Moundshroud
Moundshroud
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@CrowFoxy said:
I recently started thinking and studying into some psychological stuff and even unironically spoke to my own therapist about how dbd might have an overall negative impact on my mental health.
The results and responses I got were staggering, but won't take long to share.
This is just ONE medical professionals opinion of course, but feel free to ask your own. My therapist believes with dead by daylights gameplay, combined with reward from win/loss, community responses I showed (screenshots of post game etc, chat messages from consoles), that dbd can have a profound negative impact on your mental health.
And I agree. It may be "just a video game." But that's a weak argument. Dbd can hurt people, and be unfair, and not fun and that's okay! It's a competitive game, you can change your mindset. But I thought some people just might need to hear this for once.
It sounds like you should take your therapist's advice, since I expect you are paying him/her for it. As for myself, my marbles still seem to be rolling around my skull regularly and in the same orbit as before I started playing this game. My own advice, and I am not mental health professional, is that healthy, well-adjusted people have no more to fear from this (or any) video game than they do from any other diversion. People who are not healthy or well-adjusted can be triggered or damaged by just about any kind of negative feedback loop.
As for people hearing this notion "for once" ...I doubt that there is anyone playing video games alive that has not heard the theory that violent video games are dangerous and can somehow lead to destructive or self-destructive behavior. They have said the same thing in regards to mental health about Rock and roll, television, short skirts, Feminism, and literally every religion and/or political construct that has ever come about. I'm not trying to be snarky (well maybe a little) but your Therapist (and now you) are making the same kind of broad, general statements that Nostradamus (as well as your garden variety fortune teller) did. It works like this, Person-A makes broad, general statement of impending doom. Over the course of time something negative is bound to happen that can be implied to have proven said statement. Do you see where I'm going with this?
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It depends a lot on the offerings too. If the Killer puts in the offering to make all the Survivors start separated, it all but guarantees that some will start much closer to the Killer.
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@Coder said:
I'm 60% killer 40% survivor.
I'm playing killer, main Doctor, and I'm 4k-ing at 3 or 4 gens with little to no effort, It's just boring and I'm starting to feel bad for survivors. I still haven't had a match where they found my totems, but it's pretty boring to see survivors die without hope, some of them even suicide, it's not even challenging for me. It's the reason why the old ruin was "nerfed" (or reworked, however you want to see it), it gives A LOT of value with little to no effort. I just don't feel rewarding winning like this, so I'm just going back to my corrupt+pop slow down.
As survivor, I'm solo player (maybe in SWF is not that OP). I like to totem hunt, I know the spots, the problem is that by the time I do the totems, one or more people on my team are on death hook and we're at 4 or 5 gens, so it's pretty much an uphill battle if the killer is decent. Even if we focus on gens, the pressure of going for unhooks, heal and going back to the regressed gen is like getting 2 PGTW.
I'm not a blind killer main, I like challenges and I want the match to be fair and fun for everyone. This feels wrong, I think undying should be nerfed, like 1 totem respawn, not 4. And the aura reading makes it like a stronger Thrill of the Hunt. It's like TOO MUCH going on in one single perk. I hope it gets reworked.
What are your thoughts?
I have zero sympathy for your Survivors because mine seem to have no problem whatsoever finding Totems or cleansing them. In fact, I find your entire original post suspect. The only way your Survivors are failing to do Bones is because they don't want to do them or they don't bother to do them. The simple truth is every single Survivor knew this combination was coming. It was discussed at length. It was part of the play test. I recall, myself, telling people do do the Bones, practice for what is to come, and can point you to threads where I was told I was giving Players BAD advice by saying it. There were Survivor mains who called me an idiot for suggesting that Players do anything other than Generators. Well? Was it bad advice, or was it bang on the nose?
I play Killer and Survivor and which one I "main" seems to go back and forth. I do a lot of Bones myself. I have noticed NOED going off a lot less these days. I wonder if there is a connection? :) But let me return to you and your highly SUSPECT post. If you feel bad for your Survivors, and don't want to take Ruin+Undying, then don't take them. You could choose, as many Killers do, not to use the combination. Nobody is forcing you to do it. It isn't mandatory. So, don't blow smoke up our collective butts. What you really mean is YOU don't like having to do Bones, and are using this thinly veiled premise of being a sorrowful Killer to try and sell your point.
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@Dzeikor said:
He's not even the best killer in the game,he's mid tier at least.
Killers better than doctor in my opinion:Oni,Spirit,Freddy,Hag,Pyramid Head,just to name a few.
There are some sick combos you can pull with doc,for example the double calm addon with distressing terror radius on a map like the game,but besides these situational maps and builds,he is definetly not on the level of the killers I mentioned especially on big maps.I love playing doc and even verse againts him,I dont understand the hate he receives then the killers I mentioned above exist.
I wouldn't say he is hated, or at least I don't hate him. The Doc is a Killer with training wheels. I am not saying that to sound snarky, but it is true. He comes with an ability which is mildly annoying to the Survivors, but its primary purpose is a supercharged, short range Barbecue & Chili effect. He can simply reveal the location of all the Survivors within a certain radius and that is extremely powerful. Good Doctors have the following tactics:
- Setup patrol routes of generators which cut the map down, i.e. they don't have to go as close to a Generator to know if someone is there.
- Right after hooking someone they tend to use this Power to find out who is hiding nearby for the rescue.
- People affected have screwy Skill checks so it is slightly oppressive to the Generator rush (only slightly).
- People facing the Doc. have to spread out and try to be out of his range and it helps him get a 3-Gen. easier.
I don't think people hate him, but most good Players understand that the Doctor's power is EXTREMELY efficient. You really have to go out of your way to use it against him. The following are suggestions.
- Start with Generators that are kind of exposed, i.e. where you can see a long way off. Sure you might get spotted but you see him coming often before he spots you (he is tall and often glowy) and you can start to move in a way that his shortcut route doesn't electrify you as he passes. If he doesn't light you up he assumes you aren't there and you get a lot of time to finish that Gen before he comes around again.
- If you see he is about to hook someone, get in a damn locker or move back fast so you are out of range of the shock he is 100% going to do to check the area before he moves off. If he doesn't detect anyone, you are very likely to get that safe rescue.
- Just remember the screwy Skill checks are coming up and they aren't as bad. Forget they happen and you well fail them.
- Spread WAY out individually or in groups of two to minimize how many people get lit up by his power.
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I'd be fine with removing the auras IF (and only if) the put it back so that when Undying gets cleansed it moves itself to an available dull Totem like in the play test.
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I "think" they are saying that a Mori by default would potentially screw over the last Survivor if they have an unused DS available because the Mori would bypass the picking up for a hook. While that is true in theory, that is NOT why they are not provided by default as that is a very niche situation that just won't come up that often. Moreover, some things screw over other things all the time. The Cypress Mori isn't provided by default because of the Lore, i.e. getting to kill a Survivor by one's own hand rather than sacrificing them on the hook is considered a "treat" provided by the Entity.
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@GhostyyBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/1655305#Comment_1655305
Was a decision between him or Freddy, and it fits Freddy more.
Agree to disagree. I think Mikey called shotgun on this one first. But I definitely agree that it works for Freddy too.
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@GhostyyBoi said:
Everyone's complaining about the new patch, so hopefully this is a break from that.
Some of these will be really confusing.
Never Gonna Give You Up (Rick Astley)- Mikey
Preach (Saint Motel)- Plague
All Star (Smash Mouth)- Bubba
Novocaine (The Unlikely Candidates)-Blight
The Sound Of Silence (Disturbed)- Phead
Dead Inside (Younger Hunger)- Frank
Wolf in Sheep's clothing (Set It Off)- Susie
Bad Guy (Billie Eilish)-Julie
Sound of Da Police (KRSone)-Joey
Electric Love(Borns)- Doctor
Redneck (Blake Shelton)-Billy
Seven Nation Army (The White Stripes)- Oni
My Demons (STARSET)-Spirit
Love Shack (The B-52s)-Huntress
Pale Rider (The Heavy Horses)-Deathslinger
Every Breath You Take (The Police)- Ghostface
Should I stay Or Should I Go (The Clash)- Demogorgon
Mr. Sandman (The Chordettes)- Freddy
Malpractice (Testament)-Nurse
Blood And Bones (The Blake Robinson Synthetic Orchestra)- Pig
Father and Son (Cat Stevens)- Trapper
I'll edit it if I come up with more.
Feel free to tell me how wrong I am, make suggestions, etc.
I encourage you to look up songs you don't recognize.
I commend your effort, but I've a soft spot for the classics and the only song that will every apply to Mikey is from the original films:
https://www.youtube.com/watch?v=VNUgsbKisp8
Or if you want a cuter more recent version:
https://www.youtube.com/watch?v=ran2vgR_ANYOr for laughs:
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Personally, I'm thrilled to see so many Myers out and about as we head into October. I just want to make sure you can be the best Killers you can be. So I gave it a bit more thought and this is what I would add as far as Add-ons and a few other things..
- Boyfriend's Memo extends your weak Lunge at Tier-1. Ideally, you won't be at Tier-1 long but if you have nothing else to put in, go for it. The best use of it is in combination with the Scratch Mirror (which as newbie Myers you won't have available yet). But if you have it and are learning, use it.
- Grabs are effective by NOT jumping the gun and starting the attack too far away, and by NOT accidentally lunging. Learn the difference between how to lunge and basic attack. Many people LUNGE when they just needed a close range tap to grab someone off a totem, generator, or someone trying to unhook someone else. Of course the same is true for people coming out of lockers or vaulting. Learn to hold the attack until you are as close as possible. Do not prematurely stabby stab.
- While still using PWYF it is important to remember that each stack you get by starting a chase with the Obsession (and then breaking off) is lost with each attack. That means you don't want to be throwing slashes willy nilly or you lose the bonus speed you built up. Blade control is important to a Myers. Also, grabs (see tip# 2 above) do NOT take away a stack. So best of both worlds is to GRAB.
- Let me reiterate a GRAB is almost always better than anything else. It puts the target into the dying state effectively as a one hit situation. The only difference between a Grab and a normal attack is just the slightest difference in range (be closer) when they go for the vault or are doing something. It is the poor man's Insta-down. I cannot tell you how often I have populated all four hooks in a basement by timing the grab correctly when someone comes to unhook.
- Dead Rabbit is your FRIEND. This add-on shrinks your Terror Radius when in Tier-2 and explodes it to huge in Tier-3. If you happen to have gotten your hands on Monitor & Abuse from the Shrine (or elsewhere) you can have a Tier-2 Myers with no effective terror radius until he gets into a chase. Being able to initiate a chase on someone at a 115% speed rather than 105% means you will hit them. However, be aware that your Red Stain will be there so approach for grabs correctly to avoid them seeing it until too late. The HUGE Terror Radius you get in Tier-3 sends all the chickens running every which way because they all suddenly think you are bearing down on them. You can pick up some targets you might have missed otherwise. It also will get them off Generators until they figure out where you actually are located.
- Don't waste much time with all those annoying pieces of glass that reveal auras for minimal seconds. You will never get a great, reliable return on them. Think of them as evil glass Gnomes that steal your BP in the Bloodweb. :) Stick to Add-Ons which increase your movement while Stalking or extend your Tier-3 time (Bowtie is really good). Likewise take those that help you accumulate evil faster.
- Ignore the Tombstone until Myers gets a rework. Let the Entity take that always once it wakes up. Perhaps it will be good someday, but for now Fat Myers is nothing but something you do for laughs.
- The Tombstone Piece, however, is very powerful and requires Finesse. Build them up but DO NOT USE THEM as a Newbie. You will waste them. Hone your Skills of stalking and timing Tier-3 snowballs first.
- Infinite Tier-3... Fragrant Tuft. Awesome Add-on. Don't use it until you have honed the same Skills I suggest for the Tombstone Piece. You will have a great time using it when you know how to use it better. Also, when you DO use it don't make the mistake I made for weeks. I was so fixated on wanting to get to Tier-3 that I would give up potential hits to try and squeeze out more evil. This means I wasn't putting enough pressure on them and by the time I did get my infinite Tier-3 the game was almost over. In short, take every hit and down you can in Tier-2 and take Stalk as you can get it. Don't fixate. It will come.
- Don't bother with the Vanity Mirror (at least until we get a rework) as it prevents Tier-3 but only gives you a minimal wall hack. It is intended to be a middle ground between what I call Spooky Myers (Scratched Mirror + Boyfriends Memo) and any Myers build that can hit Tier-3. I call any Myer's Build that can get to Tier-3 Maniac Myers. The problem is that Vanity Mirror builds do nothing well. Until it gets a rework, go all in on Spooky or Maniac.
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@EntitledMyersMain said:
Why PWYF tho? I'm a Myers main myself and I don't use it.
My build is corrupt, save the best for last, monitor and Abuse, and BBQ.
Newbies Myers need it. I don't use it anymore either, but when you first get started, and it is harder to Tier up, collecting those speed stacks helps. Good practice. :) Remember they don't have all those other Perks yet.
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@Jyn_Mojito said:
@Moundshroud Thanks, this was helpful. In the handful of matches I've played as him it's been really hit or miss, so I'll try your tips. Especially #4- my first inclination has always been to down and hook.
Another useful tip, but more advanced deals with the Perk: Object of Obsession. While you are in Tier-1 they cannot see you but you can see their aura if you are looking their direction while they are looking towards yours. The only thing that happens for them while you are in Tier-1 is their HUD lights up so they know they are looking the right direction; that's it. This means at the start of the match you have the best chance to eliminate this threat. If you see that one Survivor aura showing up, you go for them. Make them a priority at the very start of the match and get them on a hook. Once you go to Tier-2 you will be able to see each other when looking the right direction.
There has been a big uptick in the use of OoO so the SWF can abuse it. So, I say use your Tier-1 while you are finding the Survivors to home in on them fast (or at least that one).
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Definitely. 100%. People should walk a mile in the other guy/gal's shoes before passing judgement.
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Well you guys have convinced me that my suggestion is unworkable, but that doesn't mean I still wouldn't like something MORE than Skins. It just doesn't feel immersive or particularly make me attached to the Survivors. Cosmetics don't do that for me either. But if I'm in the minority, I'm in the minority. I'd like to think there was a way to vary these Survivors at least enough to give them personality, but if there isn't... I will probably always be slightly more a Killer main.
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@CalamityJane said:
If they did it from the start fine.
But you can't take everyone's progress they've made where most people only invest into one survivor and then go "oops, we gave your one a ######### passive, now redo the grind because we gave Meg and Claudette top meta passives!"
It would also mean you'd only ever see the survivor with the best passive. Sure you'd get a few people who like their main enough to put themselves at a disadvantage, but it'd be about the same numbers as people who don't run second chance perks, which is like finding a unicorn.
Fair point, I suppose it is too late to do the Perk suggestion. But I still wish that there was some kind of slight difference even if it was just a 3% difference in speed between a Meg and the old wheezing smoker Bill. :)
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People should just play the game. This notion that there should be an unspoken expectation of any kind of etiquette between the Killers and Survivors is foolish. It is always subjective, and never productive. The Killer are supposed to prevent any Survivors from escaping. The Survivors want to get out. That's it. That is the game. Quit projecting some non-existent set of morals and/or morays into the zeitgeist. The only things we should all be abiding by are:
- Don't cheat, i.e. use hacks or lag spikes.
- Don't disconnect; if you start a game, finish it.
- Be humble in victory, and gracious in defeat.
Everything else is on the table and nobody should be getting grief or being shamed over using it. Nobody should be saying "but I played nice" and then complaining about the other side not reciprocating. If you WANT to play nice, go ahead. Just don't complain about the choices you make not getting returned. This isn't Secret Santa. Play hard. Don't cheat. Be good sports by not making a jerk out of oneself before or after the game. For my own part, I try to wish everyone good luck before a game (I would do this as Killer too if they could hear me), and I am sure to do my best to give a GG afterwards too. During the game, I'm going to give 100%. As a Killer I will camp, tunnel, slug, or Mori if that specific match calls for it. As a Survivor I will body block, cooperate with others, and do everything I can to get both my teammates and myself out of a game. I'm under no obligation to give the Killer a courtesy kill, anymore than the Killer is obligated to give anyone the hatch.
Just play the game.
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We can agree to disagree. I'm just not a fan of Survivors being nothing but Skins while Killers are each unique. I do know there are Perks that rarely get used. I just think I would identify them by that, i.e. the least used Perk simply gives them some personality. Do I think this is a MUST for the game? No. Do I think it would be nice? Yes. Hell, even if it wasn't Perk related, I'd love to see something different about them beyond cosmetic.
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I play a lot; I see a LOT of disconnects. I see JUST AS MANY... if not more... disconnects where there are no Mori at all. Bad sports will disconnect if they don't like the Killer, if they get downed, if they get a Pig Trap on their face, if they get hooked once.... yadda... yadda... yadda. Are there some people disconnecting because they are afraid of Mori? Probably, but it isn't statistically relevant as far as I can tell.
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@catnip18 said:
https://forum.deadbydaylight.com/en/discussion/comment/1651769#Comment_1651769
The problem isnt that totems cant be found, its that finding totems is punished by a perk that can only be countered by finding totems. I get you dont like DS/UB, idc, i dont run either. My default is UE, spin chill, Iron will, and either balanced landing or sprint burst. Stop trying to deflect on the point that the perks counter is countered by the perk by trying to blame survivor combos you dont like. Undying is bad game design straight up, it is countered by doing dull totems but it counters survivors that do dull totems. I ran detectives hunch once and couldnt break a single totem vs hillbilly cuz he'd zoom over before I could. There is no counter to it because, AGAIN, it counters its counter.
But your next argument is "if every survivor does totems at the same time..." that require coordination on a swf level which im guessing you also despise. When playing solo q the perk is uncounterable vs a half-decent killer. Its power needs to be shifted, not removed, but shifted. Make it so only auras around hex totems are revealed or make it so auras are only revealed while survivors are working on totems but it lasts longer after they let go.
Hardly. If Survivors do the Totems, they get done. I do them as a Survivor and I also get through Gens just fine even when Ruin is up. Is it harder than it was? Sure. But it was too easy before.
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Hrm. I play a LOT of Scratch Mirror Myers and I'm invisible to OoO 100% of the time. I slaughter people trying to use that Perk right and left. When playing the Pig, Wraith, or Ghostface... the Survivors also lose track of you. I just haven't had a very negative experience with OoO when using a Stealth Killer.
All that being said, a SWF using OoO (or multiples of it) against a non-Stealth Killer can abuse the heck out of it.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1651799#Comment_1651799
I primarily play the Stealth kilers nowadays. If I see an Object I just instaquit. There's no way to play around it.
Stealth Killers are the BEST at playing around OoO so I'm confused.
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I play both Killer and Survivor. Most of my Survivor games are Solo. I've been running into the Ruin+Undying combo and been doing just fine. It could be that I'm getting bang up Survivors, or perhaps I'm the odd man out, the "Red Shirt" going in with a 3-Person SWF. All I know is that people are doing MORE Bones, and I'm still getting out alive at about the same ratio as before. I don't think the combination is broken, and I don't think it needs a Nerf. More Survivors simply need to adapt to the new META. A pure Gen-Rush strategy simply does not work if the Killer has effective slow down Perks in place.
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It is a three way tie for me, between Wraith, Ghostface, and Pig.
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@Kalinikta said:
Tunneling is a tactic, not a skill. It is like stating doing the generator nearest to you is unskillful, you have to traverse the entire map first then once you complete that again move to the most difficult to complete generator and do that. If the killers comes by and kicks your generator you must wait for it to completely regress before you can work on it again.
The goal of the killer is to kill you, the quicker they do it the better it is for their game. Tunneling is often just the good move, due to the behavior of the team of the survivors and it is in their best interest to protect their kill and progress as quickly as possible.
https://forum.deadbydaylight.com/en/discussion/comment/1650389#Comment_1650389
Your buddy didn't take a protective hit, your team didn't lure the killer away, did they time it perfectly to arrive at the exact moment of the unhook, did your team unhook you after being spotted by the killer?
It is a tactic, but you develop a specific skill set to use it appropriately. There lots of people who do it poorly and some that do it extremely well.
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@xXCAM3R0NXx said:
*I'm re-making this post due to my point being unclear as such. *
Ive played against many tunnelers, as I'm sure most of you have aswell, and alot of them seem to think it's some sort of 'Skill'. I've even had people message me saying 'It's called being skilled' and many similar messages.
Now Im not saying you shouldn't tunnel, because I cant control you can I? But I don't know which part of hitting the same person over and over again has skill.
Skill is something you are good at and it can be learned from other people. However it's not unique to be able to hit the same person again...everyone can do it...It isn't some sort of mastery.
I believe tunneling should only occur when your doing really poor, such as no kills/Gen rushed/Toxic swf players. Ive played killer, and I know how annoying it is to do really bad and not get a single kill, all killers want at least ONE kill.
The fact I've seen red ranks use this and claim 'Your the closest person', no s**t sherlock I just got off the hook near you, I'm not going to be across the map am I?
At the end of the day, I'm not saying DON'T TUNNEL YOUR RUDE YOUR UNFAIR. I'm saying, don't brag and think your really good because you tunneled a 4k.
You may get tonnes of points which is true, but don't call yourself a skilled killer, spare me the bs *yawns*
Tunneling correctly is absolutely a Skill. There are several things involved in doing it right:
- You have to know how to identify who is worth Tunneling, and it does matter and not everyone should be tunneled.
- You have to learn how to time your arrival back at the hook correctly so that they get the person off safely for you to tunnel.
- You have to hone you ability to hit the correct target if they are body blocking.
- You have to get a good sense of time so you can count down Borrowed Time, etc.
- You have to know when to break a chase off, i.e. know when to give up the tunnel.
Anyone can tunnel, but not everyone can tunnel correctly. It isn't something you do all the time, and when done wrong it destroys your Generator pressure. When done right, it can make your game.
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@xXCAM3R0NXx said:
I've seen the arguments between those for and against tunnelling. Most of who agree with it are killer mains.
They say its not 'toxic' but a form of 'strategy' and 'skill'. Now I don't know what's clever and well played about hitting the same person over and over again, but that's just me lol.
I'm not totally against tunneling, ive seen killers try their best and get zero hooks, gen rushed and swf'd. All killers want at least a kill and if its endgame, there's no other way but to go after the one whose just been unhooked. It's up to the teammates to bodyblock and distract.
Tunnelling isn't strategy or skill, but merely a form of last resort for kills.
P.S My opinion!
It may not rise to a strategy, but it is a tactic. And you can certainly build a larger strategy around it as you work out your Generator pressure strategy. Most Killers, myself included, can identify a Key or a particularly dangerous Player. For example, if I figure out someone has OoO, I put them down and tunnel them out of the game. It isn't personal, but against a SWF the force amplifier of that Perk is broken as hell. If someone has a Key, and I don't have a better target, I most certainly will kill them quick.
Tunneling can be used to cut the head off the snake. Quite often I see really POTENT Rank Survivors running with 2-3 Potatoes (or at least 7+ Ranks lower than themselves). This appears to be for the express purpose of ensuring a less skilled Killer. You know what? It takes me less than twenty seconds to tell them apart, the Red Rank and the entourage. I'm going to tunnel the Red Rank.
- I think what the Red Rank is doing is sketchy.
- The Red Rank clearly would do the most damage to me over the course of the match.
- I take a certain satisfaction in killing Red Ranks, even if the Rank-18 or 20 get away.
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@LuffyBlack said:
https://forum.deadbydaylight.com/en/discussion/comment/1646578#Comment_1646578
I hate to hijack a person's thread, but how does one get better with Spirit and Blight?
Well, I'm not the best person to ask about those Killers as I don't play them often. However, one thing remains constant, i.e. time in grade. You have to put in the hours. There isn't really a shortcut. Blight has a very steep learning curve, so I suggest setting up a custom game with someone and then just spend time running around and bouncing off things until you can turn and maneuver properly. Blight is all about his power and until you can use it, you will never get better.
Spirit does not have a steep learning curve. I find she is most effective as an ambush Killer. Like Nurse, you simply have to get good at knowing where the Survivors are and zipping across the map and surprising your targets. I strongly suggest unlocking Perks which reveal when people are at specific Generators. I find this an effective combination:
Hex: Ruin
Hex: Haunted Ground
Hex: Undying
Surveillance
*Ruin and Surveillance work extremely well together as the second you push someone off a Generator or they stop working it for any reason really, it starts regressing and you see it as such by color code. The moment someone jumps back on it is highlighted in yellow and you have a target. You can use Spirit's power to lightning across the map and be guaranteed a victim when you arrive. Likewise, Undying shows you auras of people near Auras giving you an alternative method of identifying targets and thus where you rush to for the ambush. Ruin ensures that people have to try and cleanse Totems (particularly with you constantly flying across the map and hitting them creating tremendous pressure). This increases the odds that Haunted Ground will trigger too. With Undying you have decent odds of keeping Ruin alive and/or triggering Haunted ground more than once.
Spirit is fine 1v1 but that is never going to be as efficient as coming out of high speed at a known, revealed target.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1648096#Comment_1648096
mean while you get 20+ minute queue times. you really want to sit there waiting for a lobby for 20 minutes???? while they get to play and play and play. I would not like that myself I'd rather not have the ones cheating get to play while I have to wait why reward cheating?
Again, I have never had wait times like that. So I don't think sending the troublemakers off will result in that. We can agree to disagree. My personal, FAVORITE thing would be to ban them, with ever increasing lengths of the ban until they change the behavior or go away. However, due to hackers fiddling with bans, that isn't really on the table right now.
Hackers cannot control which QUE people go into, however, which is why I say don't ban them. Don't even tell them. It is just something that triggers with excessive disconnects. They will just quietly be moved off to the Disconnect Loser Que. *It has to be a pattern, regular disconnects because we don't want to punish people who have a legitimate issue with connection, system, or emergency.
When said players have played a certain number of games without disconnecting, they get routed back into the larger que with the rest of us. Me, I wouldn't even tell ANYONE that it is happening. I'd rather have them complain about their long waits than complain about their persecution. My point is, disconnects are a problem and it is getting worse. The only solutions are BAN or consolidate them together. I really don't care which as long as SOMETHING is done. Since the ban has the issue with the hackers, that brings us down to ONE option. *Unless we can get the hacker thing fixed.
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@adirgeforthedead said:
I don't exactly know how to call this, but it left a really sour taste in my mouth.
I recently started playing DBD, circa a month and a half ago. I am a Solo survivor main currently on Rank 8 due to, I assume, my inherent capacity to remain hidden from the killer and being Objective focused. I have come to understand the nature of the game, you will survive some games, you will die in other games. Sometimes the killers camp or tunnel (deliberately or accidentally). Sometimes, you get a very uncoordinated team and nothing will get done or I am going to die on first hook. It happens, its the nature of the game. I can't blame anyone for doing what they think it's the best idea.
I've seen people complaint about toxic players, but this really took the crown as far as I've played. I go in Solo and start the match with another Survivor. We find a gen and complete it. As soon as we do, the killer comes in for us.
Since the very beginning we were uncoordinated, but we tried. The other player I found and me tried to coordinate efforts and finished another gen. The Killer brought a mori and killed one of the players so, by the end we were only three players and two gens left to do. I start working on a gen, the killer finds me chases me away... I try to work on another and the same happens. It's nothing serious, I think, just a dragging on game. Finally, Killer kills the survivor I did gens with so it's just me and another player to do four gens and I think "Well, we are not going to survive this". I find a key in a chest and think I can open the hatch if I find it, but still try to do another gen instead of just escaping (I rarely find the Hatch by myself prior endgame anyway) and I find the last remaining survivor. They start pointing at me. I stupidly assume they are trying to show me something, but the Killer comes and I run away. I find the survivor again and the same happens a few times until the Legion downs me and gives me a mori.
On chat, the player blasts at me and the others for being "useless" and "not getting anything done" (they used more colourful language) and then thanks the killer for letting them take the hatch since they didn't deserve to lose rank (they were Rank 4) for being paired with "bad players". It was then when I realised they were pointing at me to tell the killer were I was using their Empathy perk. The Killer didn't say anything and just left the chat and I promptly commented that if anyone had the right to complaint was the survivor that outscored all of us (the other player I was doing gens with).
TLDR; to sum it up, a teammate blamed their bad playing onto me and used Empathy to tell the Killer were I was so they could kill me and then take the Hatch then insulted me and the other players on chat.
Is this how Survivors in higher ranks play? Because this is surely toxic as hell.
Blaming OTHER people for one's own failures is, unfortunately, a symptom of bad sportsmanship and a subpar human being. It is not restricted to any particular Rank. I can say there are fewer of these people at higher Ranks, but we will never be rid of them.
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@Malechai said:
https://forum.deadbydaylight.com/en/discussion/194516/object-of-obsession-on-all-the-time
When you say it's running all the time, I assume you're meaning you can see the killer aura all the time? I wondered if maybe the killer was running Rancor and it looks like object?
Well, I'm kind of ashamed. I THOUGHT I was running Kindred, because it looks so much like the graphic for OoO. Because other people had Kindred in the games I was playing, I never realized it wasn't me providing it. You can close this issue. It was me being stupid. There is only a tiny difference in those two Perk Pictures and I clicked on OoO instead of Kindred by mistake. So not a bug... my error.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1648110#Comment_1648110
Maybe there is a bit of misunderstanding, Vanity Mirror in my change decreases the movement speed to 110% and Scratched Mirror to 105% (So it's the same Scratched Mirror as the current one we have), I should have probably written that there...
Ah... I may have misread. Yeah, as long as Spooky Myers (Scratch Mirror) is at 105 and Vanity is at 110.... sounds fine to me.
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Well, the reduction for the Vanity Mirror cannot be the same as the Scratch Mirror. They are very different. The Scratch Mirror's wall hack has a MUCH better range. Why would anyone take the Vanity? There would have to be a greater difference between the two, i.e. the Vanity becomes less Rare to reflect it shorter range.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1648037#Comment_1648037
so you are willing to give people who disconnect a faster play time, more time playing, and you are willing to take extended delays as a player? I guess you really want to reward them. I'd rather take longer queue times knowing that people are not being rewarded for cheating. That's my thoughts, better I suffer as long as they are not rewarded.
Absolutely. I say let the disconnecting ilk play with each other ALL THEY WANT. If they get a faster que... GREAT... they will be playing with fewer different people.... /and/ with people who disconnect all the time. I call it justice. Let them taste that for a bit and I suspect you will get a change of behavior.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1647998#Comment_1647998
ok here is the math: say there are 50 killers, and 200 survivors. people are getting matches as fast as matches end. now take 5 killers out for dcing and 50 survivors for dc'ing that is 45 killers and 150 survivors. the 150 survivors leaves 2 survivors looking for matches and 8 killers waiting for matches. so people are going to be waiting 4-20 minutes for a match as survivors or longer for killers. that's the match of it so those 5 killers are getting constant matches, and the 50 survivors 30 are always waiting for a match to group up. so what happens when the ones waiting for matches decide to quit the game? now more people dc and it gets even worse. this is what I am talking about and you think people are going to be happy with 20 minute wait times?
Except that doesn't really jive with how things have gone in the past. Even when our Disconnect Penalties were in place, hitting people HARD... it was preventing them from playing for a period of time. That means the SAME people were still diverted (just to no games instead of games with each other). During that period, every period where the DC penalties were in effect, the average wait time only increased by 1-3 minutes depending on region.
I don't question your math. I'm saying that it isn't a direct correlation to wait time. What is a direct correlation to lost time is disconnects. Penalties or their own Que, whichever is ultimately done, still ends up being the lesser of two evils.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1647863#Comment_1647863
if they are not in the normal queue for matches it affects those that are in the normal queue. if you can't math then well i'm sorry
I can add, subtract, multiply, and divide. I can even do statistical equations. What I'm pointing out is one "disconnect" can ruin (and usually does) an entire game. This is how the process goes right now:
- We go ready to look for a match.
- We find a match and people have a chance to leave the Lobby before the game starts (perfectly acceptable).
- Somebody disconnects after the game has started to load. This causes a net loss of minimum (5) minutes for everyone involved.
OR
- A Killer disconnects and Everyone loses out and the net loss is usually 5-10 minutes. *More if some of the game is played.
- A Survivor (or several) disconnect after the game has started. This is absolutely the WORST outcome because losing even one Survivor can cause the remaining three a long, miserable game. Net loss up to 20+ minutes.
Now, I know you feel my basic skills with numbers are suspect, but I want to point out that diverting a minority of problem players to their own Que will result between 1-5 minutes longer looking for a game. That means the worst case of my suggestion is no worse than the BEST case of the current disconnect situation. So, yes.. I will gladly wait a few extra minutes to get my match started knowing it isn't going to be ruined and thus lose even MORE time.
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@TransverseCaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1647839#Comment_1647839
"What you view as the underlying causes do not matter; they are entirely irrelevant"
I wasn't speaking personally. The very first post I made that told you why people might do it for altruism literally happened to me. I was the killer in the best game I've ever had when it happened. Tell me why I should feel cheated? I'm not saying they didn't break the rules, but if you can't grasp the underlying causes of why it happens then you can't even begin to talk about how to fix them. This statement proves that you have zero interest in actually figuring out the issue and solving the problem because those things are relevant to everyone and they should be relevant to you.
"You advocate cheating as an acceptable option."
Show me where I said more people should do this. I told you that it had been used for altruistic purposes and then gave you an example where people used it against me to demonstrate the source of why that comment was made. Obviously there's a problem with the game if people feel the need to DC not just for pointless purposes, not just for selfish purposes, but for selfless purposes as well. Now if you really find that so painful to hear then you can argue why that wasn't selfless and why I should've felt cheated when that SWF did it to me. According to you, I as the killer should have felt cheated but I didn't. That's just me personally. That entire point I brought up was just something that happened to me and I thought they were being selfless by doing it-which they were. I lost maybe 2k bloodpoints for him doing that to save his friend, he lost almost 30k. I get that if it were you, you would have video evidence a written,notarized hardcopy of your complaint kept on file with a triplicate sent to BHVR headquarters with the duplicate filed for possible future legal injunction for infringing on terms of service- but you fail to:
1)Understand why DCs happen.
2)Offer solutions for why DCs happen.
3)Attempt any method of offering or playstyle that mitigates that behaviour.
We get it. You don't like it when people quit your games. But really there is no reason for you to post constantly and say nothing of value. What's the point of repeating yourself if your only claim is erroneous(screaming cheater) and you can't figure out what's causing people the kind of distress you obviously have over it.
There is nothing altruistic about cheating the Killer's player. Again, as I explained in my very first response to you, your fellow Survivors are not the only living, breathing players in the game. The Killer is also a Player, not a bot, and deserves to be treated respectfully and not cheated. Any use of something outside the game (and a disconnect most certainly meets that criteria) to affect the outcome of the game, is a cheat. I called you on it, other people called you on it, and the Moderator called you on it. You have been literally hit but a BUS with the words "DON'T ADVOCATE CHEATING" painted on the side. That bus is metaphorically full of the people who have addressed this with you.
At this point I don't know which is worse, that you are incapable of understanding such a black and white issue (which would make me question your faculties) or that your pride and arrogance are so pronounced and bad that you simply cannot accept your mistake. You seem to be one of those people who has to have the last word. Well, you know what, I'm going to give it to you. You bore me. I pity you. I said I was stepping away earlier but you sucked me back in because I seriously want to get through to you. But I'm done with this advocacy for cheating. Until you come online with yet ANOTHER different type of cheating you are supporting, I'm out.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1647831#Comment_1647831
it's simple mathematics. take 50 killers, 200 survivors. if you remove 3 surivivors people wait. remove 50 survivors and 5 killers that leaves 45 killers and 150 survivors. some of those killers get long wait times because there is not enough people for matches.
Except they aren't really removed, they are diverted. It will be the same number of Players, with the minority of those who abuse the disconnect forced to play in their much smaller (and probably slower) Que. I don't care about them, to be perfectly honest. What it means is that while we will have a small minority broken off, we will have fewer people that disconnect. I'd gladly wait a couple of extra minutes for that since losing 5-10 on a wasted wait, load up, and ruined game is FAR WORSE.
Besides, they are going to hate being in the DC Que, and many of them will work to get back into the real one by stopping disconnecting. It is a self-correcting issue.
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@TransverseCaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1647278#Comment_1647278
I don't believe you because of how petty you've been this entire time. Every time I moved the topic forward to underlying causes of DCs you just went back to screaming cheater every single time. You had nothing worthwhile to say this entire time and just repeated this one point over and over again even when I was clearly talking about other things related to it. If you saw that the mod had already stepped in- then why else would it be worthwhile to tell me something we all already knew? I even explicitly told you that I wasn't advocating it and then you kept insisting I was after I told you I'm not. And then you, like the other, strangely had the nerve to mention "good faith" hilariously. Even stranger was the fact that you acknowledged that I was talking about underlying causes but wanted it moved to a different thread even though that would just clog up the board when this thread is fine.
What you view as the underlying causes do not matter; they are entirely irrelevant. You advocate cheating as an acceptable option. That is the only thing that matters in so far as the communication between you and I. You see cheating as acceptable; I (most people in fact) don't. I don't care if you believe me. Anyone who has read my posts know that I'm almost painfully strict about what I say. I don't believe in hypocrisy. If I had reported you, I would happily admit to it because you did violate the Forum rules by advocating people break the game's rules.
Personally, I don't think anyone reported you. I think the Moderators just saw your post. :)
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1647574#Comment_1647574
and it will slow down survivors and killers who did not disconnect more than these people. so they would get to play and be rewarded while causing others to be penalized. again this is not a punishment it's a reward.
I seriously doubt the disconnect crowd outnumber the rest of us. They seem to be a distinct minority. I don't think it would slow us down at all.
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1647542#Comment_1647542
To be fair he got her in ressurection.
As Nea, the Entity, would say, "Meh." Nobody really counts any of the films but #1 (only REAL canon), #2 (tolerable), and the most recent one with old Strode versus old Mikey (not horrible, but still kind of expendable). Besides, do you really think Mikey would let ANY other Killer (supernatural or otherwise) steal the pleasure of killing Strode from him? I'd have to say they would have to be fighting the Shape themselves to even get a shot at her. Mikey reserves Laurie for himself.
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I would simply prefer a "Special Que" for people who have a tendency to disconnect. Such Players would get routed there whenever they disconnect too often, and would only come back out of said Que after they play a minimum number of games where they do NOT disconnect. This Que, which may have long waits (or not depending) would be made up entirely of Survivors and Killers who... you guessed it.... DC all the time. I think a just solution is for such people to be stuck playing against the SAME kind of people.
This method is a type of punishment, and it offers a path to redemption too. You aren't banned but you sure as heck aren't going to be in the fast line, and chances are you will get the same treatment you inflicted on others. Learn to play the game to the end, get back in with the rest of us. Keep it up, stick with your own ilk.
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Heh. Outside of the Entity's realm, none of these Killers can kill Strode because she is, by default, the protagonist. They are doomed to fail, regardless of power. It is a moot discussion. In the Entity's realm, almost certainly any and all of them will kill her a million times over (and miss just as many).
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A map editor for maps that can only be used in custom games/events might be interesting. Just bear in mind all the "get stuck" points that happen even on maps that the game designers work on tirelessly. I expect we, not being as versed, would create TONS of these.
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1647332#Comment_1647332
Just so you know how it went down, two survivors would sit just outside the radius of the killer forcing them to eithher leav and lose the unhook immediately or sit there and gaurantee that their one person went down allowing the 4th person to just run and clear the gens on the map.
Heh, funny. Yeah, I'll think about it. For all the grief Killers get, Survivors (and I play one too) are down right obnoxious in abusing things outside the game. This is why we can't have nice adjustments. Give them an inch, and they take a mile. Still, I'll give it some thought on how to implement and find a way to address that exploit.
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Certainly you can, but it is just considered a bit more polite to go with the flow of the thread. Your ideas are not, well, reasonable. They are so extreme they are just tantamount to screaming PUNISH THEM... CAMPING BAD... NOT FUN. :) I'm not trying to be rude. I'm asking you to engage in the spirit of THIS thread or join another more in tune with your desire, or start your own. I really want to discuss serious, reasonable adjustments. I am saying this in good faith, not taking pot shots at you.
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@Pokino said:
Camping tunneling and others ######### "strategies" are valid, but absolutely anti-fun. In an ideal game, and game is about fun, remember that, these behaviours shouldn't exist.
That said, if devs don't have tools to create a funnier game (or they don't want to), at least punish more who decide to make this game unfun. My idea, negative score events... for killers and survs, don't misunderstand me. For example, hit a surv just after unhook, -800 points, leave a surv on the ground more than 10 seconds, -X points based on how much time is on the ground, let a surv die on the ground, -1000 points, stay 24 meters from hook while not in chase, -X points based on how much time is near the hook... and more.
With all due respect, I started this thread to talk about potential ideas on how adjustments to the game that might make it more likely Killer would camp less. I would consider it a personal favor if you didn't try to turn this thread into another (one of endless) discussion of "camping bad" and "not fun". There are plenty of those already, and you can even create one of your own. I'm not trying to be snarky, just pragmatic. If people truly want to see adjustments, then discussions have to be more substantive than that. Fair enough?
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@Orion said:
3 was already tried in a few forms, all of which were abused by the survivors. Punishing the killers for being close to the hook will not work. The rest of your ideas might work, though.
I am still new enough that I didn't know a variation of three had already been tried. Yes, I'm sure that it could be worked by Survivors unless very carefully implemented. I'll have to give a bit more thought to how to logistically do it without setting off unintended consequences. I still think it COULD be done, but you are right... it would require a lot careful design safeguards.
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@KingFrost said:
Treat them like Pyramid head. If the killer stays too close to the hook for too long, the survivor gets teleported far away to another hook.
This won't work for a couple of reasons.
- It is a punishment, not a reward. Punishments simply are not going to deter the Killer from doing what they think needs doing.
- This is just as likely to get the hooked Survivor killed as it is to help them. Consider the fact that all the Survivors have made a note of where that hook is while they work on other objectives, or move closer for the rescue. Let's say 1+ of them are in the immediate area getting ready to make their move with Borrowed Time or whatever else in combination. POOF! Suddenly the hooked Survivor is somewhere else and they are way out of position. The Killer will just make a bee line for the new position, while the Survivors must be more careful or get picked up along the way. The extra time resetting might well cost that hooked person a sacrifice.
- Rewards work better. Killers camp because they can do the math, and some reward is better than no reward. They have gone from a 2K to being Tea-bagged at the gate by the entire squad who unhooked the people they fought hard to down and put on the hook. You have to make it worth their while.
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@TransverseCaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1646817#Comment_1646817
"You fail in every way imaginable, analytically, rhetorically, and more importantly... ethically."
If that were true, then you could point out how. Since you can't it's because I haven't. You haven't actually brought up any valid points whatsoever and then misconstrued everything I said. Can you even name an argument that didn't revolve around your attempt to get me banned? It's literally why the mods came in here. When the mods come in then everyone else feels safe to attack that same thing regardless of what was actually said. The whole thing was pretty underhanded and dirty.
"you aren't winning anyone over to your side. In fact, every time you post you dig yourself in a little deeper"
I'm just stating points and waiting for counterpoints. No one has yielded a single counterpoint. The entire conversation is me pointing out "hey, maybe people are DCing because ____" and then you and two random people saying "cheating is bad man". We're talking past each other and it's because you refuse to talk about anything substantial.
"every time you make a post advocating cheating"
I pointed out that there is a situation where a person DCing can benefit a person in the game and explained why that DC happens. You keep coming back to this because you're trying to get me banned. I know because I've had two mods talk to me, so I know you're the one that reported me. Twice. Why? Because you can't handle conversations apparently.
I didn't report your post; why would I? You posted advocating cheating on the Forum. The Moderators read the posts to moderate them. Did you think they wouldn't notice? If you are talking about reporting in a match, I absolutely would report someone for disconnecting in game. I record every match so I can provide video evidence. And yes, I have reported people before for doing EXACTLY what you advocated, i.e. one person simply disconnecting at just the right time so the person I was chasing would get the hatch before I caught them. Clearly, that took SWF-style communication since neither of them could see each other. The one that disconnected wasn't even on the hook or slugged.
I know the Forum has ways to report a post, but I didn't report you. I was perfectly content to point out the unethical garbage of your position, and hit you with it over and over again until I got bored. To be honest, you are pretty boring. When it became clear that you simply cannot understand (discern) the right and wrong of the matter, trying to reach you became moot. I'll tilt at the cheater windmill until Hell freezes over. As far as I am concerned, that is a worthy fight. But I'm sure other people are pretty sick of our belaboring this further. I'm stepping out unless you openly call for cheating again. Lying is also bad for your image. 1. I didn't report you. 2. The Moderators have strict ethics and they wouldn't tell you who reported you anyway.
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In general, slugging the last Survivors and waiting for them to bleed out is considered unnecessary, but it isn't holding the game hostage. As another poster already explained, you only need to wait (60) seconds for DS to be off the table. Then hook them to get things over with. Besides, you get more points and advancement toward your Emblems with actual hook sacrifices. I'm sure the Survivor that vented on you was annoyed (it happens) but don't let it get to you. I suspect (having been there myself) that he was more upset about the outcome than the bleed out wait. Complaining about the bleed out is just more tangible and avoids the salt. Everyone feels better when they vent their spleen with some kind of ground to stand on.
All that being said, you should take pride in taking down a Rank-2 Survivor at your current Rank. I ran into some Red Ranks the other day and even though I was faster than them (Killers usually are) they took me to the woodshed. :) So, I think that Rank-2 only has himself to blame for going down.
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@MadLordJack said:
The Pop nerf is mostly a "shuddup whining survivors" nerf. 45 seconds is still plenty of time, although it is going to hit non-mobility killers that actually need the perk far more than the killers that make it so complained about. OoO, however, requires a ground-up rework in order to prevent SWF's from basically cheating.
Agreed. There is no Generator I can't get to in 45 seconds that I wasn't going to get to in 60 seconds. I don't see any problem with this change.