Monlyth
Monlyth
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@Stabby_Widdershins said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310067#Comment_3310067
It would be ONE Survivor, while TWO do gens.
And they would run to the hook the second Bubba started his chainsaw sweep. Suddenly, Bubba has 0 charges, they regenerate slowly, and he's recovering from a hit that did NOTHING, giving the chainsaw-immune Survivor ample time to unhook and bolt.
This idea is horrible and easily abused, like every 'fix' Survivors come up with. If you 'fail to see' the disadvantage, it's because you're ignoring it to give Survivors a mechanic they can maliciously abuse at will.
Here's the real fix for Survivors: If a Killer is camping; Give the hooked Survivor extra BP for being a distraction while the other 3 do gens and leave.
Killers will soon learn to stop camping the MOMENT Survivors stop rewarding it with this 'I deserve unhooks because I want them' mentality. Survivors keep rewarding camping, then scream about how 'unfair' it is that the Killer is not forced to 12 hook while they run every second chance perk + BNPs + voice comms. 🤦♂️
The cooldown of Chainsaw Sweep is not so long that Bubba can't just M1 the unhooker afterwards.
Also, you are aware that hook timers are shorter than gen times? It takes 2 minutes for someone to die on hook. In the time it takes that person to die, the Survivors can do 4 gens- maybe. To prevent the Killer from getting a 2K by facecamping, they have to do at least one unhook.
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@Stabby_Widdershins said:
Hahaha! Hahahahaha, no!
Survivors would just pack that perk that pauses hook states, then dry-hump the hook to punish the Cannibal.
Why is it every suggestion to 'fix' camping is nothing more than a massive punishment that Survivors can abuse maliciously?
If the Survivors are just dancing around the hook instead of unhooking, they're not doing gens and most likely giving Bubba free hits. I fail to see Bubba's disadvantage in this situation.
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@LastTourniquet said:
1) Making gift of pain base kit would likely result in the follwing:
Survivors would refuse to heal, basically turning every game into a match against Plague or Legion. In order for this to be a large enough incentive for the killers to not tunnel the percentage of gen speed reduction would have to be fairly substantial, otherwise it would still be more beneficial to tunnel survivors out of the game. If you give the killers the free ability to reduce survivor generator speeds by any amount, let alone a substantial amount, all that does is cause more frustration for the survivors. Then you have the obvious problem that this would simply result in a "Meta" where the correct play for survivors is to simply not heal. This would result in a higher usage rate for Resilience and Dead Hard, two perks that already see a ton of play (so not really something you'd want to do). I am not sure how For The People works with Gift of Pain but that might be the only "safe" way to counter this effect, which isn't really a good thing.
Overall this wouldn't result in less tunneling unless the numbers were substantial enough, in which case it would be way to much of a buff for the side that already has a significantly higher win rate (60% is HUGE when talking about PvP games).
2) Giving the killer base kit detection
If we are talking about base kit BBQ this isn't a great idea for a few reasons, one of the main ones being that BBQ is already one of the more commonly used perks. Giving this perk to killers for free would only result in killers swapping out this perk for other things. Do you really want a 5 perk nurse/blight/spirit in your game? I don't think so. There are already a TON of different detection perks in the game (personally I think there are too many and its almost impossible to play around all of them as a survivor but that is my own subjective opinion). There are perks that give detection on the following events: Downing a survivor, picking up a survivor, hooking a survivor, unhooking a survivor from specific hooks, healing a survivor, survivors letting go of generators, survivors completing generators, survivors opening chests, survivors going into the basement, survivors working on totems, survivors fast vaulting through windows, opening any locker, generators regressing, crows flying because they were disturbed by a survivor, being within 32 meters of a survivor at any given time (whispers). Honestly pretty much anything and everything a survivor can interact with there is a detection perk to help find them. There is no reason to give killers more detection for free with no repercussions.
3) Nerfing Dead Hard
They did that already. Thrice. Once by changing how the perk functioned (you have to be sprinting to activate it), once by changing it to an endurance effect instead of i-frames with a dash, and once by changing how the Endurance state functioned. I am not really sure how you could possibly nerf dead hard any further without removing it from the game or giving it extremely strict usage conditions that would make it utterly useless as an exhaustion perk. On the other hand I am not sure how you could buff the other exhaustion perks to make them more desirable without changing how the exhausted status effect works or greatly extending the sprint timer on the other perks (even extending it by 1 second is an additional 33% duration, which is massive). Dead Hard is also in an unfortunate place where it is simultaneously extremely strong and also needed to counter certain things.
Side note, your solution to tunneling is to Nerf one of the survivors anti-tunneling perks? That is kind of strange to me.
4) The basic game knowledge that recuing someone from the hook requires 2 survivors to be in the same place (except for deliverance) and you get a notification of where that is.
I can spit ball a few solutions to this problem really quick:
Give survivors a way to "silently" recue other players from the hook, even if this required a perk slot with a cool down to do so. This isn't the best solution as it might result in more camping than already exists due to killers not wanting to be blindsided about survivors escaping their hooks, but then again maybe not. This wouldn't remove the HUD changing from "hooked" to "injured", nor would it remove the fact that you can physically see their aura suddenly vanishing. My only concern with something like this is that it likely wouldn't see a lot of play from survivors unless it has some other additional benefit due to the lack of value that stealth perks have these days (there are too many detection perks to consistently stealth in solo queue).
incentivize the killer to go so far away from the hook that it isn't feasible to get back to the hook in time after an unhook. I am not sure exactly how you would do this. Devour Hope comes close but the range on its activate isn't long enough to prevent tunneling, or even camping with some killers (Huntress, Blight, Nurse ect.).
Buff and/or rework Borrowed Time (the perk, not base kit) in one (or more?) of the following ways:
- Have Borrowed Time apply a sort of "healing received" buff to the unhooked player. This results in giving the player who did the unhooking more incentive to take protection hits, or even go down, for the player who got unhooked knowing that they will have an easier time getting healed which is a net positive in relation to just having the unhooked player go down again.
- Revert it back to its original state where it gives both the unhooker, and the unhooked survivor endurance. With the last meta shakeup the changes to how fast killers can recover from hitting a survivor made it nearly impossible to unhook near a killer without going down yourself. The killer will hit you, wipe the blood off their weapon, and then hit you again all before you can unhook the survivor and make any distance, you can't even use dead hard in this situation because dead hard now requires you to be moving.
- Increase the timer by 30 or 40 seconds instead of just 10. 10 seconds (on top of base kit) is simply not enough value for the perk to see play in the games current state. This additional time could even just be for the haste effect and not the endurance effect.
I want to be clear that these changes are not massive buffs to the survivor side and are strictly ways to prevent tunneling. Borrowed time, on its own, is somewhat lacking. The additional 10 seconds is nice but often times isn't enough to matter on its own. These are also just ideas that I came up with off the top of my head, I am sure I could come up with better ideas given more time.
To truly understand the problem with tunneling here is what you have to do. Think about any other team based player vs player game and then try and think of a legitimate situation where completely removing someone from the enemy team doesn't give your team a distinct advantage. That is the problem with DBD. It is a PvP Team based game (killer just happens to have a team size of 1) where one side has the ability to remove teammates from the other side.
1) Well, yes, I don't think Gift of Pain should be replicated exactly as it is, tbh. To clarify, here's what I think should be basekit:
After being unhooked for the first time, your repair and healing speeds are reduced by 16% for the rest of the trial.
Now, this probably wouldn't be enough on its own to stop tunneling entirely (In which case, number changes may be needed), but it would encourage the Killers more to just go chase someone else if the unhooked survivor has made chasing them inconvenient.
And yes, I'm aware that Killers have a high winrate. But it's worth noting that last I checked, there's a 15% difference in winrate between solos and SWFs, meaning the winrate for Killers flips to less than 45% against SWFs. So I think solo queue buffs are needed more than anything else to address the high killrates. Because I can tell you right now, against a coordinated SWF, Dead by Daylight becomes a fun-packed, family-friendly adventure where one innocent Killer gets viciously harassed by four sadistic bullies.
2) The benefit of BBQ and Chili is that it gives the Killer a reason to immediately go far away from the hook. And Nurse/Blight are a whole different conversation that I don't really wanna get into right now.
3) Well, you're right. To be honest, I think Dead Hard is a fundamentally bad design, and there's no saving it. Imagine playing a shooter where you have to wait a couple seconds before you shoot, in every single fight. In fact, Halo actually did that once with Armor Lock, and the playerbase predictably hated it.
I don't see how Dead Hard is an anti-tunneling perk. It comes into play every single chase whether you're being tunneled or not, and it doesn't even stack with Off the Record. It's one reason I think twice about switching targets, because if I go chase someone else, they'll definitely have Dead Hard to try and make me regret it.
4) Yes, not knowing when an unhook has happened would definitely encourage either proxy camping, or use of perks like Floods of Rage to know when an unhook has happened anyway. Not knowing when an unhook has happened means the Killer can't take their eyes off the hook.
Your Borrowed Time solutions all come with some pretty significant problems: Survivors can use them in ways other than the intended purpose of preventing tunneling. This is something that already happens to some extent with basekit BT and Off the Record; freshly-unhooked survivors will bodyblock the Killer going "Ooh, smack me, smack me, waste your time!". They don't use it as an insurance policy against tunneling, they just use it as a third health state. Which makes the Killer want to tunnel them more after getting a free hit on them.
Your second solution (Giving Endurance to the unhooker) is especially bad; it actively encourages tunneling. It means the Killer has to go through three health states minimum to down the unhooker (Who presumably hasn't been hooked), but only needs to go through two to down the unhooked. In fact, Borrowed Time used to work that way, and predictably, it didn't discourage tunneling at all. Trading for a hook is bad for the Survivors, but it's not tunneling.
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@Steakdabait said:
your last solution highlights the main issue " It seems like changing this would require reworking the entire Hook system, which probably isn't feasible." the core design goal of the killers and survivors is what makes tunneling so sadly effective. It would require a overhaul of the core gameplay loop of dbd, something that the devs have never done. I don't believe that incentives and the encouragement of random rewards will reduce tunneling in a meaningful way. This also doesn't include that killers may tunnel not because it's effective but because they want to BM the survivors.
If you want to reduce tunneling then survivors need the threat of heavy handed anti tunnel perks or core mechanics redesigned in a way that makes tunneling not as rewarding as it is. The simplest change would be just to revert DS back to 5 second, since i doubt we're gonna be getting sweeping gameplay changes anytime soon.
Bear in mind that Killers tunneled through 5 second DS all the same. And we've only gotten more anti-tunneling perks since then.
We've spent years using the stick to try and curb tunneling. It's time to use the carrot.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308373#Comment_3308373
Yeah, that one perk is absolutely equivalent to having your entire build shuffled around by something out of your control, somehow.
Like, what? How does someone even have that thought? Utterly confusing.
If your opponent is using Dead Hard, or if you suspect they have Dead Hard, you can't lunge, you can't swing instantly when the surv is in range, and you can't use a power like Huntress Hatchets without giving the survivor a free speed boost and putting yourself in cooldown. Even at its weakest, Dead Hard denies multiple basic gameplay options to the Killer.
Killer mains will often breathe a sigh of relief when they see the Survivor use some other Exhaustion perk, because that means they can just swing and hit the Survivor, and they go down. End of story. What a concept.
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@hiken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308389#Comment_3308389
u are not sugesting anything at all or added anything to my responde people use this perk because of the tunnel so u last more because killers WERE GONNA TUNNEL REGARDLESS, so killers know there is a MASSIVE REWARD in tunneling someone out so they will do it even if u delete DS, DH, OFF THE RECORD, u know heaven paradise for killers do u think they would change thier gameplay? OF COURSE NOT in fact they would tunnel even more because its now even easier u are not understanding how things work.
I think DS and Off the Record actually do discourage tunneling, it's only Dead Hard I take issue with. Because again, if all 4 survivors are running it, that gives the Killer an enormous incentive not to switch targets.
Perks like Sprint Burst and Lithe actually would discourage tunneling a lot more, because combined with Off the Record, you not only have a second health state but gain a huge amount of distance on the Killer after being unhooked.
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@hiken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308320#Comment_3308320
reason why the perk must not be nerfed instead even buffed so we encourage fairer gameplay like old DS did, killers slugged fearing DS killers should fear tunneling or not fearing it but punished greatly for it. tunnelign is easy and uninteractive for the survivor because the game is not balanced for 1 surv to take that hard tunel, u are not strogn enough to do it, its a 4v1, and killers want to make it 1 v 1 this way and we all know who has the advantage that way.
Well, if you want Killers to not tunnel, Dead Hard isn't the perk for the job. As I said, if anything, it encourages tunneling, because switching targets means having to go through three health states as opposed to two.
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I think breakable walls like Dead Dawg would be good, yeah.
And yes, as other people have said in this thread, it is mind-gameable, but it's a pretty strong tile nonetheless. Though it only really becomes game-breaking when it can be chained into other strong tiles.
Also, this isn't particularly rational, but it irks me how a tile that's literally named "Killer Shack"- implying it's the Killer's turf- is one of the safest places for a Survivor to be.
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If only more Survivors had your idea. I certainly don't get thanked for it when I don't run the perk.
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@camping_site said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307081#Comment_3307081
Killers tunnel because it is easy and efficient. DH has nothing to do with it.
Until you ask yourself WHY it's easy and efficient. Because a freshly-unhooked survivor only has two health states at the most, and everyone else has a maximum of 3.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307073#Comment_3307073
Than those people are shooting themselves in the foot. Since disconnects don´t count for statistics. Preventing nurse from getting nerfed.
Perhaps its that "people who actually know what they're talking about and know how to play the game" aren´t as good as they think they are.
Or maybe BHVR should count DCs in kill rates. Or maybe this is an excellent example of why statistics aren't everything.
How many comp tournaments have you won? Because the consensus is clear among comp players of all kinds: Nurse is the best Killer in the game, and you'd be laughed out of the room for suggesting it's anyone else. And I'd say they know a little more about the game than you do.
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@camping_site said:
With current killers playstyle every other match - camp/tunnel meta - that would be a hard NO.
Dead Hard encourages tunneling. Why commit to a chase on someone else when they have a third health state and the guy who just got unhooked has two, tops (With Off the Record)?
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306604#Comment_3306604
Well, her kill rate in the top 5% mmr still isn´t higher than Wesker, Pinhead or Sudokus. So the people that dc against her are doing themselves no favor. Maybe if they stopped doing that, the kill rates would reflect that. But until then...
Or maybe her kill rate isn't as high because people who actually know what they're talking about and know how to play the game know that Nurse is the strongest Killer in the game and has been for years, so Nurse is the Killer they're most likely to DC against.
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Dead Hard is a fundamentally bad design. There's no saving it.
In the best-case scenario with no pallet shenanigans involved, assuming you can reliably bait it out by hugging the survivor's back for a few seconds, the counterplay to DH is to never lunge, and never use a reactable power like Huntress hatchets. In other words, the main function of Dead Hard is taking basic gameplay options away from Killers.
Not only that, but the counterplay of baiting it out means that you will spend 2-3 seconds just staring at the survivor's back in every. Single. Chase, if they haven't shown you another Exhaustion perk. That will never NOT be boring to play against.
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Killers would most likely engage in this sort of behavior with or without Eruption. It's unwise to commit to another chase when you have an impending unhook to punish unless you're confident you can end said chase very quickly.
Still, you need to keep yourself busy somehow before the unhooker comes. So you go to the nearest gen. If a survivor's there, cool, maybe you can nab a quick injury, or maybe they pre-ran and it'd take too long. Either way, since the unhooker's probably about to arrive by the time you reach that generator and you don't have time for another full chase, now's a good time to give it a quick kick and head back. Again, with or without Eruption.
And this is also a behavior that Killers will engage in whether they fully intend to tunnel or not. Going back to the hook is a guaranteed opportunity to interrupt multiple survivors at once, and likely to get an easy hit too.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306556#Comment_3306556
How are the stats misleading? Either she gets kills (like everyone claims) or she doesn´t. Starstruck Nurse that downs everyone at 5 gens (like a video showed) would indicate a high kill rate. But when the other nurse players don´t play optimally, it drags the overall kill rate down. So its actually an exception and/or the survivors playing against her were simply bad. People have been complaining that she´s braindead easy, when she has actually one of the highest skill ceilings.
No, she just has a higher skill floor. And unlike other Killers, she cannot simply resort to M1s if the user hasn't finished learning muscle memory with her. So baby Nurses have the lowest kill rates of all baby Killers.
Once you have the muscle memory down though, there's really not much else to learn. Her power is literally just to teleport to a Survivor's location. Once you know how to teleport where you want, the rest is easy.
Also, DCs don't count as a kill for kill rates.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306492#Comment_3306492
Nah
Those people are just exagerating and don´t want to improve/adapt their playstyle.
I would not tempt fate if I were the devs. Ignoring community feedback is the surest way to run an ongoing game into the ground.
@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306508#Comment_3306508
Or... and hear me out. They don´t want to make decisions only based on the current opinion of the day. Like they did with the original Freddy release. Where they nerfed him 1 week after his release, because people disconnected against him.
Having the lowest kill rate on average and no particular high kill rate in the top 5% also plays a factor here. As her being unbeatable would reflect in the statistics.
Dude, she's been the go-to Killer for competitive play for YEARS. Everyone's been complaining about her for YEARS. She's been the undisputed queen of the meta practically since people first started trying to play the game seriously. She's often banned in tournaments, including the DbD community cups, which have received official support.
Nurse's kill rate is an excellent example of how statistics can be woefully misleading.
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@Tsulan said:
I wonder what would happen if the devs actually came out and said: "nurse is fine, no changes planned"
A fair number of people would probably say "Huh, I guess now's a good time to quit."
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I rarely use Eruption- it's pretty weak against SWF groups, which is where I need an optimal setup most, because they can just say "I'm about to go down, get off the gens" on comms. For that reason, I prefer Pain Res (Possibly with DMS on certain Killers), combined with info and anti-chase perks.
And it's really not hard to see why Eruption is an unfun perk to play against. 25 seconds of stopping the survivors from doing anything. So yeah, have your Eruption nerf/rework, Survivors. This is not what a well-designed slowdown perk looks like; BHVR can do better.
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@Tsulan said:
If it was only filtering profanities, then i wouldn´t have a problem with it. But its censoring all kinds of words that are not profanities and makes some conversations really hard.
You know, I had a wholesome endgame chat for once because the enemy team had a Vittorio who was sandbagging his teammates, pointing to them with his flashlight and doing whatever he could to give them away. So in response, I killed him first. The endgame chat was one of the survivors saying something like "Vittorio was throwing", and I said "Yeah, that's why I killed him first".
The game censored the word "Killed". In a game where the primary goal is killing people's virtual avatars, you are not allowed to say that you killed someone.
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306041#Comment_3306041
In DbD there is no one, clearly defined win condition. Some people want that escape or 4K, some people want to get their daily or complete that tome challenge, and everyone should be afforded the chance to do it, and not have the game artificially cut short because one of the five wasn't "having fun".
People will cite games where they are being trolled or bullied, but those are outliers, really. No one is entitled to the game being fun all the time in a game like this, but they should be entitled to a full game each time they queue up.
Now things have been suggested that seem to make good sense (like boosting the quitter/abandoned bonus), but that would likely increase the rate of DCs, and creates more issues than it solves. And yes, the killer DCing is in many ways less of a slight to other other players than survs DCing, but it's not harmless.
But again, at the end of the day DbD is what it is, and there are defensible reasons to keep it that way. If you want to play games like the ones you keep citing, play one of them.
If dailies and tome challenges are that big a deal to you (Notably, Hearthstone has similar dailies and challenges but you don't hear them complaining about concedes), then just replace the Killer with a bot. Problem solved.
I dunno who you're queueing into, but matches where I don't get teabagged at the exit gates if all 4 survivors escaped are the exception and not the rule. If I refuse to go to the exit gates as I have no desire to watch helplessly as the survivors escape, I can expect them to wait an agonizing minute or more before they finally decide to leave. It's common for the survivors to trash talk me in post-game chat as well, especially if I tried something desperate to make up the difference as the game was slipping away.
Here I am saying, "We should improve this game somewhat" and your response is "And yet you play this game. Curious!" Do I really have to explain why that's a silly argument?
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@Thusly_Boned said:
DbD is asymmetrical, fundamentally and inherently unbalanced and uneven. What each player goes into a match looking to accomplish may vary wildly, and with only a few exceptions, none are any more valid than another.
Rather than debate all these particulars, let's just distill it down:
The rules are what they are, and by queueing up for a match you are tacitly accepting that the game may play out in a multitude of different ways, and under a multitude of potential configurations. Many of those might turn out to not be all that fun for any one of the players involved. It is what it is. If you're not willing to accept that and play the matches out, play something else.
If the game makes you miserable often enough that being punished for DCing feels like a burden, do you even want to play DbD, really? Or do you just want it to be something it isn't?
Just don't DC, simple as.
Most of what you said can be applied to digital CCGs like Hearthstone. Card draw RNG and not knowing what your opponent's deck is can make any given match play out in a multitude of different ways. Unwinnable matchups, per se, are almost nonexistent; even if your opponent's deck counters yours perfectly on paper and they play 100% optimally, they can draw all the wrong cards at all the wrong times and still lose.
And many of those matches might turn out to not be fun at all for one or both players involved. One player may feel cheated because they had their opponent on the ropes, until the random numbers broke in their direction long enough to turn the tide. Another may feel robbed because they queued into the one deck that absolutely annihilates theirs, and there's nothing they can do.
So... what exactly about DbD is so unique that a Concede button is justified in those games but not Dead by Daylight? People use the Concede button regularly when they feel like the match is decided or they'd rather not keep going just on the off chance they'll somehow pull victory from the jaws of defeat, and most notably, nobody cares. In fact, you'll find many members of the community who ardently defend the Concede button, saying that, and I quote, "It’s everyone’s right to concede whenever they want". It's just a normal part of the game, because admitting defeat is as much a part of games as anything else.
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@SmolBlob said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305982#Comment_3305982
You ragequitting still screws over the survivors who wanted to play out an actual game. Also means they lose their item add-ons/offerings are basically wasted/etc.
If you played well enough for long enough that the Killer admits defeat outright, I'd call that a pretty complete match.
What, Killers don't lose their add-ons or offerings? They could probably have farmed at least a few more points if they had kept playing out the match as well.
If it's really that big a deal to you, the solution is to have bigger quitter bonuses, not to punish the Killer.
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@TheWheelOfCheese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305955#Comment_3305955
Non-team games, sure.
If you are even playing a casual team game with a bunch of friends and you walk off because you are done playing, the consequence is that your friends are probably going to be a bit pissed at you and think twice before playing another team game with you. Nobody is preventing you from leaving, but you're going to lose some goodwill / "social capital" by doing so.
And what does that have to do with playing Killers in Dead By Daylight? There are no teammates to disappoint.
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@TheWheelOfCheese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305949#Comment_3305949
I didn't defend my argument because you're not arguing in good faith. You're being hyperbolic and dismissing an analogy as a non sequitur as though it's supposed to be an exact comparison. (Hint: it's not.)
The point I was trying to make is that there are often real-world consequences for leaving in the middle of a game, and DBD isn't an exception to that, and that your "chained to the table" argument is utter nonsense.
I think there is an argument to be made that there are circumstances where this shouldn't apply to the killer, so I think we are in agreement there.
But there aren't real-world consequences to leaving in the middle of the game, and you'd be called silly for saying there should be. Few people would think to force someone to stay in a match they don't wanna play anymore, especially a non-team game. Most in-person games will let you forfeit with no questions asked, the only penalties being that it counts as a defeat.
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@TheWheelOfCheese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305427#Comment_3305427
If you think my analogy is a non sequitur, you should check out this other guy who compared a matchmaking ban to being chained to the table while playing cards!
Oh, wait...
Tu quoque fallacy. Not a good look when you can only defend your argument by pointing to a supposed flaw in someone else's.
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@WesCravenFan said:
It's "fair" because this community is absolutely obsessed with "counterplay". Anything you can't completely shut down is unfair and needs "counterplay".
And as a consequence, we've created a mechanic that rewards bad play on the Survivor's part. Taking a hit while injured goes from being a detriment to a boon.
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@TheWheelOfCheese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302930#Comment_3302930
This is a false equivalency. DBD isn't forcing you to finish the match, it just says that if you leave the match you may not play another for some amount of time.
There's plenty of professional sports where a player who makes a habit of being a bad sport can get themselves removed from the match and possibly banned from future play. That's not "chaining them to the table" and forcing them to play the match. It's saying "if you want to continue playing matches with us, you will show basic respect for your opponent," which is similar to what DBD does. There are plenty of real-life examples where refusing to participate will have negative consequences. This doesn't mean you cannot refuse to participate, it just means you must be willing to accept those consequences.
Now, to a degree, the situation is different for the killer because if they leave the survivors just get a free win. This is not too different from, say, resigning a lost game of chess. I agree that the killer leaving should be theoretically acceptable under some circumstances. The trick is allowing it without making it easy to sandbag to drop MMR. Right now you can sandbag by AFKing the whole match, but this is bannable. So we'd have to find a line where we say "before this happens you are probably sandbagging, but after it happens you aren't" and I challenge you to come up with one that isn't either extremely abusable to drop MMR, or so long into the match that the killer may as well finish it out anyway. (If every match were officiated by a human, it could be a judgement call on the part of that official -- for example, see the intentional grounding rule in American football -- but having a human officiate every match of DBD isn't feasible.)
DCs are hugely problematic on the survivor side, though. If you walk off the field during a soccer game and refuse to participate, you will almost certainly be kicked off of your team. Since DBD matchmaking basically creates ad-hoc teams, getting kicked off of that team is inconsequential, so there needs to be some deterrent to keep you from ruining every match you are placed in, so there needs to be some system to penalize routinely abandoning your "assigned team" mid-match.
Your professional sports analogy is a non sequitur. Resigning the match is not poor sportsmanship.
I mean... other games came up with solutions for this ages ago. Conceding only drops your MMR after a set number of turns, or a set number of minutes (Depending on the game).
I agree, DCs on the survivor side are a big problem and rarely acceptable. If the survivor team wants to admit defeat and move on to the next match with no penalty, they should have to take a vote first.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304349#Comment_3304349
If those were SBs against oni he wouldn't have gotten his power in the first place. SB is simply the better perk against m1 killers. DH is better against killers with predictable but strong powers.
I find it hard to believe that one of the best Oni mains in the world would never, ever be able to nab a hit. Especially on maps that are actually balanced like Coal Tower. And once they do have the hit, suddenly Dead Hard becomes a lot more appealing against the Demon Dash-Demon Strike.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304587#Comment_3304587
Yes, it was the meta perk then even though it underperformed in raw distance, but that has never been what Dead Hard is good at. It wasn't good at pure distance before, and it isn't good at pure distance now; before, it was used to lunge a short distance, to a pallet or window. Now, it's used to tank a hit and get less, but still decent, distance compared to using something like Lithe in exchange for it saving you from a deadzone, which the others can't do.
And yes, it's meta now too, or so it would seem; less so than before, but it does seem to have a higher pickrate than the others. That doesn't mean it's overpowered, though- hell, it doesn't even mean it's good, in the last stats we got to see Self-Care was in the top three survivor perks and that perk is often the weakest self heal perk available. Other perks that people run a lot are just "good", not "need to go" levels of overpowered. There are more things that go into pickrate than just strength- consistency, ease of use, how comfortable players have gotten using something that only got slightly weaker, things like that. If someone were to say DH is the most consistent Exhaustion perk and that's why it has such a high pickrate, I'd be inclined to agree; the risk that you'll not get to use it because the killer's good at baiting you is pretty easy to justify in the face of potentially saving yourself from deadzones. Does that make it OP? No, it doesn't even make it the most powerful tool available, it just makes it easier and more comfortable to use than the others.
I'm not trolling you just because we disagree, dude.
Okay, you're either arguing in bad faith or trolling. We already went over how Dead Hard outperforms Sprint Burst in pure distance, and if it can outperform Sprint Burst in pure distance, I'd say it's EXTREMELY good at pure distance. If you're just going to make the same debunked points over and over, it's not productive talking to you.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304558#Comment_3304558
Sure, in a dead zone Dead Hard is more useful- that's why it's more versatile. But the maps aren't majority dead zone, and having a drop or vault to proc Balanced or Lithe is not exactly an uncommon thing-- it doesn't have to be a god window, it can be literally any window. I think you're dramatically overstating just how much the weapon-wipe slowdown makes a difference here, especially since it only applies to an M1 hit and a lot of killers at this point have other ways of damaging someone. Hell, maybe they've got STBFL! It's not as though that perk is horrendously uncommon at the moment.
It is not rare for the other Exhaustion perks to give more raw distance than Dead Hard, it's the norm. They're meant to give more raw distance, and they do- making distance isn't even the best way to use current Dead Hard, you're better off using it while close to a loop you're confident in.
It's more raw distance, and it's guaranteed distance, not distance that's dependent on having good timing and not being baited into using your perk too early. Dead Hard is good, it's a powerful perk, but it's no longer even objectively the most useful Exhaustion perk at this point, let alone OP.
Bear in mind that pre-rework Dead Hard was still the meta perk in a meta where Lithe, Sprint Burst and Balanced Landing all consistently outperformed it in terms of gaining distance. Post-rework Dead Hard can easily outperform them all now, despite also being the most versatile Exhaustion perk, same as before. 150% for 3 seconds is chump change compared to a perk that can set the Killer's speed to 14% for that timeframe.
Most Killers still have to deal with 2.7 seconds of cooldown per hit, whether with their power or their M1. The ones who don't are pretty unusual for it, and are usually even more susceptible to getting Dead Harded as a side effect. Artist, Knight, Trickster, Pyramid Head, Corrupt Plague and Huntress. Incidentally, this means killers like Wesker can't get that much mileage out of STBFL, because it doesn't reduce the cooldown of their M2. So if you NEED a perk that not every Killer can use in order to counter Dead Hard, then Dead Hard also has the side effect of unjustly making certain Killers weaker by existing.
Plus, STBFL only really comes into play in the mid-late game. In that first chase where the Killer has no pressure and every second counts, Dead Hard hits a STBFL user as hard as anybody.
And here is, again, what makes me think you're just trolling. Dead Hard is META. When you get into a no-restrictions comp match, you're expecting to see 3-4 Dead Hards. By every metric available, it is the most useful and powerful perk for any Survivor who knows how to use it.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304534#Comment_3304534
I've been talking about normal matches this whole time, you're the one bringing up tournaments and comp teams.
Okay, so, I think I've done a poor job explaining what I mean by the distance thing and that's on me, so I just went to the wiki to reconfirm a few numbers so I can explain it a little bit more in depth. When you get hit, the on-hit sprint burst effect lasts for 1.8 seconds as of patch 6.1.0, down from 2 seconds. This is the movement speed increase you get when you get hit during the Endurance window for Dead Hard; 1.8 seconds of distance, while the killer is slowed.
Lithe, by contrast, gives you 3 seconds of a sprint burst. If you activate Lithe from further away than basic attack distance, you get a longer speed boost that starts further away, so you get more distance from Lithe if you're a little bit away from the killer than you would from an activation of Dead Hard. The only difference that could make up that lost distance is that the killer moves normally, but bearing in mind you proc Lithe off windows, there's a good chance they'd have to walk around that anyway, so that basically doesn't affect anything.
I'm no maths whiz here, but we're operating on pretty basic number concepts here for the whole thread. This is what I mean when I say that Lithe gives you more distance than Dead Hard because you are further away from the killer when you activate it. Lithe here is more comparable to old Dead Hard, where you wouldn't bother using it to dodge a hit and would instead use it to get to a tile and reset the chase entirely, because you got a dash while further away from the killer than M1 range. Old DH was just stronger because it was on demand, which Lithe isn't- but new DH has no distance inherently, making Lithe the better pick specifically for making distance without trading anything other than Exhaustion.
Just to be clear, Lithe is an example, the other Exhaustion perks we've talked about work the same way so shuffle them in to applicable scenarios for the same overall point. This isn't to say Dead Hard is bad, far from it, the reason it's still comparably powerful to these is that it's more versatile, but that versatility comes at the cost of much less distance and having to trade in Deep Wounds for avoiding the hit.
Again, your math is failing to take into account the Killer's cooldown time for a hit, which slows their movement to a pitiful 14% for 2.7 seconds, according to the wiki.
You get caught in a dead zone and start running away. Sprint Burst gives you 150% speed for 3 seconds, while the Killer is chasing you at 115% speed.
You get caught in a dead zone and start running away. Dead Hard gives you 165% speed for 1.8 seconds, while the Killer is chasing you at 14% speed for 2.7 seconds before returning to normal speed.
The cases where other exhaustion perks will give you more distance are a rarity at best. Not only giving yourself a speed boost but absolutely crippling the Killer's speed (And for Lithe's case, making them unable to vault the god-window you just vaulted) is absolutely incredible in terms of gaining distance. There's a reason it can take so long for the Killer to get the second hit even if a surv isn't using any Exhaustion perks. And Dead Hard forces the Killer to get a third.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304526#Comment_3304526
I mean, scrim matches between the top players in the world are not going to be representative of how the meta actually exists in the regular game. In the majority of matches there's a lot more perk variety.
I didn't say it was a drawback. I said that because you aren't close to the killer, you get more distance. At no point have I argued, or will I argue, that Dead Hard isn't good- it is. It's one of the best Exhaustion perks even now. It's just not OP anymore because it can almost always be avoided and even a successful use is far less damaging to the killer than it used to be.
You seem to be switching constantly between "normal matches" (Whatever that means, given that near-optimal 4-man SWFs are hardly unheard-of in normal matches) and competitive play to defend Dead Hard. Pick one and stick with it. Either way though, saying that it's easy to counter or avoid is patently false if even comp-level Killers can't do it with any kind of consistency.
I'm beginning to think you're trolling at this point. No, you do not get more distance when you aren't close to the Killer. Dead Hard gives you more distance overall whether you got a head start on the Killer or not.
And saying that a successful use is far less damaging to the Killer is hilariously false. The best-case scenario for pre-rework Dead Hard was making the Killer miss a swing and reaching a pallet/window you otherwise wouldn't. The best-case scenario for post-rework Dead Hard is putting the Killer in cooldown for a hit (Rather than the shorter cooldown for a miss), getting a big speed boost for free, and making it to a whole nother, much stronger loop.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304514#Comment_3304514
Decisive? Really? I don't know how you're ascertaining this info but if that's accurate that's extremely surprising, Decisive lowkey sucks now. I actually went against two people who tried using DS aggressively against me as Clown and they got absolutely zero value or distance, that's shocking if it's apparently the meta pick at highest skill level. I'd love to know where you're getting that info from to check if it's true.
Anyway, we went over that. The person using Lithe or Balanced doesn't need to be directly next to the killer, which gives them noticeably more distance than a random in-the-open Dead Hard.
My source is Hens, and his various scrim matches against the likes of SupaAlf. Decisive Strike sucks if the Killer and Survivors play suboptimally, which they don't in comp. The meta has barely changed since 6.1.0..
Needing to be next to the Killer to activate an exhaustion perk is not a drawback, at least not when that perk is a third health state. The onus is on the Killer to get within striking distance of you, so if you're caught in a deadzone, sprinting away at normal speed and then hitting Dead Hard will still get you more distance than Sprint Burst.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304500#Comment_3304500
...I don't know that at all. I'm pretty sure it's to reign in all the strong perks and to prevent stacking healing + gen speed increases, personally, that'd be my assumption. It is hardly just for Dead Hard.
And sure, but you can't control when the most opportune moment for Dead Hard is either. You can't use DH to teleport to a pallet to start doing that little mindgame, so sometimes you're forced to use it in the open or in a deadzone, where the speed boost barely takes you anywhere. Is that more distance than you'd get without Dead Hard? Obviously. Is it more distance than you'd get from the average use of Lithe, Sprint Burst, or Balanced Landing? No.
The bottom line is, the average use of Dead Hard outside of using it at a pallet is not OP. It's something that killer players can adapt to after they see it and that they can outright counter before the match even starts with their perk or killer selection, if they choose to.
No, the meta at the highest skill level is Off the Record, Decisive Strike, Adrenaline and Dead Hard, with a Deliverance and 1-2 Unbreakables thrown in for good measure. Which incidentally, is almost identical to the pre-6.1.0 meta. Really feeling that rework.
The Killer's movespeed is reduced to a crawl if they hit you in Dead Hard, it literally DOES give you more distance than any other Exhaustion perk. Find a friend, go test it yourself. Compare how long it takes to close the distance to a Survivor who took a hit with a Survivor who used Sprint Burst. The former wins out every time.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304480#Comment_3304480
Regardless, this conversation is not about Nurse or about tournaments, it's about the balance of Dead Hard in regular matches. Though, brief aside, your attempt at scathing sarcasm is cute, but my point was about tournaments banning duplicates of the same perk in general and not them banning Dead Hard specifically.
Moving on, right, I do see the distinction you're trying to draw there. Still, that's only if you do have to abandon chase, and there's absolutely nothing preventing survivors from using other Exhaustion perks or just busted setups in general to make you abandon the chase after chasing an injured survivor for a while. If you get right up on someone you've already chased to injured and swing into Dead Hard, that's meaningfully the same as if that person used Lithe to rocket off to the other side of the map after you've chased them long enough to almost catch up. The time investment and harm to your momentum is the same... except for that in the first example, you at least get Deep Wounds. In the second, you get nothing.
Not to mention the numerous times you might swing at a Dead Hard - even if you swing into it - and the survivor gets caught on a wall or doesn't have anywhere to go because they're in a deadzone. You don't always have to drop chase, it's just that when you do, it's not unique to DH.
Tournaments ban duplicates because of perks like Dead Hard, and you know it.
See, the difference is that you can't really control when Sprint Burst, Lithe, or Balanced Landing activate. Starting to sprint, taking a window vault, or dropping down usually isn't optional when the opportunity presents itself. And thus, activating it at the most opportune moment, when the Killer's already invested a huge amount of time in the chase, you're injured and the Killer is closing in for the second hit, is almost impossible. And even then, because they don't buy you as much distance as Dead Hard, you're much less likely to actually get enough distance to lose the Killer.
Having to drop the chase is not unique to Dead Hard, but Dead Hard forces you to drop the chase far more consistently than any other perk. Getting caught on a wall or in a deadzone is not unique to Dead Hard, either, but with just how much distance it buys you by effectively stunning the Killer, you have a much better chance of getting out of a deadzone, making it to a strong loop.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304438#Comment_3304438
Yes, if you look at comp-level and tournaments, you will see a very different story. Also, won't those Nurses be using the things I talked about? The range/recharge addons, Exposed perks, and such? Because if so that doesn't disprove my point even slightly, if anything it bolsters my argument.
You also do see those other perks in tournaments, don't you? I admit to not really caring about the tournament scene, but I'm given to understand most of them have perk restrictions that ensure not every survivor can bring Dead Hard, and most of them are still going to want one of the other (still very strong) Exhaustion perks. Either way, tournaments are largely irrelevant when talking about general balance, and I think you're trying to respond to an argument I'm not making with that part about what value DH brings. Of course it brings that value, it's a strong perk- it's just not OP anymore.
I admit to not understanding your last paragraph there. In both scenarios, you're breaking chase after chasing an injured person for a while, so there's not much difference. And you're trading the health state for 12 seconds of Mending and however long it takes them to heal, if they want to be healthy again. If they don't, they only have two health states and it's basically normal.
No, they won't. Such things, the range addons especially, are often banned in tournaments. It's common for Nurse herself to be banned in tournaments now, in fact. Nurse was banned from every round except the Quarter-Finals in the DBD community cup. And Nurse was in the game long before Starstruck and was still the undisputed best Killer in the game, still had the exact same gameplay and with the same problems, so your point on Exposed is pretty moot.
"This perk is so powerful that tournament rules ban Survivors from using more than one of it at a time, therefore it's not OP." Brilliant logic.
The difference is the number of hits the Killer has gotten. Good survivors will make you fight hard for every single one, so having to abandon the chase after scoring not one, but TWO hits is devastating to your momentum.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304425#Comment_3304425
I think you missed my point- the counters that Nurse has in theory do bear out in practice, except for specific elements of her kit that people want nerfed. It's not that her counterplay is only theoretical, it's that it's undercut by specific things- whereas your argument here is that Dead Hard in its entirety is overpowered and its counterplay is only theoretical, when it's not. Waiting it out works, baiting it works, inflicting Deep Wound yourself works, using Exposed works, inflicting Exhaustion works, and so on. None of them fail in practice.
No, but you don't need to be directly on top of the killer to use those other Exhaustion perks, so it's more distance in practice.
That sucks for those killers but you shouldn't jump to Dead Hard being the problem there. if nothing else, the thing that actually caused them to start losing there is that they dropped chase, and Dead Hard is not the only reason they'd have to do that. If the same scenario bears out when they drop chase for other reasons, doesn't that hint that something else might be wrong, either with the game itself or with their gameplay? And if it doesn't... why not? Why is breaking chase from DH different to breaking chase from a strong tile, or another Exhaustion perk?
Evidently you haven't seen comp-level Nurses in action. When you take a hit is for the Nurse to decide, not you, regardless of addons or perks.
I've seen Killers with thousands of hours wait out Dead Hard for over a minute. Try to bait it multiple times in quick succession, to no avail. Or Survivors can always just use it at pallets or use it against one of any number of Killers with a power that inflicts damage at a predictable time to force lose-lose situations for the Killer. And if you use Exposed, then Survivors just stay injured and get a second health state anyway.
Then where are all the Lithes, Sprint Bursts, and Balanced Landings in high MMR and tournaments? What advantage does Dead Hard give, if not the distance you gain by getting a free injured speed boost AND forcing the Killer into cooldown?
Why is breaking chase with DH different to breaking chase from a strong tile, or another Exhaustion perk? Because with Dead Hard, you traded a health state for 12 seconds of one survivor Mending. Dropping a chase is relatively safe after putting a survivor in Injured, because they need to find someone else to heal them, and then both spend 16 seconds healing. But after a Dead Hard? 12 seconds of Mending is a pittance of what the Survivor costed you if they forced you to drop the chance.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304404#Comment_3304404
I play killer far more than survivor, I would advise not going down that route.
Moving on, let's first address Nurse. She can be outplayed too, on paper, but... can she? Because the parts of her that I see most people wanting nerfed are the parts of her that don't have counterplay, or where counterplay is unfeasibly difficult or up to RNG. Her use of Exposed perks, for instance, or the elements that make gauging exactly how to counter her mid-trial harder like the range and recharge addons. Compared to the wide breadth of things that counter Dead Hard, from adjusting how you play to specific killer powers to anti-Exhaustion perks to any other source of Deep Wound, it's not exactly a great example to draw.
As for the distance it gives being unparalleled, no, it isn't. I honestly don't even have that much to say to that, it's blatantly not true- Lithe, Balanced Landing, and Sprint Burst all give at minimum comparable distance and none of them impart Deep Wounds or guarantee that the survivor using it is at least injured, wherever they end up. Overcome gives more distance, though at least that survivor will be injured, I suppose.
Finally... I dunno man, finding survivors isn't that hard, especially if you bring some tracking tools. There are definitely times dropping chase is a bad idea even if it's forced, but those aren't every chase and they're never enough to literally lose you the game right there.
That's what "On paper" means. In theory, Nurse can be countered, but in practice, not really. And that's Dead Hard in a nutshell, as well. In theory, there's lots of stuff you can do to counter it, but in practice, most of it is either too wasteful to be of much practical use, or can be rendered null by a good enough Survivor.
Do Lithe, Sprint Burst, and Balanced Landing reduce the Killer's movespeed to almost nothing for 2.7 seconds? Because Dead Hard does. Simple math, dude.
You talk like someone who barely plays Killer. I've seen many instances of Killer mains dropping a chase, hoping to catch another survivor, and it almost costing them the game or actually costing them the game because they couldn't find the gen the rest of the survivors were working on, or in the time it takes them to cross the map, too many gens pop. Or because there is no weak link on the team and every chase takes almost as long as the first.
It's relatively safe to drop a chase after getting an injury, sure. But after a Dead Hard? That survivor's going to spend 12 seconds Mending and then get right back on gens.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304381#Comment_3304381
No idea. Maybe they decided that swinging into DH would save more time than waiting it out, or maybe they got flustered, or maybe the survivor using it had a really clutch timing. Skill goes into both sides of this, it's not that skilled killers will never swing into DH, it's that you can outplay it.
Sure, okay, if you think the chase would take another 30 seconds, drop it. Go chase someone else. The way that you would if a skilled looper got to a really good tile or used another Exhaustion perk to make a ton of distance on you. None of that is unique to Dead Hard, it's just how this game works.
Nurse can be outplayed too, on paper. Does that make her balanced or good for the game?
You don't play Killer much, do you? Dropping the chase usually costs you even more time, both from chasing a Survivor that's healthy and most likely on fresh hook, and from the time you need to waste looking for someone else to chase. And heaven help you if the Survivors are on comms and call you out so they can start running early. If you never commit to a down, you are throwing.
And the sheer distance Dead Hard gives you is unparalleled among Exhaustion perks, as it not only gives you the free speed boost from being injured but forces the Killer into cooldown. Again, for the sheer amount of time it buys a Survivor, you'd need a LOT more mending time than it currently has.
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@jesterkind said:
Dead Hard is fine. It's no longer "press E to win", it's no longer uncounterable and can always be avoided, and it has far more counters on top of waiting it out.
At most, the pallet thing could be adjusted, but it's by no means a foregone conclusion that it needs to be. I think what these conversations always seem to forget is that successfully using Dead Hard is no longer an instant chase win for the survivor, it's a phyrric victory where they trade postponing the down for Deep Wound and Exhaustion. Obviously that still breaks in their favour, it's a survivor perk, but the killer gets something if they need to drop the chase- which, it should be noted, is an if, not a guarantee.
For the hundredth time, if countering Dead Hard is so easy, how do tournament-level Killers still get hit by it regularly? I mean, if countering Dead Hard was just a skill issue, usage of Dead Hard would fall off at high MMR and in tournaments, but it doesn't.
Deep Wounds and Exhaustion are a fraction of what a third health state costs the Killer. Extending the chase by another 30+ seconds can be devastating to a Killer's momentum. That's 30 more seconds where the rest of the Survivors are free to do objectives instead of worrying about unhooks. 12 seconds of one survivor Mending is nothing compared to that. Even an injury requires two survivors to spend 16 seconds healing. To balance out the amount of time you buy for the rest of your team, Mending from Dead Hard would need to take 60 seconds minimum, and that's being generous.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304005#Comment_3304005
comp players play the best killers and the best killers (nurse/blight) are easy to DH. I'm pretty ok with survivors having a 3rd health state vs said killers tho lmao
Oh, the match I was watching was with Oni. Community Cup rules force you to play Killers other than Nurse or Blight. He ate a Dead Hard with both his M2 and M1. Honestly, if the Survivors weren't forced to bring unique perks (Meaning, only one Dead Hard per team), the finals could have gone quite differently.
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@Telgin said:
https://forums.bhvr.com/dead-by-daylight/discussion/358917/dead-hard-still-needs-to-go
Im a killer, thats not true. It punishes the Killer for brainless hitting a suv. not generally.
You have to wait until he makes DH, or catch the right moment. It basicly just blocks your Lunge attack (because against lunge DH is very easy to use). The 0,5sec are realy hard to hit for the survivor. When the suv. catches my hit with dh, its 90% my foult for not beeing patient enoth
I've seen tournament-level Killers get Dead Harded multiple times by a single survivor using the perk. Are you going to call them "brainless"?
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303101#Comment_3303101
You'd have to go significantly further than that to make it come across as a concede and not a ragequit. You'd have to make it take longer, so it's not a jarring change from gameplay to end screen, among a few other changes too.
Even after that you'd have to ask, what is the difference between this and a ragequit? The answer being, this one takes longer. It's still ending the match early because you don't feel like playing any longer, and it still robs all four other players of gameplay. That is, no matter what way you slice it, a ragequit, and not something that should be encouraged at all.
Well, that just seems petty. I don't see why it's any of your business whether it's a concede or a ragequit. It makes no difference to you gameplay-wise. If you really wanna know that badly, check the endgame chat.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303077#Comment_3303077
I think the core of the issue here is that you keep positioning a DC as a concede, like you're saying to your opponent in Magic or whatever "ah, you win, I concede", when it isn't.
The equivalent if you're playing a card game irl would be to stand up and walk away suddenly without a word, because that's what happens when you DC out of nowhere. Even if you were losing - especially if you were losing - you'd be seen as a bad sport and people would be rightly miffed that the game ended early.
So the issue is presentation, then? Well then, by all means, add a message or an effect that makes it clear the Killer forfeited. Because aesthetically, that's the only difference between pressing "Concede" in Hearthstone and pressing "Leave Match" in Dead by Daylight.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303075#Comment_3303075
I... what? You literally just projected your own fallacies onto me when I gave you an actual honest resolution for what you have been saying. If you are interested in playing against people, you're not allowed to proverbially flip the table if you don't like how things are going. When you do that in real life, people stop wanting to play with you, which is ironically what things like disconnect penalties are stepping in to provide.
Really? Because no one seemed to get upset when I said "I concede" at the last Magic: The Gathering tournament I went to. Nor does anyone seem to complain about it when their opponent presses the Concede button in Hearthstone or MTG Arena. They just take their win and move on, like a good sportsman should, instead of demanding that their opponent continue to helplessly squirm for another 5 minutes.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303067#Comment_3303067
If you considering win/loss the only reason for games existing, why don't you just play against the bots? Honest question. It ignores every other aspect of the game other than the game saying whether you won or lost, including the progression system, consumable limitations, and interaction with other players. Most people use it as a training tool but it sounds like the only thing you want out of the game, so feel free to switch over to it exclusively. You won't even get a disconnect penalty for leaving early, so it hits on all sixes for you.
It's not a good look for you when you have to strawman me and use the most hyperbolic examples possible to make your own position seem reasonable.
I'm interested in playing against people; I'm just not so inconsiderate as to demand that my opponent keep playing after they say "You win".
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303060#Comment_3303060
Yes and no. For example, my friends and I bring flans and rare items. Killer tries to camp the first down, we get them out and the killer quits. Everyone gets sub 10k BP and wastes all of that stuff.
It's a bit different.
Well, in the words of one of MTG's lead game designers, "Fighting against human nature is a losing battle". Bear in mind that Killers still regularly DC, despite the penalties under the current system. They have no teammates they are obligated to help, they're playing an entirely self-centered role, so there's no one who really gets screwed over if they leave.
I think you'd be better served by giving bigger quitter bonuses to survivors and keeping their addons/offerings than by adding more DC penalties.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303058#Comment_3303058
Street Fighter isn't the only example. King of Fighters even gives you a "fair play score" from 0-100 that flat out tells both you and other players whether you see your matches through to the end. The Dark Souls series flat out softbans you into quitter hell for disconnecting during online play, and even gives you a limited use item to revert the penalty in case it was caused by legitimate issues. There are many games that put match integrity above whether you win or lose, because again, most people want to actually play out matches.
And don't make this an us vs them argument. I get called a killer main here constantly for my stances on parity and how killers are usually at a disadvantage or otherwise left out of game design choices. I've also advocated plenty for survivors to not be able to suicide on hook for the exact same reason, it ruins the match for the other players. I even said earlier in this topic that it needs to be available for both or for neither, and that neither is the better option to maintain the game's ability to actually see its matches reach conclusions.
Correct me if I'm wrong, but in all of those cases, the game doesn't count it as a loss if you disconnect. Which seems to be the root of most of the frustration people feel when their opponent disconnects in those games. Seems to me like we've got an easy solution that has something for everyone: Disconnecting counts as a loss. Leavers don't have to play out a match that they're not enjoying anymore, and the winners still get the rewards for winning.
Well, like it or not, this is Survivors' Rulebook for Killers behavior. Demanding that Killers conform to some arbitrary standard of behavior, because that would be more entertaining for the Survivors.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302887#Comment_3302887
Oof. Okay.
SC2 is 1v1, ditto Hearthstone. Actually most of these are.
I'd love for a 'concede' button to exist, but this is not a good analogy.
What exactly about a 1v4 game is different? The Killer is one person with no teammates; if the Killer leaves, it's a victimless crime. The Survivors get a free win, and the Killer doesn't have to play out an unfun match.