NMCKE
NMCKE
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- NMCKE
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@Almo said:
Multiple game modes necessarily impacts queue time.
That's fair, but cross play capability should be able to merge the player base together and allow a few game modes without hindering queue times. π
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1176129#Comment_1176129
You keep them while dying but lose them when surviving. So when equipping a White Ward it is better to get killed instead of escaping.
Just one sign how bad and rushed this Add On Change is.
Imagine killing yourself because escaping is actually more punishing than dying.
I really dislike the recent add-on change.
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@smileybones said:
https://forum.deadbydaylight.com/en/discussion/comment/1176132#Comment_1176132
Will do. How many is reasonable?
However many you need to prove your point! π
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@smileybones said:
https://forum.deadbydaylight.com/en/discussion/comment/1174465#Comment_1174465
I have a massive collection of videos that say generators are terrible. Would you like some?
Post them on my wall, I wanna keep the thread on topic.
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@GMan79 said:
A Dev Status update on that new batch matchmaking they are working on is highly needed. these queue times are so so bad!
I wished they fixed the error messages, they really annoy me. π
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@BigBrainMegMain said:
I never understood the Adrenaline hate either. It's a 1 time use perk, that doesn't even guarantee an escape.
I don't use it, it's a waste of a perk slot.
I don't use it either, I don't have enough faith in my solos to survive until the Exit Gates are powered on. π
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Update: Still getting error messages that drastically increase my queue times and the killers who dodge doesn't make things any better. π‘
Any official comment? It's literally taking me 10-20 minutes to find a game, this is getting ridiculous. Let me play survivor if I do everyone else a favor by playing 50+ killer games and please (and I can't stress this enough, R E A L L Y) figure out what causes the error message that prevent me from getting a lobby as a survivor.
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Unpopular Opinion:
Killers are fine, it's mainly maps.
Unpopular Opinion:
Survivors need a new objective system based off what map it is, to spice things up. These objectives shouldn't be any longer or shorter than the ones we currently have.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1176051#Comment_1176051
Let's just say it's two words, and if you said them on their own to someone, it would be bad, which I imagine is why they're in the filter. But the filter fails to take context, like the one in which Nick was using the phrase, into account.
β€
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@ApeOfMazor said:
https://forum.deadbydaylight.com/en/discussion/comment/1175894#Comment_1175894
I don't care if you respect me. If you'd spend some time growing up yourself or perhaps growing a brain you would see that this game deserves revolt. Hop on your nintendo switch kid, mario is waiting for you. Its where you belong.
Dude you need to chill, seriously, we're not your enemies here. I believe we all want the same thing here, which is to see our beloved game thrive and become something more than it is.
However, we can't do that if you're going around telling people they worship the developers. Please be reasonable and discuss why you dislike other's opinions. Then, we can work with you after that, I promise you that.
Let's start over and pretend nothing happened beyond this point. π
Please, tell me, why do you dislike DC penalties?
From your OP, you dislike DCs because you don't like bad games. However, it's something both sides have to put up with, not just the one you played. Furthermore, you can ######### on the hook once you know the game is practically over, according to Peanits:
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1174459#Comment_1174459
1) Yes, then we disagree :) There are too many things in the game that simply rely on how people play, and you cannot fix kobe attempts in front of your nose, giving up struggle, or wiggling while trying to Breakout and taking hits, non recovering survivors, tbaggin and everything else on the list of "Why do people...". On the one side, I think it is not worth wasting development time on that as it is simply too much for non game breaking 'issues', on the other side, people will always find playstyles that other people dislike. Nice change by basic idea, but I simply dislike "let's disallow people to behave in a way I don't like". On the long run it is simply a never reachable goal.
Btw you didn't respond to the Buckle Up. That change makes 50% of Buckle Up pretty usesless. And while you try to improve perks and mechanics with Buckle Up being a pretty bad perk already, I would expect Buckle Up to be in the same 'episode' as your Dying State change ;)
2) This works just once, until survivors know that you have the perk. And after that, the effect that I described will happen. And as this would be bad for killers, I guess noone would run it. It would need a longer timer like 45-60 seconds to secure that you can get 2 people on hook, from hook A to hook B within 30 seconds would probably just be possible with a BBQ Billy or something like that. In any case, survivors being bored on the hook is still something people might cry about.
I might be wrong, but one thing I mentioned in other threads is, that camping is a thing as most killers can be sure that there are almost always survivors lurking for the insta unhook. Camping gets rewarded so much by many survivors. With the Ruin change, the first few weeks I had no problem. The first gen was always lost quickly, after that the game starts rolling and you still had all chances to win. But with ongoing weeks, the Ruin change somehow taught survivors the value of pressuring gens. I'm pretty sure this perk will also teach survivors to make more use of the time they have before the next hook state activates. And as killer I wouldn't push survivors to do the right thing.
EDIT: Think of Camaraderie, this perk has basically the same effect without a survivor needed around.
3) No Mither is fine then. I was just worried about another Urban Evasion promoting, with No Mither people sitting in the corner for 2 minutes to get Iron Will, Lucky Break and We'll make it for the rest of the game, first thing getting healed of course, to become the UBER David and basically secure your own survival :)
Yes, then we disagree :) There are too many things in the game that simply rely on how people play, and you cannot fix kobe attempts in front of your nose, giving up struggle, or wiggling while trying to Breakout and taking hits, non recovering survivors, tbaggin and everything else on the list of "Why do people...". On the one side, I think it is not worth wasting development time on that as it is simply too much for non game breaking 'issues', on the other side, people will always find playstyles that other people dislike. Nice change by basic idea, but I simply dislike "let's disallow people to behave in a way I don't like". On the long run it is simply a never reachable goal.
Someone unhooking themselves doesn't throw the game.
Giving up struggle can be use strategically to give hatch.
Bodyblocking is used strategically to buy the carried survivor time to escape.
Tbagging is a grey area, but can be used to bait killers into chases or focus their attention to you.
However, remaining at 0% recovery when you could've recovered has no strategy behind it. You're just throwing the game and causing your teammates to waste more resources on something that should've been common sense really. This is comparable to the struggle phase change people want, which is having the action automatic and having a button to ######### whenever you want.
Yes, people can crawl around to prevent recovering, but this change can help veterans not suffer as much when they are playing with teammates who don't know how to press "recover" when they get the chance to.
Btw you didn't respond to the Buckle Up. That change makes 50% of Buckle Up pretty usesless. And while you try to improve perks and mechanics with Buckle Up being a pretty bad perk already, I would expect Buckle Up to be in the same 'episode' as your Dying State change ;)
I like to keep things simple (people don't like long threads), but if you want, you can suggest a change since it's related to my topic. π
I don't think Buckle Up is useless, it will still tell you when the survivor is ready to be picked up. However, I wouldn't mind the perk getting an additional effect to compensate.
This works just once, until survivors know that you have the perk. And after that, the effect that I described will happen. And as this would be bad for killers, I guess noone would run it. It would need a longer timer like 45-60 seconds to secure that you can get 2 people on hook, from hook A to hook B within 30 seconds would probably just be possible with a BBQ Billy or something like that. In any case, survivors being bored on the hook is still something people might cry about.
I might be wrong, but one thing I mentioned in other threads is, that camping is a thing as most killers can be sure that there are almost always survivors lurking for the insta unhook. Camping gets rewarded so much by many survivors. With the Ruin change, the first few weeks I had no problem. The first gen was always lost quickly, after that the game starts rolling and you still had all chances to win. But with ongoing weeks, the Ruin change somehow taught survivors the value of pressuring gens. I'm pretty sure this perk will also teach survivors to make more use of the time they have before the next hook state activates. And as killer I wouldn't push survivors to do the right thing.
EDIT: Think of Camaraderie, this perk has basically the same effect without a survivor needed around.
You just gave me an idea to improve the perk, thanks for mentioning Camaraderie because it helped me brainstorm a better solution for reworking Monstrous Shrine.
Monstrous Sacrifice
When a survivor is within 8 meters to a hooked survivor, the Entity gets food aggressive and blocks the hooked survivor for 10/15/20 seconds.
While the hooked survivor is blocked by the Entity, they cannot be saved and the hook timer remains paused.
No Mither is fine then. I was just worried about another Urban Evasion promoting, with No Mither people sitting in the corner for 2 minutes to get Iron Will, Lucky Break and We'll make it for the rest of the game, first thing getting healed of course, to become the UBER David and basically secure your own survival :)
Technically they could, but it would only be plausible in a SWF. Solo Queue, you're better off winning the lottery than to get people to do that with you. π
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@Cheers said:
Well that's what happens when people don't enjoy killer anymore. I used to be a 100% killer main, however it became impossible to have fun at high rank without add - ons and it just became unfun.
I'd be lucky to get a 2k because survivors would be on gens all the time.
I still play killer, but now I'm limited to Hillbilly, Nurse and Spirit unless I get really lucky and get a good map or poor survivors.
I personally enjoy killer; even if I lose, as long as I get a lot of hooks. However, being forced to play killer because of survivor queues is simply put, getting old.
I'd like to play the other 50% of the game without having to waste the majority of my free time. π
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@AddictedToMosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1174465#Comment_1174465
It's kind of hard to get the snowball going when you're paying killers such as the Clown on huge maps.
Not to be rude, but I prefer that we stay on topic. I believe there's a thread made by @Sairek that perfectly fits what you wanna discuss. π
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@hocrux said:
What a baby, just wait like everyone else for 20-30 mins and get genrushed in 5 mins.
If you disagree with my suggestion or complaint, that's okay, but insulting me doesn't further the discussion.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1174453#Comment_1174453
Meh, really just fix sounds. PGTW and some necessary slugging here and there works fine most games.
Decided to play Spirit out of boredom and I realized: Holy hell the sounds really are the worst they've ever been. If you don't have perfect visual tracking on the survivor after you hit them and you're in an area with high object density, have fun. No wonder there's been a lot less Spirit players recently.
It's not the in-game bugs, it's the error message you get from trying to join a lobby as a survivor. These really extend the queue times, it's really awful to wait 10 minutes just to get an error message saying cannot connect to host, enjoy another 10 minutes of queue times.
Eventually, I give up attempting and play killer for an hour or two, then I quit playing DBD because I know what will happen if I try playing survivor. π
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@AddictedToMosh said:
Bring back ruin. I'd be willing to bet that survivor queue times would get a lot shorter. What's the point of playing most killers if you're going to get gen rushed in 5 minutes anyway?
I mentioned in my thread that I do play killer more than survivor, and generators aren't really that bad.
Sure, the beginning generators are gone and that sucks, but if you can get a good snowball going β survivors won't reach the Exit Gates.
The main problem is queue times, I shouldn't be forced to play killer 24/7 without getting a proper chance to play survivor. The bugs, queues, and dodges makes playing survivor almost impossible. Maybe if you play a few games of killer, you can get easier survivor games and vice versa? π
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@Deadeye said:
I don't like the Dying state change. Sounds like a "I went over to them and they didn't heal and that frustrates me" change. And you need to come with a Buckle Up change when you change this mechanic.
Also heavily dislike the Monstrous thing. That actually forces survivors to genrush. The 20-30 seconds is normally the time you can sit on gens before you even have to think about unhooking, this just doesn't happen most of the time because many survivors are unhook greedy. With that perk it extends the time to 60 seconds and even helps out by blocking the entity progress. Also fluffwise it doesn't make sense that the Entity blocks itself. It wants the sacrifice, so why slow it down? Third, it would be boring for hooked survivors.
No Mither sounds good, although I guess many (or some) people would miss the original one. I guess the bonus is reverted once you are healed? Otherwise this would become a perk making people useless. Like once escaped or unhooked, crouch around the corner for the next 2 minutes until you get your bonus and then get back into action with a super buff.
I don't like the Dying state change. Sounds like a "I went over to them and they didn't heal and that frustrates me" change. And you need to come with a Buckle Up change when you change this mechanic.
Yes, that's correct, that's why I'm giving constructive feedback. Many survivors, including myself, get the short end of the stick because dying survivors don't bother to recover.
Until you can give me a valid reason why you shouldn't recover 95% when you're given the opportunity to, then I believe this change is fair.
Otherwise, we can agree to disagree.
Also heavily dislike the Monstrous thing. That actually forces survivors to genrush. The 20-30 seconds is normally the time you can sit on gens before you even have to think about unhooking, this just doesn't happen most of the time because many survivors are unhook greedy. With that perk it extends the time to 60 seconds and even helps out by blocking the entity progress. Also fluffwise it doesn't make sense that the Entity blocks itself. It wants the sacrifice, so why slow it down? Third, it would be boring for hooked survivors.
This perk can be useful if survivors are nearby the hook, thinking they can sneak a saved behind your back.
You can also stack pressure because you have a survivor that needs to be saved after the Entity frees the hooked survivor. If you're fast enough, you can potentially get back to the hook before the previous hooked survivor is saved.
Also, by lore, the Entity is food aggressive β it won't let a survivor touch its dinner.
No Mither sounds good, although I guess many (or some) people would miss the original one. I guess the bonus is reverted once you are healed? Otherwise this would become a perk making people useless. Like once escaped or unhooked, crouch around the corner for the next 2 minutes until you get your bonus and then get back into action with a super buff.
The bonus reverts when you're no longer injured, which means survivors could hide in a corner until the bonus comes. However, you likely won't be able to afford to do that when the killer is hooking survivors and generators need to be completed. Could be pulled off by a SWF, but at that point, it's not the park's fault. π
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1173175#Comment_1173175
It's unrelated to the rank update error. We're working on a new matchmaking and ranking system which should help eliminate matches like this: https://forum.deadbydaylight.com/en/discussion/124795
Will this new system make rank meaningful? π
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1172999#Comment_1172999
Or it's a well-established gaming term that is relevant in discussing pretty much any competitive strategy game ever.
To elaborate what Fibijean is saying, pressure is the killer's ability to keep survivors off generators. π
Direct Pressure:
This is when the killer forces survivors off generators by chasing, downing, and hooking them. Typically, in this fashion, the killer can only pressure one survivor at a time β unless the killer finds multiple survivors together on a generator.
Indirect Pressure: (Map Pressure)
This is when survivors are forced off generators because the consequences of staying on the generator outweighs the positives remaining on the generator. Typically, this happens with survivors needing to save other survivors from the hook, or else their teammates will die, leaving the other survivors with a demoralizing survival chance. This can also happen with some killers' powers such as Reverse Bear Traps and Feral Frenzy (although the effectiveness of these methods vary).
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@Milo said:
So instead of the "hard mode" perk we get a high risk high reward perk... Just a question - that 120 second reward means like a whole map buff right? (kinda like Up The Ante?) Oh also does that count for Self Care healing?
Like the dying state change.
But me personally can't find a use for Monstrous Sacrifice... Could you enligten me, please?
Yikes, I see what you mean, I meant the healing buff only affect survivors who heal you (including yourself with SC or Med-Kits). I'll go ahead and fix the grammatical mistake, sorry about that! π
Happy to see we agree on the Dying State changes! ππ
Monstrous Sacrifice allows you to stack pressure and prevent sneaky saves. Like if a survivor is positioned near the hook, you as the killer don't have to search the area and can move on to the next survivor. Meanwhile, the survivor who's waiting is wasting time doing nothing.
If you catch another survivor, you could quickly dart back to the hook just before the Entity removes the blockade and prevent an unhook.
Obviously, my suggestion isn't perfect, but it's better than keeping Monstrous Shine basement related and have a weak effect that you can't really increase due to how unstable the perk is to Buff. π
@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1173955#Comment_1173955
So essentially a survivor hex..minus having the perk taken away from you and therefore has no realistic downside ? Seems unfair to me..its a neat idea, just not a fair one
@immortalls96, I made a grammar mistake which made my suggestion seem more powerful than it should be. Please review my NM suggestion again since I have fixed the grammar mistake.
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@immortalls96 said:
The no mother one Is 3 perks rolled into one..that's kinda redic..
You're implying NM is OP because it has multiple perks built into it. However, there's a condition, you have to be injured and must wait out the buildup time. After that, you need to stay injured to gain value from it β by that time, most survivors would had healed or probably would've been caught.
High risk, good reward. π
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@BeHasU said:
You sure isn't Monstrous Shrine?
Overall, i like your ideas, no mither's timer should be a bit longer i think. You still start the game injured and broken? Or the perk will activate only when you get hit? If you start the game injured, the timer should be like 120 for the first "power", 180 and 240. And the Iron will should be the last one imo, it's a pretty powerful abilty. No leaving blood trails being the first one and the heal booster being the second. Some tweaks to the healing percents tho, maybe 35-50-65? 100% it's a bit too much
I know, I changed Monstrous Shrine's name because the perk name wouldn't make sense with what it does anymore. π
The perk doesn't activate while healthy, only when you're injured (you start the Trial healthy).
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@emptyCups said:
97 outta 160 brought items
Seems kinda low... is it the same players either bring items or the same players over and over that dont ?
Did you get your sample from playing killer
Or just solo que and remove your own stats
Both, I played as the killer and survivor.
Killer gives me 4 survivors to gather data, and survivor gives me 3 survivors to gather data (I don't include myself).
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@venom12784 said:
Holy crap the toxicity of some people has no limits. Just had a match with 3 swf. I was playing hillbilly. I got destroyed, I am not afraid to admit it. Three escaped I then receive a party invite, which i blocked then they proceeded to message me on my gaming Instagram as well as my gf gaming Instagram. It wasnt just messages they video called my as well. For those of you please learn from me do not have your social medias gaming or which connected to your accounts
Some people are just jerks, you will run into people in life who will do everything in their power to bring you down. However, not everyone is bad, there are good people in this community who are complete sweethearts.
Here's a few things I can remember:
- I remember someone giving me hatch not too long ago.
- I remember the killer absolutely destroying me during the EGC, but he told me GG, I'm the MVP out of all the survivors.
I'm sorry you had to go through this, but if you're ever feeling down, just send me a message on my wall β I'd love to help you! β€
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1171037#Comment_1171037
Are mid-chapter updates usually accompanied by Blood Hunts?
I tapped on the Trusted Tag and seen your comment. I responded to you without knowing exactly what you was saying, so my apologies. π
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@Fibijean said:
No one knows for sure. Personally, I would be very surprised if we didn't have a Blood Hunt for the game's anniversary in June. There might be something else happening before then as well, but there's been no announcement to that effect so for now that's the only lead we have.
One thing we know for sure, when the Rift closes β a mid chapter update should follow soon. π
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@mistar_z said:
I mean other than hammering on reload addons.
Here's a few tips that I can give:
- Aiming down sights can be used to bait Dead Hard.
- You can force survivors to die from the EGC by pulling them and not going for a hit.
- If you know the survivor will break free, let the chain break because it still does damage if they are healthy.
- You can hit survivors through windows with your power.
- When aiming, let the survivor juke into your sights instead of moving your sights.
- Quick scope survivors who are predictable.
- Walking backwards + Reeling moves survivors towards you and walking forward + Reeling moves you towards the survivor. Use the first option if the survivor has nearby obstacles to break since it moves them away from them and towards you.
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@Ghostwithaface said:
https://forum.deadbydaylight.com/en/discussion/comment/1170874#Comment_1170874
Used to have crashes all the time, until i look it up online and found a fix that work. So now it rarely crashes. So yeah ,i know that feeling of getting the dc punishment, when my game simply crashed. Lucky i do have other games on steam. Like dark souls and berserk band of the hawk, i can play for a bit while waiting for the dc punishment to go away. Yet it would be nice if the game could tell the difference between a game crash and someone merely dcing.
Definitely, this tends to happen a lot sometimes and I don't know what to do as a console player. π
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I thought you was doing a counter, but then I seen it.
Anyways, I don't mind DC penalties, just wished there was something that can help the game know it crashed. π
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@emptyCups said:
Add on stats are confusing.
19% of players used a flashlight
Of those 19% flashlighters only 79% used addons? So only 24 players out of 30
and that 24 could have either brought 1 or both ?
Why did you average the double slot ?
It's really hard to explain, but you nailed it basically!
Just remember this is an average, not what's actually happening right now. π
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/1169980#Comment_1169980
So are you trying to say that If I down everyone and slug them to bleed out without hooking it's bannable now?
Read my other comments, please.
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@BeHasU said:
https://forum.deadbydaylight.com/en/discussion/comment/1170128#Comment_1170128
aight, just saw the first comment and quote it, sorry
That's what tends to happen, we (I'm guilty of this too) see the first comment and assume that's it. π
You're fine.
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@BeHasU said:
https://forum.deadbydaylight.com/en/discussion/comment/1169980#Comment_1169980
why the killer should be reported? He isn't keeping anyone hostage, he just let them to bleed out so he can get 4 kills, there's no griefing in this, it's just his tactic to get kills.
Read my other comments in this thread, I'm super tired right now. π
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@Mandy said:
With regards to the mori spamming @NMCKE is quite correct, that it is still bannable as it's griefing @bobcat946732 .
Slugging is not something we ban for, especially as there's been the recent challenges to down survivors etc. There's options for the survivors, if the killer is waiting by the survivor to down them and their rescuer - then go work on a gen for example, And as the survivor does bleedout within 4 minutes of being downed, it doesn't hold the game hostage.
Trying to think of a good way to word this, my apologies if this isn't the best phrasing.
If the killer intentionally drags out the game for unnecessarily amounts of time, slugging or not, is that considered close enough? It's not slugging itself that's bannable, but the purpose behind it, to waste as much time as possible (the killer refuses to end the game), as OP mentioned β it took 20 minutes (I've seen far worse). The reason why slugging is mentioned is because some mischievous killers use it to waste as much time as possible.
People like OP probably can't afford to waste 20 minutes per game.
Would that be bannable, or no because the game will eventually end? Sorry, just want to make sure were on the same page. π
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@ohheyitsbobcat said:
https://forum.deadbydaylight.com/en/discussion/comment/1170008#Comment_1170008
Fair enough for the Mori spam one though that is a Mod reply and not a Dev. I'm not saying you or them are wrong but I'd feel more satisfied with a Dev directly stating it.
As for Slugging I disagree. I just don't see anyway a Killer could slug that long unless it's a ring around the rosy situation with only 1 slug at a time and no one else is ever doing anything. Time limits are also always brought up by people and while I agree that 30 minutes is a long time and shouldn't ever happen, where do they say such a thing is bannable?
Holding the Game hostage can mean different things to different people and it really should be expanded upon.
@Gay Myers (Luzi) is a Community Coordinator, not just a moderator.
She knows a lot more than what a moderator would know, I'd assume.
Anyways, slugging can become bannable if done to extend the game to a point where survivors have to DC to move on to the next game. If you're making survivors DC because you're wasting their time, that's considered griefing and unsportsmanlike behavior. Imagine the killer told you (s)he will bodyblock you for 30 minutes, of course you're not going to wait 30 minutes so you can leave the game and report him. You're likely going to DC once you find out that the killer is serious about wasting 30 minutes of your time and report them.
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@drimmalor said:
https://forum.deadbydaylight.com/en/discussion/comment/1169962#Comment_1169962
"Farming" off the hook is different than going into a game to work with everyone to get points. Neither are bannable as long as it's not griefing.
Thank you! π
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@JeonKookie97 said:
https://forum.deadbydaylight.com/en/discussion/comment/1169980#Comment_1169980
It was drawn out for that long. One or two of us would be up, then down, then up, then down, repeatedly. Only a little bit of the bleed out timer would go down before someone was up, and then back down again repeatedly for over 20 minutes.
My point of the post is the dcing penalty is broken and sh*tty people like this are doing it on purpose to be a horrible person.
This is where you DC because the game is wasting too much of your time. Then, you report the killer for griefing, and if the killer has a record of drawing out games for as long as possible, it could result in the killer getting a temporary ban.
It sucks that you have to DC, but you shouldn't suffer a long penalty, if you play the game responsibly.
Note, I don't endorse DCing, but this is one of those situations where it's acceptable because the killer is attempting to waste everyone's time. I'm surely not going to play 30 minutes of Slugging Championship. If you catch me, you sacrifice me and let me go to my next game.
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@ohheyitsbobcat said:
https://forum.deadbydaylight.com/en/discussion/comment/1169980#Comment_1169980
I'm almost positive you can't report for any kind of slugging even if they do it on purpose to waste your time. Downing everyone and then letting them all bleed out is only morally wrong as far as I'm aware. Heck, I think even if you constantly pick someone up, drop them, down them again and rinse and repeat isn't bannable as EGC will kill you eventually or you'll find hatch if the killer hasn't closed it yet.
Mori canceling might not be bannable anymore because the timer goes down now. They just seem to be adamant that as long as the game will end it's a-ok. Especially since proving the killers intentions can be rather difficult as well.
The biggest situations I can think of for game stall banning (besides body-blocking which might not be accepted anymore due to EGC) is when survivors play hide and seek and when a killer 3-gens against 2 people for a stupid amount of time. I don't think the Devs have ever been public about any of these specific situations and whether or not they're fine which is where so much confusion comes in.
I wish they'd make an updated list of what is bannable and what's not with more specific guidelines.
Mori spamming is bannable if done for prolong periods of time.
If you're slugging people and the game lasts half an hour, then yes, it's considered griefing because any killer who does this is trying to waste as much time as possible. The game shouldn't last longer than half a hour, that's ridiculous! π
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1169980#Comment_1169980
have the devs ever stated an official max length of time for a match?
No, but there should be. π
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@The_Bootie_Gorgon said:
how did the bleed out timer last for 20 mins
I think either OP was slugged for 4 minutes or it was a drawn out game where survivors traded downs.
Depending on the killers intentions, it could be reported, there's a lot of ifs involved.
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@JeonKookie97 said:
GET RID OF IT. I was just slugged, the whole team for over twenty mf minutes, and guess what? I cant leave while the freddy AFKs in a corner of the map.
Did you report the killer for griefing?
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@hex_genrush said:
Iβm a rank 1 ps4 nurse main and Iβve been playing nurse since January. Iβve played nurse ever since i started but on and off and when u did I only used 5 blink and 3 blink lmao. But yeah nurse is good on console if you know what your doing. The 2 main issues that are prevalent with her are fps and sensitivity. I counter the fps by restarting my game every 1-3 games so this usually helps a bit, but with sensitivity thatβs another story. The sensitivity is horrid compared to pc, I have to sluggishly turn my entire camera when I blink up ahead a survivor or turn my camera while in blink. The upside is that most survivors have 0 idea how to counter nurse on console. I get survivors who try to loop me like a normal killer then you get those survivors who literally just hold W.... . On addons I feel like I need addons every game especially recharge ones because I get punished for missing swings and hitting swings while they get further away at 4.0 ms while I have to wait for my blink to come back waking at 3.8ms. I hope that when keyboard and mouse are compatible I can hopefully stop relying on addons.
Yeah, I definitely feel you, but unfortunately for me, I can barely play a game of Nurse because survivors DC or kill themselves on the hook.
However, when I do get a game, survivors compliment my Nurse because most people know it's extremely difficult to play her on console. π
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@drimmalor said:
You won't be banned for farming alone as long as everyone wants to participate, however forcing survivors to farm against their will can be considered griefing. For example, sandbagging a survivor that doesn't want to farm so they get hooked can fall under griefing.
There have been many times where I play with potatoes who have no awareness and they run straight to the killer (suprising a rank 1 survivor).
Therefore, can I get banned if a survivor gets themselves farmed? Just curious since to the ACMs, it could look like I'm farming when really I'm not trying to farm. π
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@smappdooda said:
https://forum.deadbydaylight.com/en/discussion/comment/1169418#Comment_1169418
Actually you don't see their auras (which would be real nice). You see a human bubble notification where they were at that exact second. It's more like Infectious Fright. Bitter Murmur shows you auras.
@Mandy said:
"once all Generators are completed, theΒ ObsessionΒ has theΒ ExposedΒ Status EffectΒ and the Killer canΒ killΒ theΒ Obsession"
That's the wording on Rancor - therefore unless all 5 generators have been completed Rancor won't give you the 1 hit down and the mori - you still get benefit from it during the game though as you see the survivors aura's after each completed generator.
Yes, this is referred to as "locations", not auras. π
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I was going to say B. π
You beat me to it!
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@Rezblaze said:
I would like this idea, if the fundamental game itself wasn't so busted.
The issue is, both sides rely on snowballing. And if one side doesn't get going, its hard for the other to come back. A killer can bounce back, but survivors? How can you bounce back from two dead and three gens remaining unless you uber stealth? It also acts as free info to the Killer during the collapse itself, as beginning repairs on a gen slows it down.
It think it would be better if we just rework the sacrifice mechanic altogether. I address that here: https://forum.deadbydaylight.com/en/discussion/138783/addressing-all-current-concerns-with-these-changes#latest
I think you commented on my last thread discussing a rework of the Sacrifice mechanic.
Working on a generator doesn't slow the MGC down, only the time it takes for it to activate (no one sees the amount of time remaining until the MGC activates).
The only thing that slows the MGC down is a downed or hooked survivor. π
Yes, I commented on your thread and shared it with other Trusted Members, most of them liked the idea but isn't something we can see the developers doing (it's too much work). To be clear, Trusted Members don't have a bigger influence on balance, I just thought it would be something worth discussing with them! We could share it with them, but that doesn't mean it will be added, we are treated like regular members! The developers don't play favorites as most the of community likes to think they do! π
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1162799#Comment_1162799
That doesnβt sound like a nerf to me but a buff.
Itβs the same bad design that No Ed currently has. Why would you reward a killer for the survivor completing their own objective?
In fact someone could just bring No Ed, wait for someone to finish a gen down them and mori them on the spot. Not exactly a nerf at all.
I mean sure, that can happen with meme killers; they will just depip and you will safety because they didn't really do anything and you did (you can win without surviving). If a killer isn't applying pressure anyways and a secret offering is used, you should be able to do bones pretty easily and escape with ease.
It's like Blood Warden, it can 4K by forcing survivors to endure the wrath of the Entity, but there's a lot of things (counterplay and conditions) that need to happen before it comes to that point.
The main thing people dislike is getting deleted from the game β now that only happens if you are caught after the 5th generator. I don't want to nerf the offering even more because it becomes useless. Making some useless isn't always the answer to balance, it needs to have a use. π
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/1164936#Comment_1164936
There we go SOMETHING that the demo can do to make the survivors interact with the upside down. Like anything would make it more fun i think! Even a trusted thinks so
What makes me special? π
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1167511#Comment_1167511
That's not my intention at all, nor do I believe I'm being aggressive in anyway, but I'm sorry I made you feel that way. I'm just saying how I personally feel about it and see it. Agree to disagree, I suppose.
https://forum.deadbydaylight.com/en/discussion/comment/1167552#Comment_1167552
I won't deny it could be like that, but the problem for me personally is that I believe people just want to use it as an excuse to get free blood points, not because they're really suffering or anything like that.
I mean, it doesn't really actually matter. It's not like I'm trying to say that TERRIBLE things will happen if we get extra blood points and shame on the community. And I'd prefer personally if we were going to have double blood points because of the virus, I'd just prefer it to be at a time after the crisis, where everyone can play and maybe some members of the community aren't in the hospital or out on the streets. That's all.
Or in other words, I'm just a cynical bastard.
The thought process behind a double blood point event is to encourage people to stay home and play DBD (socially distancing yourself) while the pandemic passes through. I read through your past comments, but you seem to forget that this can potentially save the lives of others.
Our goal is to slow the pandemic as much as possible because if too many people get infected, our hospitals will not be able to support the load and people who really need help will likely die, all countries have their limit. However, if a double blood point event was in effect, BHVR is encouraging people to stay home and play their game. Preferably, I would rather people play video games than to potentially venture out into the real world and make the situation even worse.
At the end of the day, you're talking about people dying, Sairek. I believe the best thing BHVR can do to keep young people like us who can catch and spread the virus to people with weak immune systems, is by encouraging us to stay home and play video games where we can't do that.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1166725#Comment_1166725
That's pretty much what was suggested. And what you're suggesting is actually pretty much the exact opposite. Jungle gyms everywhere corn currently is would be completely survivor sided. Coldwind Farms are actually some of the less problematic maps currently in the game. Changing them before the rest of the maps seems rather inefficient.
I don't think maps are the problem, most maps are fine in my opinion.
The problem I see is how powerful tiles can be chained together to create semi-infinites where it takes hand-holding mechanics (Entity Blockers and Bloodlust) to catch the survivor. Most maps have identical tiles, such as Jungle Gyms and shack. If you rework any map that has tiles identical to other maps, you're basically reworking other maps as well.
Then you have maps like Iron Works of Misery with the God Window. I don't think, outside of making the map more pretty, that map needs a rework because of a few OP tiles, just add a few breakable near the God Window to fix it. This saves the developers more resources and time that can be better used to handle generator speeds, a common community complaint.
Removing corn and replacing say, 50% of them with weak tiles wouldn't be a bad idea. If you're so worried this would make the map survivor side, we can instead use unsafe pallet loops to add more cream to the deal. π



