Mister_xD
Mister_xD
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@DragonOfPain said:
https://forum.deadbydaylight.com/en/discussion/comment/1121423#Comment_1121423
And when at least 2 player quits, As a Killer i still receive a penalty of De-pipping.. See how BS these implementations are.. I mean its not your fault as a Killer when 2 Survivors get DC'ed or all of them. And yet you get punish for getting a de-pip. That's the kind of BS i'm talking about.. Add to these kind of Matchmaking Lock, it gets worst..
but thats exactly why they implemented that system.
when they DC now, THEY get punished for it. so it disencourages them to do it and they instead stay in your trial and you get your points.
like i said abve, a DC screws over all the other players in the trial, therefore they punish it.
honestly, ever since the penalities were implemented the DCs have gone down drastically in my matches. people no longer DC for the weirdest reasons, they actually stay and play.
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because its a YEE- to the -HAW cowboy?
thats enough reason for me at least xD
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@DragonOfPain said:
https://forum.deadbydaylight.com/en/discussion/comment/1121398#Comment_1121398
Then such implementation is BS.. I mean why would I play more than 2 hours as a Killer when everyone knows Killers gets bully on this game. Seriously these devs doesn't know how to implement their matchmaking lock properly.. Why not just put 5 minutes in all Quits.. At least everyone can wait 5 minutes and not the whole 15 minutes..
the idea is to disencourage players from DCing.
DCing usually ruins the exerience of the other players in the game, so by puishing it harshly people will stop it and instead play the game. or at least thats the thought behind it.
without a penality, many players would just DC over anything they disliked, as they were easily able to just enter a new trial. lets say a survivor gets downed with an iri hatchet. they dislike that and immediately DC, leaving their team behind and basically killing them all. now they themselves dont feel any penalities however, as they now enter a new lobby with lets say a clown who they easily stomp and ez pz win. for them it's a win / win situation - they got out of the "unfun" trial and into a "fun" one.
by timing them out for increasing amounts of time however, they wont be able to pull that off, as now they did leave the "unfun" trial, yet they gotta wait 8 hours until they can enter a new one. that combined with the fact that they just lost all the points they made that game and multiple pips makes it a lose / lose situation, therefore disencouraging those who DC for no real reason.
the reason why the DC penalities are starting so low btw is, so that people who have an actual reason to DC wont be immediately timed out for hours. lets say the killer is taking the game hostage by killing everyone and bodyblocking you in a corner - you are free to DC here and report the killer ofc, though a lets say 1 hour ban would be quite unfair now, wouldnt it?
the problem with your idea of just having it be 5 minutes is, that this would not be long enough to disencourage players from DCing, as they would still be able to join a new lobby faster than when they had played the previous round.
its supposed to be a punishment towards those who throw many games after all.
and honestly, if you DC so many times that you get timed out for 8 hours or so, maybe you should go play something else instead of ruining everyone elses fun - at least thats my take on it.
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the reason SWF is so strong when compared to solo is, because SWF allows all participating survivors to obtain a lot of information that should usually be unobtainable for them.
here an example:
"the killer is camping my hook with insidious! dont come here!" - with this a SWF knows exactly what the killer is doing and can counteract accordingly.
solo survivors however do not have the ability to get that information, unless they sacrifice 25% of their perk slots for kindred. they will most likely run straight into the killers trap and die.
but the free information is by far not the only benefit SWF has. coordinated gameplay is extremely strong in this game. they can spread out and work on generators a lot more efficiently than solos, who most of the time have no idea what their team is doing. they can coordinate hook saves in order to not lose any time on their gens - a simple "i go for the rescue" is enough and no one but one is gonna leave their gen. solos - again - only have this kind of information when equipping kindred. and even then the information is, unless they are the one hooked, only obtainable for them, so there might still be someone going for a rescue from across the map when you are basically next to the hooked guy.
time is a crucial part in this game, killers always race against the clock and having a team coordinate against you and therefore not wasting any time is very strong.
not to mention, SWF can also adjust their builds to one another prior to the game. like, a solo player does not know what their team brings into the trial. we can only assume and see the item they have, but thats it. SWF knows exactly who brought what. a good example for that were the old insta heals. a coordinated SWF was able to pull off the most crazy ######### whith those, yet 4 solos rarely ever got to use them efficiently.
this game is balanced around having 4 solo survivors play against a killer. yet allowing the survivors to team up kinda breaks that balance. the survivors obtain much more knowledge and can be much more coordinated than solo survivors could ever be or the killer could handle.
the main problem here is, that we cant balance the game around SWF, since that would make the solo survivor experience horrendous, yet not balancing around SWF means that they will be able to stomp a lot of killers with ease.
its a lose lose situation, really.
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@DragonOfPain said:
https://forum.deadbydaylight.com/en/discussion/comment/1121385#Comment_1121385
And when does it reset? so i can get 5 minutes again instead of waiting 15 whole ass minutes of my life.
i think it works like this:
each time you DC you get a penality and your penality level increases. so the more you DC, the longer your penalities get.
however with i believe it was 10 hours of DC free gameplay you will go down one penality level again.
so in your case, you DCed 3 times and the penalities were 5 min, 5 min, 15 min. you'd need 10 hours of DC free gameplay now to go back to the 5 min penality. if you DC during that time however, it will go up again to i believe 30 minutes or 1 hour.
so basically, you gotta play a lot without DCing in order to get your DC penalities to go down again.
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i would argue that it really isnt.
any content hidden behind a paywall (excluding licensed content, due to it being licensed) can be obtained for free from the shop.
the above mentioned Deathslinger for example will be purchasable for 9.000 iridescent shards, which are obtainable with playtime.
the same for any perks (including the licensed ones) with the shrine of secrets, as you have already mentioned (i still think the SoS needs a rework though).
the only content that could somewhat be considered "pay 2 win" would be licensed killers - yet there isnt a ot the Devs can do here, as they themselves had to pay for that content and therefore they cant just give it out for free. and even those are playable for free with shards (i do believe you can still get shards for licensed killers - correct me if im wrong here tho).
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@SupaSlay3r20 said:
If he smacks you with FF it should restart your game.
and dont forget that frenzy shouldnt deplete or have a cooldown, that'd be too weak.
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yeah i hate those.
like, my games usually dont even reach that point - and when they do i very rarely ever get a sacrifice in the EGC, due to the survivors 99%ing doors anyway.
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sure, just give me another perk that doubles my points at the end of the game and we can talk about ditching that one.
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well, he basically has no downsides, so...
yeah.
when you play against him the only thing i can give you as a tip would be to stay awake and if he has fake pallets try to memorize the locations of the real pallets and destroy his setup when asleep (the later can also be done with snares ofc)
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i experienced both situations multiple times..
like, on one day i died twice to a trap cause the pig had tampered timer, a big map and my fcking key was in the last box every time, but then i also had games where 3 survivors got off their trap on the exact same box on their first try (in one game)...
its just... random.
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whoever thought putting a "open the hatch X times with a key" challenge was a good idea needs to play some killer for extended periodes of time.
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no?
dont hookfarm and you should have enough time to leave the hook area before the killer comes back...
also killers would just slug and wait out the time before rehooking the dude. same as with decisive, you'd basically gain nothing.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1119060#Comment_1119060
Ever heard of NOED camping?
You literally cant genrush and cleanse NOED before the killer camps the guy.
And camping is not a good play, is it?
The point is that the perk is COMPLETELY survivior reliant. So no matter how bad tje killer plays, it will not change the fact that NOED will activate if tjere is at least 1 totem remaining. Compare it with Devoir Hope and see of its fair or not
the fact that it even got to the NOED camp scenario is based on the survivors incapability of cleansing 5 dull totems though.
ive just had a guy facecamping with NOED. he lost 2 gens while trying to down the dude, 2 more while facecamping and the last one wasnt too hard to get due to the gens being spread out. we also did all 5 totems during the facecamp and before, so he got no NOED going.
ended up being a 3 man escape - and it really wasnt a hard task (was a Doc btw on the Rancid Abattoir).
also camping can be a good play, depending on the situation.
if i know there are multiple survivors around not working on gens, i will stay close to the hooked guy and waste their time.
if the survivors however arent completely braindead and just do gens, camping is a very bad strategy, as you will lose all your map pressure and multiple gens in the process.
also compared to Debour Hope, yes this perk is very fair. they both work very differently after all, as one activates midgame and therefore is lit from the start, forcing survivors to search one specific totem as quickly as possible while the other one activates very late into the trial and therefore forces survivors to locate and destroy all potential totems before they reach that stage of the trial or search for the actual totem once the stage is reached.
ive had multiple NOED killers in the last couple of days and i can tell you: majority of them eigther didnt ever get NOED to activate or i destroyed it after they got 1 down with it.
the only time i could somewhat understand NOED complaints was when i looped the killer for 3 gens straight and then got slapped with NOED in the end, as ive had no chance to search for the Dull Totems during the match and my team didnt do them. yet again, that wasnt the perk rewarding the killer for playing badly, that was the perk punishing me for my teams incapability of cleansing totems (which isnt necessarily fair, but hey - we're a team after all)
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i dont think there really is a way.
i think the best thing is to just not care about games you know are a lost case. if you get worked up, trying your hardest just to get completely fcked by the map you play on / some OP item (hello, keys) you'll end up being frustrated and then you wont want to continue playing.
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what many dont understand is, that NOED does not reward bad plays, but actually punish bad plays.
had they been doing totems properly, there wouldnt be any NOED. the killer has no control over weather this perk activates or not, its 100% survivor reliant to ever activate.
so saying NOED would reward the killer for failing literally just ignores the fact that its the survivors fault they ever got hit by the perk and the killer has no control over it.
IF NOED was to reward bad gameplay, it would acivate no matter what without relying on a totem still standing.
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you can lobb dodge whenever you want without a penality, due to the game not having started at that point, so its not DCing.
honestly, i think you can lobby dodge as much / often asyou want.
like, no one can force you to play with certain people (e.g. if you know they are just trolling around) as survivor and you certainly dont need to go through everything survivors throw at you as killer (e.g. 3+ toolboxes. games are short enough, thats just overkill at this point. or keys, the same applies here)
in the end, as long as there are many survivors queueing and only few killers you can afford to pick the game you wanna play. however, imagine there being more killers than survivors - suddenly a lobby dodge would end up bringing you back to a lobby queue of multiple minutes. its a double sided blade, you gotta decide on your own weather you wish to do it or not.
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oh im doin fine, thanks for asking ^^
i am currently in one of these rare phases where my survivor rank is higher than my killer rank (most will know i'm usually a hardcore killer main), which is mostly due to the tomes.
am i the only one who finds it a little sad that there are always soo many more survivor challenges than killer challenges? i'm always done with the killer challenges asap and then i can only play survivor over and over..
anway i'm drifting off. my escapes today have been quite good, ive only died once actually due to extremely bad exit gate spawns (the huntress literally stood at one spot, having both switches AND the hatch right in her sight. oh and one guy just left with a key starting the timer, so i knew i was fcked. the annoying part is, that ive tried to get her to chase me so my mate could open a gate, yet she refused and literally only attacked those who touched the switches -.- that wasnt very fun or interactive tbh... but other than that ive always made it out.
ive had one particulary fun match today with a huntress who was really good at sniping at long distances. she got Bloodlodge though, so even though she was quite good, we still stomped her easily and 3 made it out...
regarding challenges i made the "Iridescent Blade" (gain 2 iridescent emblems as killer in one trial) and the "Bring The Light" (repair 12 generators) today ^^
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killer starts easy and gets harder the more you play.
just like survivor starts hard and gets easier the more you play.
i dont know what rank / plattform you are playing on, but your experience here differs quite a lot from mine - and i play both sides in red ranks (PC).
as a killer, games are extremely stressfull, especially when you play a killer with not too good map pressure. like, gens get done extremely fast and while i still 3 - 4k a lot, though i also have to put a lot of work into these results - and hope the team i am going up against isnt coordinated.
like, against 4 solos you can play majority of the killers, but a coordinated team makes almost every killer unviable, you can really just play the top 3 (Nurse, Spirit, Billy) when you want to stand a chance.
the main problem i have noticed with killer gameplay is, that you are racing against the clock and cant afford to waste any time - which is also why the second chance perks survivors have feel so cheap to killers, they are huge time wasters for little to no effort on the survivor side, therefore having a huge impact on the game.
for my survivvor experience, i find that to be a lot less stressfull. its mostly just chillin on a gen holding M1 and sometimes running circles with the killer (add some mindgames here aswell), stalling them for as long as i can so my team can get the gens done. honestly, the only times i died as a survivor lately was eigther by the killer having a red mori or my team being utterly useless. i end up escaping majority of my games without much effort, just by us finishing the gens faster than the killer could handle.
honestly, balance wise most killers are fine. the only thing that needs to change here are the trial times which are ridiculously short.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/1116815#Comment_1116815
Right- same for survivors. Can't open it if you are directly on top of it. I think it's kind of stupid for this to have somewhat of a semi-realistic mechanic.
i mean, its not really gamebreaking but its kinda dumb i agree on that.
they could change that when they have some free time on their hands. would make for a nice little QoL change.
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probaply.
i just love the concept, i dont see me quitting any time soon.
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right now i dont want anything nerfed, i want something added - secondary objectives!
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its chillin with the clown now.
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pretty sure they dont stack.
so if a killer takes an offering for map A and 2 survivors take an offering for map B, the chance for both maps should be the same (50/50).
i might be wrong here though, tbh i havent used map offerings as killer in ages...
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that could work tbh.
i'd want the other UR to be a passive reload then though.
that'd match perfectly with the Iridescent Heads and - given that it would probaply work on a timer - wouldnt really be too strong imo while also adding something new and fun to the game.
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/1113196#Comment_1113196
killer mains whined enough to nerf every single of them, "instablind op", "BNP op", "instaheal op", but tombstone is ok, 1shot hatchets are ok, 1shot after bottle is ok, perma tier 3 myers is ok etc (i wont mention add on combos)
this game is easier for killers than it ever was and they still whine so much, this is just sad
so i guess they wont ever buff those (because they just nerfed 2 of 3) ;/
the difference here is, that those add ons have downsides / counterplay attached to them.
the previously mentioned survivor add ons did not, whoch made them clearly too strong - hence the nerf.
is it fair to get a gen instantly done just by pressing space with a toolbox on it? up to 4 times a match?
is it fair to instantly blind the killer for multiple seconds just by turning around mid chase and holding M1 in their face for .5 seconds?
is it fair to instantly heal a full healthstate / get someone to full health just by pressing space on them with a medkit without even having to enter an animation for it? you could literally fully heal a downed guy while the killer was in the wipe off animation and get away with it - is that fair?
the mentioned tombstone or the infinite tier 3 Myers have both have downsides.
both require you to stalk the survivors a LOT longer - and the tombstone reduces the killers movementspeed which is quite the big deal. if you wanted to get both to work you'd need to fully stalk 3 survivors and start stalking the 4th. with a bit awareness you can easily avoid that and genrush the killer before he ever gets that combo to work.
insta hatchets - while being on the stronger side of the UR add ons - themselves are basically worthless. only having one shot that therefore instadowns is quite bad, this add on only really shines when combined with the infantry belt (which is strong, yes, but not unbeatable). and when you dodge her shot? welp, now you got a 110% M1 killer until she finds a locker to reload and you gain additional distance.
the redheads pinky finger requires the clown to precisely hit you with the bottle itself, which is quite hard to do - and can be dodged by the survivor.
in the end URs are supposed to be game changers.
and of course the killer ones are supposed to be stronger than the survivor ones, simply because there are 4 survivors versus 1 killer, therefore their URs have to be weaker as there can be more of them in a single game.
they are still not weak though (okay ill admit the odd bulb is).
also, yes killers have it "easier than ever", though that does not necessarily mean everything is balanced.
Genrush for example is a very real issue that needs to be addressed - and i highly doubt anyone could deny that.
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he can do that.
maybe you stood right on top of it?
i think you need to stand in front of it (or on any side around it) in order to be able to close it. if you stand right on top of it i dont think you can close it no matter who you are.
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yes.
its a new killer, ofc im gonna get him!
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@Beardedragon said:
out of curiocity (and i have no idea what this thread is about), is it allowed to post other players names on the forum, like they can be seen in this picture?
you're fine as long as you dont associate them to anything negative.
if you post a pic like OP did where it doesnt matter who you played with, thats a-okay. if you however are making a post where you complain about behavior in chat or sthg like that, blurr out the names to avoid a witch hunt towards these players.
personally i have gotten used to just scratching out names whenever i post a pic here, just so i can make sure i dont run into any unnecessary trouble.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1110726#Comment_1110726
That'll be the next Legion rework
i was thinking the exact same thing xDD
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1110659#Comment_1110659
So what I'm getting out of this is... you paid off the entity to not take away your chaser emblem points after camping a hook WHILE tunneling the other 3 from said hook. I hope you feel proud of yourself you MONSTER.
yeah you figured it out!
the entity and i are buddies so it does that for me from time to time ^^
and honestly, i'd be proud af if i was able to camp a hook and simultaneously tunnel the remaining 3 survivors... now THATS map pressure! xD
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its yet another thing thats very weak on solo and incredibly strong on SWF.
but imo the sabo speed is too fast. the killer needs to have a way to counterplay this! like, currently its just them running up to a hook and saboing it in like 2 seconds... there is nothing you can do as killer.
slug?
yeah its not like we had tons of anti slug perks for survivors...
honestly, just watch the new Monto video where he played with a 4 man SWF sabo squad. like, i highly doubt the killers had any fun that match...
also dropping a survivor off your shoulder increases their wiggle meter by 33%, so by the time you reach the hook and it gets saboed, there is a possibility that you cant even drop them / when you drop them you wont be able to get them to a new hook (as they'll crawl as far away from hooks as possible ofc).
its just stupidly strong on SWF and extremely bad on solo.
they need to find some middle grounds imo.
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when i saw that challenge in the tomes i was like "welp, seems like there'll be a loooot of lobby dodging..."
seriously, playing against keys is hardly any fun so from a killer perspective: yes, PLEASE change this challenge!
its not like games werent over fast enough anyway, now they also want survivors to end them early...
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ive got a fun one myself ^^
also from not too long ago, just a week or two.
to quickly sum up the game:
whenever i hooked someone, everyone immediately ran to their rescue, so i basically turned around and had my next chase (=> "camper"). then one would farm the hooked one off with BT and then the hooked guy would bodyblock for his mate. you get it, the typical way way too overaltruistic survivors. in the end one DCed after getting downed and another one killed himself on hook to give the last guy hatch, so a 3k. oh, we were also on the Disturbed Ward, so they had an amazing map to play with.
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steam servers are down every tuesday night for maintenance.
you will get the Error Code 8012 when the game can not connect to the online services, so it has nothing to do with the PTB, you'll get it every tuesday night for a short periode of time.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1097910#Comment_1097910
It should be like haunted grounds where it instantly tells you
or it stays like Devour Hope where it tells you when the effect takes place
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@moegirl121 said:
https://forum.deadbydaylight.com/en/discussion/comment/1073517#Comment_1073517
Yes this is a issue also.
DC’s is a big issue.
So is face camping and tunneling though.
Also, gaming exploits and cheats. I am seeing more and more of them.
There needs to be more penalties for these. Not a little tap on the wrist!
I am about to totally quit playing this game. I am not putting any more money into this game until these issues are fixed. These issues ruin the fun of the game. I know several streams that has basically quit playing and streaming DBD because of these issues. 3 good streams off the top of my head! It’s is really frustrating. If DBD cared any at all about their gamers and customers they would listen to them.
they do listen. its just a hard thing to do since everyone wants something else.
now regarding your list:
exploits are an issue, though a rather rare one. and if there is one, the Devs are trying their hardest to get rid of it ASAP. honestly, i cant remember the last time someone used an exploid on me...
camping and tuneling - and i am sorry if that sounds a little harsh - are not a big problem meigther imo. not only have you got anti camp and tunnel perks that tremendously help you fight these tactics (Borrowed Time, Decisive Strike, Babysitter, etc) but if you get camped thats primarily your fault. had your stealth game been better / had you been able to loop the killer better this wouldnt have happened.
on top of that Camping is a very bad strategy for killers, as survivors have all the time in the world to get gens done now, so if you looped him at the beginning they can get all gens done by the time you die.
now top this off with very, very few BP and emblem penalities for the killer and you see why this tactic is as bad as everyone says it is.
and the survivor can just search for a new lobby if he dies early on.
btw since you said the devs should do more for the community regarding these topics:
- they increased the hook stage time by 15 seconds
- they added emblem penalities for the killer
- they added anti camp / tunnel perks for both sides
- they removed the ability to place traps under hooks
- and probaply some more things i forgot right now (im ill.. my mind is all over the place, sorry)
i definitely agree though that its no fun for the camped / tunneled survivor - its just not the main issue of the game imo, as there are ways to play around it.
NOTE: that is MY opinion. its definitely okay if you dont agree with me - thats just my thoughts on this.
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@kazakun said:
https://forum.deadbydaylight.com/en/discussion/comment/1076629#Comment_1076629
Oh okay. My bad,I'm a recently returning player,so I must not have been around for that. Seems reasonable. I mean suiciding on the hook might require a few different penalties depending on the situation.
no worries fam ^^
the hook situation is really a problem, though there havent been any good solutions to it yet (DC penalities only affect those who quit the game by leaving the trial with the "leave game" button / have a connection loss).
i thought about giving a compensation to everyone when someone kills himself on a hook, but that wouldnt solve the problem itself...
if you have any ideas regarding that topic, feel free to share them!
who knows, if they are good they might actually make it into the game!
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do totems.
why should we nerf a killer perk that is 100% reliant on survivors to ever activate?
asking for a NOED nerf is basically the definition of "im too lazy to do something against this, so ill just ask the devs to do the work for me"
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doubt it.
but thats more likely than the survivors doing bones, sooo...
/s
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@kazakun said:
https://forum.deadbydaylight.com/en/discussion/comment/1076559#Comment_1076559
Just kinda seems like it would be a bit of hassle when there are other things that need fixing. Not saying I don't agree because I do. It would just have to be reasonable. In a real emergency or something you are probably just going to power off or close the app (in the case of console).
I'm just not sure what would be reasonable. I feel like a no BP for the next match or something wouldn't be enough, but a ban seems kinda harsh. Final Fantasy XIV gives you a penalty where you queue for any dungeon or anything for an hour if you quit a duty that has a full party. Maybe something like that would work.
the old DC penalities were good.
they just need to smooth things out with these.
they did exactly what you said should be done - the lobby joining option gets disabeled for a certain amount of time, which gets longer and longer the more often you do in in short periodes of time.
now they just need to give some compensation for suicides on hooks and we're set.
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@kazakun said:
https://forum.deadbydaylight.com/en/discussion/comment/1073517#Comment_1073517
But is there a way for them to tell if it was a legit disconnect or not? I mean that's a tough one. And they'd have to think of a reasonable penalty. I'm not trying to get banned for a week because my house is flooding or caught fire ha. A lot of things are assumptions. Yes there are obvious rage DCs,but you never know.
DCs via the "Leave Game" button play a certain sound ingame, while DCs due to a crash for example do not.
so they should be able to tell if it was intentional or not.
also the "Leave Game" button wont just ban you right away. if its for a reason and if there is an irl emergency, there is nothing wrong with leaving the game - as long as it doesnt happen too often that is.
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kinda.
im not tryharding, but ill still try to win
and if i dont, oh hey. that happens.
im only gonna be triggered when something happened i literally couldnt control - such as a hook rescue grab being cancelled or auto aim screwing me over.
or a gen popping before i could even walk over there cause the map is gigantic and they all had toolboxes and hugged the gen together to get it done in like 20 seconds.
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imo survivors can bring whatever item they want whenever they wish to.
they just shouldnt complain about me not wanting to play with them then.
im not the one with the 10+ minutes lobby queue times, i can be nit-picky with who i play and who i dont play with.
(yes i dodge keys)
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what more could we want?
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/1075373#Comment_1075373
they don't have placeholders, they just arent in the game at all.
the killer and the survivor are missing, thats right.
the perks however are, just like Bills perks on console were, present, they have just been changed in their name and design so no one can link them to the "A Nightmare on Elmstreet" franchise anymore.
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@Elk said:
Is the licensing thing still going on though? If it is then after that maybe. I think Mobile and/or Switch doesn't have the Nightmare chapter at all, just like console with Bill. They have place holders for now. Unless that has changed, last i had seen for the licensing was a month or two ago.
thats the problem.
probaply wont be happening when the franchise has multiple license holders - well unless they all agree on the same design...
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dont use it as a killer, but i wont hate on anyone using it.
i also defend it when someone wants it nerfed.
if it activates in my survivor games, that sucks but at the end of the day i am at fault that the perk did activate in the first place.
however, if ive done 4 totems myself and NOED still pops, i will not help that team.
sorry, but if 3 of you were unable to get a single totem done, you deserve it.
in my opinion, a NOED change would be better, but imo it should get a "buff" rather than a nerf.
the reason i said "buff" (in quotation marks), is because i believe NOED should punish survivors who didnt do totems, but go easy on teams who did most totems. so i eigther suggest all remaining totems to lit up (punishment for those who ignored totems) or to completely change the perk, have all remaining totems lit up and destroy 3/2/1 when the killer uses it - with this idea there would also no longer be an exposed effect uppon the survivors, but the killer would basically turn into a tombstone myers (punishment for those who ignored totems but also rewarding when you did some totems, due to the perk having less uses)
so yeah, when all the totems are active that sucks for the survivors, as the perk is really gonna hit hard now. if a team did 4 totems though, the perk will be drastically weakened.
currently NOED will punish survivors all the same, no matter how many totems are left, as long as there is at least one. that way it punishes teams that did totems and missed one just as much as teams who did none, but it can also reward teams who completely ignored them and then randomly had a totem next to them light up. thats what i want to be changed about the perk - a proper punishment for those who didnt do bones.
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i am a Trapper main.
i always loved strategical gameplay and he is just the right one for that. he is also the one of the only killers in game (besides Bubba) who can wipe out an entire team in seconds.
on top of that its super satisfying to get someone trapped in a well placed trap.
for survivors it doesnt really matter imo, so i only play Claudette.
not because of "Blendette" and that stuff - even though i am a stealth player - but because she is the first (and only) one i ever leveled and ive not put any BPs into the other characters yet.
i am thinking about switchng over to Jake though, since his cosmetics are pretty neat.












