and then I go for someone else while the slugged one gets healed. She's a fun killer to play. But yeah some survivors don't care and are just pains in the butt. But you can still practice using your power, best way to practice is using it against someone who knows how to dodge it.. someone running in a straight line is easy to catch.

  • @goat10em said:

    I started as a killer main. Have been playing much more survivor over the last several months. Now i'm back to enjoying killer more. I can't really explain it but i'm having more fun with killer than I have in a while.

    That's what I like about this game.. Used to play mostly killer when I started.. then more survivor because I had people to play with, and played a bit of killer here and there when the others weren't on.. and after a bit some of them played less, so I got back into playing more killer, with some survivor here and there when one or two others were around, or with randos I killed in previous games (fun fact, I met the people I play with the most because of the game, killed them and chatted with them a bit in the chat after the game ended, and they invited me over to their discord to join them)

  • @goat10em said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087283#Comment_1087283

    It is too long I agree. What I don't understand is this...the times I do slug for the 4k, the slugged person will try to crawl to the corner of the map, or the basement, or some other place in hopes I will not find them. If it is so horrible to bleed out for 4 minutes why do so many try to make it that they don't get found and hooked?

    Seriously. I rather get hooked and be done with the game than crawl around for 3 minutes.. If the hatch is still open, I'm totally looking for it. But if the killer closed the hatch and I'm the last one there, I'm going to crawl to an open space to get hooked sooner.

  • I still have fun playing killer.

    Never used Ruin (well, almost never, exept on killers I don't care for and don't have perks on, never on my main ones) I'm a bigger fan of Devour Hope and Third Seal.

    And as annoying as it is to always get matched against red ranks as a green ranked killer, I don't mind it that much, it's fun playing against good survivors, as long as they're not the toxic teabagging flashlight clicking type.

  • @SL33PY said:

    Thank you all for clearing that up. I don’t know why I thought they both stayed lit. The guy that got hit with the noed made a teammate dc by hook farming and getting them tunneled anyways

    Honest mistake, I used to think both stayed lit after one got destroyed, and I'm sure I've been exposed more than once in a match with Haunted Ground, but it was when I was starting, so maybe it was just Haunted Ground and Noed and I just got confused.

  • @goat10em said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087411#Comment_1087411

    They are upset that they are potentially losing some power in the game. I don't care what anyone says, the main reason survivors DCed is because it was a way to stick it to the killer because the game was not going how they wanted it to. I've been playing the game for 2 years and have not once had a bug that did not allow the game to finish if I did not DC ever since the EGC has been introduced. I have been stuck in gens, got the basement hook bug, invisible pallet bug, no skill checks bug etc. I never DCed in any of the instances.

    It is similar to me and the ruin nerf. I made up so many hypotheticals because I was pissed off about the change. I was overreacting and have admitted that and I still play the game unlike what I said many times. It will die down.

    Me neither. Yes, some games ruin the experience, but not to the point where I can't finish the game. It sucks, it happens, but not as often as these people want us to believe. Definitely not as often.

  • @NullEXE said:

    This is suddenly making a lot more sense now, and HG is a lot weaker than I already thought. Damn that's a useless perk.

    It's not useless. Not the perk I like running most, but definitely not useless. Always so satisfying being in a chase with someone as it gets cleansed and downing them on first hit.

    Had a game once where I heard someone playing with my totem, so I went to look and there they were.. I just stood there watching them finish cleansing before downing them. I mean, it would have been rude to interrupt them, right?


    But yeah as for question asked.. as others said, 2 lit totems, once one gets cleansed, the other becomes dull.

    "The remaining trapped Hex Totem immediately becomes a Dull Totem."

    So two players could be cleansing both Haunted Ground totem, but whoever finishes first gets the Hex cleansing points, the other one gets the dull totem cleansing points.

    Or it can go the other way around.. had it happen to me before where I was cleansing a dull totem as someone finished the last generator.. it lit up for a few seconds before I finished breaking it.

  • @Mringasa said:

    Had a David hook farm each of us in a match, back before Safe Unhooks were a thing. Luckily the Billy we were playing against hated that sort of behavior so he just downed us and went after the David, letting us get healed back up. Sadly, David was a really good looper so Billy couldn't catch him up.

    Little later in the match, I get downed and hooked by the Billy again. As I go into Struggle, of course I see David coming in for the hook dive. He needs that 4th stack of WGLF! Billy has been waiting for this, so he's coming back to the hook with a vengeance as well. When David was about 6 meters from me, I let go of Struggle. He stood there for a moment in shock, then got downed by the Billy. It was quite blissful.

    Even better though was the fact that neither of the other two Survivors, we were all 4 solo queue'ers, went to save him. So after about 30 seconds of hook gymnastics, David DC'd. I waited out the last couple minutes of the match to thank the Billy for not rehooking us immediately. Post-game chat did not appreciate David's actions much at all.

    Felt really good.

    Good. Wasn't around back when Safe Unhooks weren't a thing, but I can imagine they implemented that to prevent the kind of behavior that David had.. "You want we're gonna live forever stacks? do it when it's safe, or bring borrowed time"

  • @goat10em said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087394#Comment_1087394

    What game breaking bug is currently not allowing the game to end that happens enough that someone would get more than a single 5 minute time out if it were to happen?

    Yeah seriously. I really think they're not playing the same game as the rest of us.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087391#Comment_1087391

    Yeah people who experience a gamebreaking bug, have to quit otherwise the game literally wont end, and then they’re unhappy they get a timeout for it....THOSE are the entitled players

    Never work in customer service my friend.

    And how many times do you experience these bugs? Because I know a lot of people who play the game, and honestly, aside from dedicated server lag related issues (hits that shouldn't have and things like that) I never hear anyone say anything about any of those gamebreaking bugs you mention all the time. So I'm curious as to how frequently they happen to make you so mad they implemented penalties for disconnecting.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087356#Comment_1087356

    Ah yes it’s the players fault that the game is still a buggy mess and every update there seems to be a new gamebreaking bug.

    I don't know what game you're playing, but the only "gamebreaking" bug I've ever encountered in the year I've been playing this was the basement hook bug, where you just fell off the map and couldn't do anything to get out of it, except getting downed and hooked again by the killer. That's it.

    Yes, there are other bugs. Gamebreaking? No.

    But the game having bugs is nothing new, and if you use that as an excuse to disconnect, ruining other people's experience, and expect not to be punished for it, then, sorry to tell you this but the problem's not with the game, it's with your entitled attitude.

  • @ClickyClicky said:

    There’s a difference between changing a perk where the usefulness of it varied between really good to utterly useless and actively punishing players for developer incompetence.

    Ah yes, it's the developers' fault some people are toxic/salty little ****heads. Not because they have no respect for other players. Nope. Totally Behaviour's fault. Shame on you guys, shame.

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