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Mr_K

Mr_K

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Mr_K
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  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951101#Comment_3951101

    Yeah, I saw that. It just blows my mind how people think it's okay for players like that to be punished the same as the ragequitters.

    No I don't think they should. The system needs to be fixed and only penalize when its fairly certain the actions taken were malicious. This could mean tracking behavior over the coarse of many matches.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951114#Comment_3951114

    With the servers as unstable as they are, and more recently with the go next prevention, they can accumulate totally on accident. Especially when you consider how long 20 trials is. 5 years ago, it wasn't so common.

    The go next system was killswitch 6 days ago. You don't need to worry about it. Even so, how does 10 games help? If you are rapidly increasing the penalty through these bugs then 10 games won't feel quick if you keep DCing every other game.

    To my point, the amount of 20 is fine if you look how the system works. You only get the penalty timer after gaining a point, not before every game for the next 20 matches. If you happen to gain another point after 10 games the 1st point does not reset from 10 games left to 20. Its a rolling count and you only feel it ehen you leave the match outside normal means.

    The ones complaining about this are the ones that want to leave matches they don't like. You won't get sympathy out of me for those players. In fact, I want players with high penalty counts to queue together until the points age out.

    You can have sympathy for the player whose game crashes but those are not the majority.

  • Saying Huntress should be base speed 115% is just insane.

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950735#Comment_3950735

    Ten matches would be enough. DBD does not have a ranked mode so there is no need to be overly harsh. It would still be significantly better than the old system. I never did like the "free DC" that people had every day.

    Why is 20 so bad? It's not like you are forced to wait the penalty every one of those 20.

    Seriously how often are you quiting matches? I'm guessing every 10 games or so.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951029#Comment_3951029

    Yeah, if I get the occasional DC, I can sit through a minute or five for the penalty. But if this was going to happen repeatedly with false flagging, it would be 100000000% unfair.

    Of course, this would only affect Survivors, so if you're a Killer main, I can see how you wouldn't have to worry about it.

    Games crash for killers too. If you are talking about the detection system, there's a thread about a Myers trying to get the stalking achievement and got hit with a penalty.

  • The only other killer is the the Twins.

    Tophat for Victor.

  • @keelhaul said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951057#Comment_3951057

    The issue, as mentioned in the video, is that even though on paper you are slower than the survivor, they will never run in a straight line because doing so guarantees they get hit.

    If the survivor runs in a straight line they immediately get axed. If they attempt to dodge the axe and you just keep holding M2 then they lose distance and eventually just get M1'd or hit with the axe at point blank range. They have literally no winning play unless they are at a high wall loop/gym. Either they continuously dodge to waste time and avoid handing you the axe hit, inevitably losing distance and eventually getting M1'd, or they run in a straight line and get hit instantly.

    From a Huntress main I find that a bit odd. In the open, which is the scenario, Huntress would be far stronger.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951057#Comment_3951057

    Yeah both when holding the axe. Hes obviously not faster than her walking lol.

    He is without the axe giving him 4.6m/s. Which I find easier than trying to hit survivors with an axe.

    In time, with how the axe works, I see players learning how to throw over tall loops and hitting survivors.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951034#Comment_3951034

    Going for stuff like orbitals or the jumpscare grabs or stealth ambushing isnt as consistent then remembering "hey im 20% faster than huntress just holding my axe. Let me just chase down a survivor with it out and they either get hit or lose enough distance for a m1"

    Your 20% faster than Huntress while aiming I assume? 3.08m/s vs 3.68m/s.

    Still slower than the survivor base speed 4.0m/s but can't throw as far. The slower speed of the Huntress is probably do to the projectile distance (nearly map wide) and the speed (40m/s). Springtrap can only throw 16m at 30m/s.

  • All the distinct things are kinda not worth going for because optimal and generic&boring play is just this much more consistent

    Without having to watch the video. What are we taking about with this bullet point?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951019#Comment_3951019

    I don't really care, since it doesn't matter to me because I don't really play, but it is terrible design.

    There was nothing wrong with the previous system. You find it objectionable on a moral level and are trying to use that as a justification to punish people.

    Is it wrong to DC (or go next) from a normal match?

    If you say anything outside of yes, then we can agree to disagree.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951019#Comment_3951019

    And the consequences of BHVR's screw up to players who have done nothing wrong. Yes, I know it's currently killswitched and they're supposedly fixing the issues, but I have ZERO faith that the system will work properly without flagging innocent players. That's why we're upset about this.

    I don't know if I believe you on that. But if that's truely you issue, fine. I, on the other hand, am talking about purposeful action.

  • @coco_shotz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950812#Comment_3950812

    Im not really in that category tho since seeing him all the time was an expectation when he released, but I also think that playing against him all the time makes you quickly adapt to his play style. I also don't find him that hard to loop but he seems to be oppressive in every game with him

    I'm providing one reason to your question as to why so many dislike him. There's no one answer we can give as to why.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950855#Comment_3950855

    Yeah, that's such a weird take.

    You'd rather they have to sit and wait with the game open? How is that any different from having it closed? They aren't playing either way.

    The only way it makes sense is if you want them to be punished on moral grounds. That way they can't play anything else til they complete their time in the time-out chair, which is a wild take to have.

    What BHVR did was moved the penalty from instantly starting to when you queue for the next match. The reason you all are upset about this, is because now you have to reap what you sow. There's actual consequences to your actions.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950855#Comment_3950855

    No one is skipping anything. You think its a good idea to demand to sit and watch the penalty count down with the game running? What purpose does that serve other just wasting computer resources?

    What if i tab out of the game and watch a YouTube video or play a game on my phone? Do you want the timer to pause for that too? Should the game monitor our eye movement to make sure we're watching the timer and thinking about what we've done?

    Who is demand you to sit and watch? Last I checked it didn't require you to do a task to make sure you were still there.

    Also yes, the whole point of this thread is to skip the penalty. DC while fully knowing that it was the last game for them. Turn on the game the next day and continue as if they didn't just bail from the last match.

    Oh no, the consequences of my own actions.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950898#Comment_3950898

    Im gonna disagree here... Hear me out. Old spinechill was brutal against Scratched mirror because it notified you that you have the killer's attention essentially. If the perk worked to just tell you about aura reading... that just means he's within 32 meters of you. You'd have way more false positives if you think perk light on=killer is after you.

    Also... scratched mirror kinda died with the map offering change anyway.

    Nah, scratch mirror is not dead. Choosing the map was just making it easier to do and avoid bad maps.

  • @SoGo said:

    I'd be happy to see him here!

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950857#Comment_3950857

    Maybe making it so looking on him starts affecting you with a special negative effect?

    And maybe adding the pages mechanic as an additional objective (for example, you have to do 4 gens and collect all 8 pages)

    How would that work with the survivor 3rd person camera? Will it be like ghost face reveal whete both sides question it at times?

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950870#Comment_3950870

    Distortion does, but it also has tokens. You might know a killer has lethal, but miss the BBQ that comes after the first hook.

    Yeah, its about balancing it. It works for 2v8 because auras are a built-in part of the match. In 1v4 it's not as built-in due to perk and addon variety.

    For instance, scratch mirror Myers. Spinechill was a death sentance against this setup. By making a perk that always, without limits, notifies the survivor to the presence of a stealth killer is just reverting old mistakes. A token system or some limit is reasonable though.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950470#Comment_3950470

    I think it comes from a "it does not directly affect me therefore it's not an issue" mindset. They see people having issues, but because they havent had issues with the system OR dont play the role affected by the issue, they see no reason to care.

    This is made even worse when some people are intentionally doing this maliciously (troll people by trying to give them Grade Reductions or Matchmaking Bans) or because it negatively impacts another person's experience even if they are not directly abusing said system maliciously ("because it is funny").

    The DBD community (not everyone, but small parts of the community) has done stuff like this time and time again, it's to be expected.

    Anyone not wanting it removed completely is defending it to them.

    It is reasonable to agree the current implementation was deployed half-baked. That doesn't mean having a system with stated goals wasn't unwarranted. Should BHVR fix the system? Of course. If it's too much to fix with a couple hot fixes then it should be killswitch and cook a little longer in the background.

  • If the last 9 was nothing to you then you will never be satisfied.

  • Turn the game off? But you just said you will play killer!

    Liar! 😤

  • Scaredy cat perk would work for the aura notification, balancing it would be it's own issue. Being able to quickly know which perk the killer has for example.

    In a way Distortion does this but blocks the aura.

  • @AshFayd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950857#Comment_3950857

    I think he'd be status effect killer with a teleport, in lore, being near him makes you feel ill & hallucinate

    How would that translate into dbd? Be like how Doctor was, where he would passively increase madness on survivors?

    Would it then only allow hurting survivors that are at a level of "madness"? That would be a lot like old Freddy.

  • No it typically takes 3 or 4.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950492#Comment_3950492

    Obviously its not intended. Come on now. You shouldn't be able to completely invalidate an entire part of the killer by pressing a single button that has no cooldown and isn't intentded to have this kind of gameplay impact.

    no it's a tech! /s

  • @MashedBroccoli said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950837#Comment_3950837

    That doesn’t fix bots who do nothing because they’re broken(the status effect) and just crouch spam for heals. The bots prioritize themselves getting healed above all else. Holding shift doesn’t fix that. They’re fundamentally broken.

    Understood. It was just a FYI even against griefing teammates.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950834#Comment_3950834

    Except I'm hearing that not even turning the game off will work. Some are saying that the penalty will only count down while the game is running. Would you not agree that that's overkill?

    Absolutely not and thats what the reply was about. What is the point of the penalty if you can just skip it?

  • @MashedBroccoli said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950657#Comment_3950657

    the bots suck, they outright sandbag the living players. I seen a clip yesterday somewhere of a bot trying to get a player in the dying state to heal them instead of picking up said survivor from the ground. It honestly looked like the bot was teabagging the downed player. Hell in my last 5 days the only afk crows i’ve seen was on a useless bot.

    Bots make better decorations than teammates. Just because bots exist does not mean you should be able to make your teammates suffer their existence.

    Just an FYI

    Hold shift and move. Doing this stops any interaction between you and another survivor. If the bot glitched out then move to a spot where they can pick you up.

  • @[Deleted User] said:

    I've been playing this game since year one and across multiple consoles—thousands of hours and lots of money spent. After these punishing DC changes, I will no longer play this game. You're going to penalize me for DCing from god-awful matches (cheaters, low-effort, memes, trolls, bad matchmaking, weak internet signal chases)… ya know the stuff the game is terrible at mitigating, and then you want me to WAIT around for my DC penalty to expire? Are you actually serious? This is without a doubt an impressively terrible idea. I logged into this game after a week of not playing only to be met with a 15minute waiting penalty. Lol. ARE YOU KIDDING ME? Do you honestly think I am going to sit around and wait to play another match? You must severely misunderstand what gamers are willing to put up with. I created this account just to leave this comment. Goodbye BHVR. I will never play any of your games, ever again. I am almost impressed that you have found a way to make this game worse, but you have. Just wow with this absolutely, unequivocally, completely appalling idea. Shame on you for even implementing this. It's going to backfire like a mofo.

    then you want me to WAIT around for my DC penalty to expire?

    Yes, or else it's not a penalty. You expected to circumvent it by turning off the game for the day. More than likely the plan was to stop anyways so what did it matter quiting, right? Your loophole got patched. Thats all there is to it.

  • Because damn if you do damn if you don't.

    Killswitching would be a bigger black eye than letting things be. The popularity and draw of FNAF and the hype the community applied to it gave them no choice but to keep it going.

    Yes, BHVR could do better job when it comes to play testing but we are all painfully aware of that.

  • Typically Tuesdays or Thursdays.

  • It is very common that survivors will start to dislike killers they see over and over. Every new chapter where the killer is popular will spawn many threads of dislike for that killer.

    People want variety and that is harder to find when there is something shiny and new to play with.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950709#Comment_3950709

    One pip would be enough but players who dc most often don't care about pips so really it punishes innocent players.

    I don't know reason why xbox forces updates it was simple system update.

    They didn't care when it meant having to face stronger opponents. With the grade system being a reward system only I find the care for missing out to still be present.

  • @TieBreaker said:

    I appreciate that BHVR is finally addressing going next, and rewiring the DC system. But where are the improvements to solo queue? The devs can keep upping the punishments for survivors, but it doesn't change the fact that solo queue is a disorganised mess. There have been almost no efforts to fix long standing problems for solo players. We can't even get a PTB to test out basekit Kindred. Such a sad little change, that could potentially help out a lot, and it never shows up for testing.

    The going next issue has a direct negative affect on solo queue. (If you go next with friends, how long until they stop wanting to play with you?) Solo queue, you have to put trust that the other three players you queue with will pull their weight. With the culture of going next you could be stuck in an unwinnable match at the very beginning because someones feelings got hurt. Sooner or later this will cause players that want to play to fall into the same behavior or just quit.

    Even in a "casual game", if you have to cooperate with others towards a goal you expect everyone to play their part. It is not acceptable to abandon teammates even in a "casual game".

  • BHVR does this to field test ideas.

  • Gens are flying like crazy

    Gen times are longer than they ever been.

    everyone is pre-leaving and holding W, there are no "weak links"

    You can't fault survivors for playing with a brain. Sounds like you were going against good teams.

    After 10 games my MMR should have adjusted

    Depends on where you MMR is at. There exist an upper threshold to what match making uses to match you with survivors. Lets say this is somewhere around 1700. Your MMR score though has no limit and you can have a score of 2300. That means if you lose over and over again, untill you drop below 1700 you will continue to be matched with the same level survivors.

    Also 10 matches is not enough to drop you that far. Depending on the MMR of the survivors you could only drop a few or no points per match.

  • Only if your friends are far better than you. A SWF is matched based on the member with the highest MMR.

  • Thought they could skip the penalty but found out.

  • A whole grade is too much. It should be what it was before, two pips.

    Why does XBOX force updates while players are in game?

  • @KeefCheif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950111#Comment_3950111

    That's a healthy outlook. Bodes well for the longevity of the game.

    I've seen issues in the past be fixed just to be brought up again a year later by players that never seen the original problem.

    A game where the player is free to play the way they feel best will have issues. Some of those issues have to be dealt with but not 100% removed. Lets take a fan favorite, camping. Back when you could stand directly in front of the hook and completely block the prompt to unhook. This had the term facecamping as the killer and survivor stood face to face. While the killer is not required to move away from the hook, the fact that unhooking was impossible was an issue. The fix was allowing unhooks from multiple angles.

    Did this solve facecamping? Technically yes. The killer standing face to face with the survivor still allowed the unhook. Camping though is still there. Why? Because the game gives free agency to the players within a limited set of rules. Camping or staying near the hook, is not against the rules.

    But camping or standing still in an area is not what the Devs want. They want interaction between the killer and survivors. While not removing camping they decided to make it less valuable while still keeping it viable. Hook times become longer, survivor can self unhook if the killer stays near too long, the survivor gets invulnerability and a speed boost if unhooked, and unhooks cannot be interupted.

    Sounds like a lot, yes? These are changes that were made to discourage camping not eliminate camping. A lot of similar issue with the game have been dealt with in the same way. The goal is not elimination but discouragement and that is lost on new players that have not experienced the game over its long life. They want all these play styles eliminated when they have already been heavily discouraged.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950118#Comment_3950118

    If you look at it from another angle, spawning in hatch at 2 survivors basekit will avoid the situation entirely. Slugging at 3 survivors isnt nearly as impactful and the game can still progress. Kill the 2nd survivor and now you are forced to find hatch first and start EGC early.

    but that is exactly what will happen. Slugging three can take longer but it is far easier than slugging four. You are more likely to have someone bleed out but that still a death right?

  • If you look at it from another angle, you won't need to bleed out as long because the killer will find the 4th faster.

  • @Rackjaw said:

    Veteran players don't know how bad it is for new players trying to play survivor. Killer is VASTLY stronger than solo queue survivors, you escape maybe 5-10% of the time on a good day, some days it's literally 0%.

    On top of this now the game will randomly disconnect and you lose an entire survivor rank which takes forever to get. Meanwhile on killer I'm going against squads of 4 that all have 1000's of hours in the game.

    It's a terrible experience, and that's not even to mention the pay to win. The new player erxperience is trash.

    Because vets have seen far worse. But you youngins won't learn from history and continue to make the same mistakes.

  • What map you on, Lery's?

  • Some people decided to abuse the system and go next too often. Now your teammate will have to hide or outrun the killer for 70 seconds.

  • Just an FYI, 8 hooking and not killing will lower your MMR score. The lower your score the more less skilled survivors you will face. By the time you get to Gold grades you will have to kill in order to pip. That means you will be killing baby survivors to advance to Iri.

    Otherwise play how you want. If you want to 8 hook and let them leave. Then that's how you should play.

  • I always found overcharge skillchecks easier to hit than normal great skill checks. Outside new players and playing as Doctor, overcharge is a wasted perk slot.

  • You will be waiting a long time.

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