Nicholas
Nicholas
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- Nicholas
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I'm not going to be surprised if they go the route of other big games, issue a sequel, carry everything over, and make it free to play.
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Another idea is to make it work on yourself. It could work like Kindred where as soon as you are hooked, there's an icon notification to let everyone know you're running Reassurance. And once every 40 seconds someone can run up and press the active ability button to trigger it for you. This would totally eliminate the abuse factor while maintaining the balance aspect of having to have another survivor come within 6m of you.
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@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/3148330#Comment_3148330
This was well said you should make a discussion about it and put it in ptb feedback <3
Thanks, I will do it now. It is a pretty good suggestion and would eliminate the abuse factor they pretend to care about.
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@rvzrvzrvz said:
https://forum.deadbydaylight.com/en/discussion/comment/3148113#Comment_3148113
yeah if killer mains think that it's a "good balanced strong perk" you know it's trash, as useless as DS after that change
Exactly right, which is why you never see anyone complaining about 5s BT. I knew when I saw streamers saying how fair and balanced 5s were and how powerful it can be to reach a loop that told me it was garbage, and low and behold, the devs agreed.
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@get_barted said:
That is the intention, but with the state of Solo Q Survivor and with the novelty of Wesker, I would expect that survivors are going to have the BP bonus for a while.
I'm unsure if Auric Cells would win people over to play solo queue.
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@ElleGreen said:
So would BT make base kit BT 15 seconds? Also 30 seconds isn’t gonna stop a Camper from camping you out of the game. It’ll just make the first hook stage a bit longer. Camping kills the survivors fun and killers aren’t interacting with the other survivors can’t imagine camping is fun either so why nerf reassurance. It encourages killers to leave and get into chase and allows a survivor player to actually play the game. Reassurance encouraged interactive gameplay I don’t understand the logic in nerfing it?
Devs are terrified of engaging with camping in a meaningful way. It's the bread and butter play for some or most players. The 30s are a joke, and the nerf was more about appeasing killers than being worried about "abuse." If a killer is camping me and someone has Reassurance, I'll be delighted to stay on the hook for 30 minutes if it means everyone else escapes. There are other approaches to avoid the abuse they claim to be worried about. Add a Skill Check for each Reassurance applied; you can miss it, and it will resume the typical hook sequence. You could also add the Active Ability for a Survivor to decline Reassurance.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3148182#Comment_3148182
You can force hook trades against every killer in the game. Leatherface is kind of the exception with his power, but that's a different problem the devs have to address outside of adding perks to the game. And 90s per a hook state is not an insignificant value. That's a single gens worth of time which can be repeated up to 6 times. The perk is strong and requires more thought than just having 1 person stay near the hook stalling out the timer which is far healthier for the game overall.
You're not going to convince me that the perk isn't garbage. I know the game well; I have considered all aspects and disagree. I won't be using it and don't expect to see it being used that often. Perhaps it would be better if it worked on yourself and another Survivor had to come by to trigger it every 40s, and like Kindred, it displays the hook icon to everyone when you're hooked.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3148075#Comment_3148075
Kinship is a perk that only works once the entire match and unless you are in a SWF your teammates have no idea that you have it to play into it.
Reassurance can be used up to 6 times, each being a 30 second pause, that does not require coordination to pull off successfully.
And 30 seconds isn't a drop in the bucket. It's half a hook state. Being able to increase both hook states timers by 50% is not insignificant and since the perk can be stacked with your teammates you can extend hook timers quite a long time. If adding a total of 3 minutes to your teammate hooks does not allow gens to get done, then you have other issues.
Sure, if the planets align perfectly, you can move mountains! In reality, this doesn't happen. The 30s is a drop in the bucket, you disagree, and that's ok. Your perfect scenario requires everyone to be running it AND that they rescue someone because if The Killer is camping, then each person can only use it once for a total of 90s. It's not as simple and compelling as you say.
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@Firellius said:
Reassurance will now allow you to add no more than 30 seconds. This does require you to leave a gen and get up close with the killer, so part of the benefit is lost already, on top of it potentially being risky.
It's not worth running anymore now that it's one-time use. Camaraderie was never used and Reassurance is now roughly the same.
It's garbage, just like Kinship. The 30s is a drop in the bucket. Skill Checks are one way to prevent forcing or "abusing" the perk or a way to decline. Maybe have the Active Ability reject Reassurance.
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Maybe in six months at 50% off or something. I will get the six Survivor perks from a friend, though.
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@Aven_Fallen said:
Yeah, I really dont understand the change. Instead of doing something that it cannot be abused to hold someone hostage at the Hook (IMO this was a straw anyway by people who feared that camping might actually be nerfed), they went for the easiest way and made the Perk useless.
30 seconds is not enough that I go out of my way to stop doing a Gen to help someone at the Hook when they are camped. It makes 0 sense to do that. I would be better off with just staying on my Gen and progress the game while the person is camped.
They should have added something that you can get rid of the effect when another Survivor is using it or that you can cancel it or something like that. But BHVRs solution just killed the Perk and it is a shame.
I agree; it was more about the concerns regarding camping. They could add the option to press Active Ability to decline Reassurance or implement an opt-out on the hook. 30 seconds per hook is a nothing burger.
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They recently added that killer perk for totems, but have they added any general survivor perks in the last few years? And no, I don't mean Steve and Nancy perks, those don't count. I agree that Reassurance should be more widely available, it would make a great general pool perk and they should introduce another perk for the character.
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The fact that killer mains aren't complaining and afaik there aren't any videos crying about how strong, broken, or OP base kit BT is tells you everything you need to know about it. It's a joke and mostly does little.
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They remedied the concerns for killers, namely the generators, chases, and hits. Despite those changes, killers still run slowdown perks, so nothing was accomplished. Survivors still have to deal with tunneling, slugging, and camping as the base kit changes provide no relief. Survivors are in the same place, being compelled to run certain perks to staying competitive.
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The game Favors The Killer concerning hits. The only exceptions are pallet stuns and DH, where the server decides which action prevailed. Everything else is handled on The Killer's end, even with Dedicated Servers. The servers will reject a hit if The Killer's ping is exceptionally high; tests have revealed the magic number to be 300 ms and higher. The fact that the servers allow latency levels of 100+ is incredibly generous in favor of The Killer. Survivors are screwed in every match in perpetuity; what they see on their screen means nothing, which explains the fake hits. The position of The Killer on your screen is old information, and this advantage is amplified based on your latency to the server plus The Killer. This is why pallet and DH validation caused such an uproar; The Killer is coddled to expect every hit to connect even when they lag. The game should move to server authority, but the developers are too worried about The Killer experience and have expressed no empathy for Survivors that are screwed every match.
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I've never been a fan of mandatory perks, and apparently (at least for killers), neither are the devs. Remedial perks don't solve the underlining issue.
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I don't buy anything more. I get the DLCs from a friend for free, max the character to get the perks on my other, and call it a day.
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@GrimmAswong said:
https://forum.deadbydaylight.com/en/discussion/comment/3110201#Comment_3110201
Yes I bought it plus skins for the characters and now I can’t find them unless I’m on a PS4 that’s mine
I can help you but answer these questions. You own the digital or disc version of the game? And stranger things. You purchased it in the store or obtained it from the disc version of the game?
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@MikeyG1137 said:
A friend and myself were talking about this one evening. We even came up with a perk for said survivor. We named it “What Have You Been Eating?!”.
Basically, if you vault a window within 1-2 meters of a killer in chase, you create a fart cloud that stuns or disorients the killer for 3 seconds.
Anyways, just thought I would share. We got a laugh out of it.
That would be a fun perk, I probably would run it lol When Jane launched, I joked with friends that I wonder if the killer would be able to carry her and whether the hook would break. It gave me an idea for a perk, the pickup and hook animation is slower because you're heavier, and the killer's movement speed is reduced while carrying you. Confidential Load was the name I came up with and the flavor text would be that you're carrying rocks in your pocket or something.
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I wish they would release it on console. Have they said whether or not it's coming?
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I always thought the tone challenges could be a way to promote new approaches to playing. I was never a fan of the escape ones because it incentivizes people to be selfish. I wish they would do stuff like: cleanse noed after the generators are powered, rescue someone during the collapse, take a protection hit for someone being chased that has been hooked twice, complete the last generator while injured, complete a generator after you've been hooked twice, after completing a generator perform some other activity prior to starting a new one, do not immediately rescue a newly hooked survivor, etc. For the killer, your first four hooks must be on four different survivors, after a successful rescue go after the rescuer, initiate the collapse, etc.
You may not have success in the overall trial, but it could be fun and interesting to try new perks and new approaches to playing in order to complete challenges.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3113114#Comment_3113114
Family share doesn't give you a copy of the game, you are just using someone else's game.
And no, we don't get a notification for that.
I'm a little confused about this, could you buy the game on Steam and redeem the code on PlayStation? Is the code to be used on the in-game code redemption section or is it an entirely different redemption process? Thanks.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3110361#Comment_3110361
cool, now include both sides in the feedback and you got yourself a deal and we can agree while they continue to do nothing.
I don't have any control over feedback, so people are free to post what they want. My feedback is narrowly tailored for one specific situation. I'm not under any obligation to express views or advocate for anything else.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3110339#Comment_3110339
Knowingly letting an outlier corrupt their internal data that they use for decision making and analysis is a lot more important to a game than whether fringe cases get to leave early and not be penalized. Its just not a priority.
You would think so and yet they've implemented other unnecessary changes to the game. So I disagree, feedback should continue as normal and maybe it's something they'll address or maybe not.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3110256#Comment_3110256
They could also add a check to see if survivors are mashing in between skill checks on the hook, if they fail every single check, and any other number of ways to identify hook suicides, but they have not and will not. I know full well how easy it would be to have a conditional check for such a situation, but they have shown no interest or desire in considering things like that.
That unwillingness doesn't preclude them from changing or offering options in other situations. Sometimes the development team lacks the appetite to address certain topics.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3110070#Comment_3110070
Apparently they do bans in waves, so you might have observed this in between one of these. Also iirc some offenses don’t result in permanent bans and may only result in warnings or temporary bans (both of which can’t be seen on platform profiles). Could also be that the video evidence wasn’t enough if you may have started the clip too late or something? (Had it happen to me several times that I saw killer and survivor directly working together with gestures etc, started recording and then nothing indicated it again..)
i am not trying to say they are always acting on every report correctly and you must be wrong - but there is a possibility that there is an explanation other than ‚they do nothing‘
also, it’s pretty wild that those two apparently get so often together into a lobby and then even often against you! Are you playing with crossplay turned off?
A warning is a possibility, but you would think after two instances with compelling video evidence would be enough to trigger a ban. On PS4 and PS5 you can set it to pre-record everything for up to I believe 60 minutes. So I always have the entirety of every match.
This was sometimes last year and yes crossplay was off, I used to play with someone that hated going against The Huntress on PC so when I would play with her cross play had to be off.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3110238#Comment_3110238
For the same reason as it used to be, so the 3rd can give up and give the 4th a better chance for the hatch. There are even offerings that can weigh the most likely hatch spawn location now. I can already imagine the super awesome spectacular videos on youtube of people showing their sick tech of getting downed as the third person on purpose overtop of the hatch's most likely spawn point, then their buddy epicly getting downed on the other side of the map and bleedout disconnecting in the killer's face so his bro can escape~
And again, if you honestly have faith that they will write anything into the game to tell the difference between that and a killer standing overtop of slugs waiting for them to bleed out, they still to this day have not put in any conditional check to be able to tell if survivors suicide on hook because they havent been able to figure one out. You could argue for ways to easily be able to do it, but if they can't (or won't) then none of that matters.
The Killer can see those offerings too. They aren't secret.
The devs could add a conditional timer to the bleed-out. For example, when two survivors remain, you can bleed out after being in the dying state for XX seconds. Or even limit the bleed-out option for the last survivor.
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@OnryosTapeRentals said:
Bad. Myself and a lot of other players couldn't care less about a new chapter when the game is in such an unplayable state.
Queue times need to be a priority. I literally cannot play killer atm without a 25+ minute wait.
They're probably hoping you forget about that stuff and get excited about the new Chapter.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3110225#Comment_3110225
And like I said, there's already an option for that situation if you refuse to wait, its the disconnect button. You operate under the assumption that either nobody would ever abuse such an option to leave with no pentalty, or that BHVR would adequately be able to determine if the situation really is that bad . And I have faith in neither. Only way that stance could change for me is if they did it in pairity, and in a way that actually fixes the issue.
That's not a viable option, and it's unnecessary. How could bleeding out, in that case, be abused?
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3110195#Comment_3110195
The mods/community reps have commented on hostage situation claims multiple times in threads, usually because of similar situations like this one. They always emphasize that situations that will naturally conclude the game are not considered as such. The reason for that is because the ones they do specifically consider hostage situations are actually bannable offenses. If you are expanding it outside of that you need to expand your considerations: Is a killer who is literally unable to get downs and/or kills being held hostage if the survivors are purposely playing inefficient to drag out the game? Is farming on either side holding the game hostage? Where are you allowed to draw the line?
Also you're mistaken if you think that allowing survivors to nope out with no consequence falls in line with that. They DO give you the option to disconnect, its even a button on the esc menu. They DO think you should penalized for doing so, however, especially since people used to abuse that kind of thing for "hatch tech" before the hatch change. Likewise they likely feel if the killer had an option to quit then they would take it the second the first 3 gens pop before the first hook. Hell, their reason for not even allowing killers to see if a group is SWF is because they assume they will all give up and dodge the lobby the second they see it, same as we all assume would happen. They know people want to give up and go next the second they don't have an advantage, and they know people abuse these things to the point that their proper usage can suffer as a result. Thats why almost any method of leaving the game early includes a penalty, even when its a legit internet connection issue. The only exclusion to that is suiciding on hook, because they refuse to change anything internally for them to be able to tell the difference.
For the stats I never meant to imply anything, especially with this game. All anyone has is their anecdotal evidence, even BHVR's own statistics are polluted in almost every respect. You can only draw rather specific information from them, stuff like perk/killer/survivor pickrates, total number of generators completed, all the happy feel good infographics you see on anniversaries basically. Always assume anything anyone says about the game is anecdotal, because only the most general and self evident stats about the game have any relevancy. Even the math for things in game with actual numbers that people can see gets thrown around incorrectly all the time.
Why are you talking about hostage situations when I'm focused on being a prisoner? Somebody could argue whether or not those situations are hostage, but that doesn't mean those situations would be eligible for a bleed-out. That's another discussion.
I never said anything about the bleed-out being carte blanche. I narrowed it to those situations where the outcome is locked, such as the last one or two slugged. In that situation, you should have the option to bleed out. You're broadening the discussion too much. I'm laser-focused on these specific cases of being prisoners. The devs could have probably revisited some of those situations, but that doesn't mean they shouldn't take action on things like this.
And you're right about the stats. I don't even bother with them.
PS the mods/community reps don't always represent the devs. We have a new noun to use: prisoner, so whatever they define as a hostage is inconsequential.
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Which Chapter? Just realize is it Stranger Things Chapter? If so, how do you own it? You purchase it on PSN?
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3110047#Comment_3110047
If you want to argue forfeiture vs hostage taking, take it up with BHVR. They have weighed in on it many times over the years and that has always been their stance. Its why killers can't block the basement stairs, why myers loses collision with survivors while stalking, etc. Its something they do take steps to address, regardless of whether we agree or disagree with their definition in any given situation. You are more than welcome to record every time it happens and send a copy to bhvr with a report so they can ignore it because they don't agree on your definition, and its their game.
And again, why do you want statistics to hide behind? We all know BHVR never aggregates any of them properly, and all they do is cause people to use them for their own ends. They're awful at data capture and dissemination, and thats probably never going to change. My completely anecdotal and therefore inadmissable as anything other than my own testimony is that i never witness this phenomena that apparently so many people do. Maybe its because i play efficiently yet politely. Maybe its because i see other players and streamers regularly react positively to politeness, both implied and implicit. Maybe its because i regularly see BM get completely demolished and killers legit throw games just to single out those people. But I'm certainly thankful for it as it makes it a much easier pill to swallow when I do get toxic players, and can shrug them off easier. I'm never going to imply every person who receives treatment like that should or even deserves it, but i will certainly say that people who do both deserve and earn it will always be the first and loudest to complain about it, which dilutes any actual value to the arguments. And that applies to both sides very equally.
I have seen the devs discuss hostage situations, but those discussions don't limit the scope of what a hostage situation is. They have not spoken about definite hostage situations. Besides, I already pointed out that the noun is immaterial, so why are you going on about it? We can call such cases: prisoners or captives.
This thread is about slugging in a specific case where the outcome is locked. BVHR have never said that slugging the last one or two people is not something they will consider reviewing. They have specified that they dislike wasting time when the outcome is locked, which is why they changed the hook progress for the last Survivor and what prompted the implementation of EGC.
Allowing a Survivor to choose to bleed out in those circumstances is in line with this design philosophy. The fact that they haven't gotten there yet means little. Despite no complaints about it, it took years for them to accelerate the sacrificial sequence for the last person. Some (maybe most) were surprised by the change and liked the extra time to find the Hatch, break pallets, kick gens, etc.
And I rhetorically requested stats because your reply to the other person was misleading and suggested you had access to data that reveals slugging isn't as common as some have said. Whether it happens 1% or 10%, the frequency doesn't matter! Being a prisoner isn't fun, and the game should offer a way to accelerate the inevitable.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3110057#Comment_3110057
This is something I agree with. If a Killer is trying to tunnel out a teammate and I have no hooks I will, if at all possible, stay between the Killer and the tunneled person until the Killer is forced to down me. That keeps all survivors in play and makes the chance of a escape more likely.
Spreading out hook states among all survivors is an important anti-tunneling strategy.
And this has backfired on me, too, lol
Sometimes you're better and never get caught, and The Killer actively ignores you. I finally got hooked but left to die because the others assumed I was hiding being useless. I've even been left to die when it was clear I went out of my way to take a hook for someone.
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I used to think something was done until I ran into a Killer & Survivor duo on PS4 that were working together. I had video evidence and submitted it alongside the in-game report, and nothing ever happened. I could see them still playing Dead by Daylight for weeks after and ran into them a few times, always the same thing. Nea would use Bond, Open Handed, Empathy, and Kindred to bring The Cannibal to you.
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/3110006#Comment_3110006
Its important to remember though: Just because they have zero hooks doesn't mean they did nothing. I play quite stealthily; I am often the last one, or one of two left, without a hook - but ill spend the match doing gens and safe unhooking not running around like an idiot attracting the killers attention or trying to unhook..
I agree, but it's also a lousy approach to allow everyone to get two hooked, and you're still at zero. As a Survivor in that scenario, I go out of my way to attract The Killer's attention and get hooked. Hook balance is better for the team. Sometimes your first hook becomes your last because the remaining players have less desire to risk themselves to rescue or even do gens.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3109942#Comment_3109942
because you're acting like it happens far more often than it does. and if it does happen that often for you, it's much more likely to be a form of reprisal. maybe thats why it happens so rarely to me, who knows? Fact of the matter is youre complaining about the timer specifically because of bming (which i have not once defended) and not the actual mechanic of a bleed out timer itself (which is what i have been defending)
https://forum.deadbydaylight.com/en/discussion/comment/3109967#Comment_3109967
if you want to introduce this, let killers quit without needing to disconnect. They can be pretty helpless in matches too sometimes, and they even had to make it so killers could start the EGC themselves at endgame because survivors were able to delay the game further even with its introduction. And yet again, as per BHVR if the situation will resolve itself there is no hostage taking in the game. They actively changed many mechanics to prevent actual hostage taking. You could argue you're "being put in time out," but that will literally always exist in the game to some degree. My argument isn't even that you shouldn't have an option to forfeit a game, just that people only wanting when it specifically affects them is an extremely childish mindset for a pvp game. Its just as childish as the people who perpetrate it, so i dont have a whole lot of sympathy.
https://forum.deadbydaylight.com/en/discussion/comment/3109962#Comment_3109962
I hope you don't also think i call people palookas in real life too. That would be silly.
The entitlement comments are because the perspective is so self centered it's unreal. Like how can you even survive playing this game and not be willing to come to terms with the fact you will have games that are completely unfair, or that you'll have situations where you have no potential? This is the absolute wrong game for that kind of mindset. And my choice is that both sides both have strategic purposes for the actions as well as BM ones, like i said before. Many slugs will cry that they were left to bleed out when they hid in a corner while running IW and the killer simply couldnt find them, just like some killers will afk before the egc started and then complain that the survivors didnt finish and leave before they were forced too. I just want people to consider the bigger picture before complaining about "the side they don't like" and I especially want people to stop trying to dress me up like a scarecrow.
You're talking about forfeiture, which is something entirely different. Hostage doesn't mean without end; you can be held hostage for four minutes. Specifically, my use of the term is just that. The word is immaterial; you can use whatever you desire. Prisoner or captive comes to mind. The EGC launched with both the Survivor and The Killer being able to trigger it, even during the PTB. If you're slugged at the end, the outcome is locked, so it isn't forfeiture to bleed yourself out. It is a mechanism to accelerate the inevitable result and avoid the unnecessity waiting of four minutes.
I'm not going to waste my time addressing your emotional points about childish behavior displayed by some. Yes, it's terrible but has nothing to do with this. And regarding the frequency, do you have stats or data confirming it happens less often than you suggest? I'd love to see that slugging data. People usually express feedback based on their experience, which doesn't lessen its value. So it goes without saying that someone who experiences lots of slugging will be more inclined to discuss it and propose remedies.
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@Wewantjason said:
I have to admit even as a killer main, I am watching survivors not do gens and also not take chase and also letting people die on hook while im across the map.
Every game is either seal team six, or one good player paired with 3 potatoes
I'm considering just killing the potatoes and giving the good person hatch from now on.
I've been so tilted at the game lately and venting my anger in an unhealthy way towards my fellow players, and feel kind of guilty to be honest.
Lets all try to be positive influences in our community again people until this dust settles.
I never give Hatch to the person hiding all game. I always see it happen, including people with zero hooks, and they let you die. And then The Killer finds them and escorts them to the Hatch or Gate.
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@Bardon said:
On the contrary, they're so slow and stupid (as zombies should be!) if you get into a situation where they've bodyblocked you then that's entirely on you.
They are smart enough to linger around hooks and gens in the 90s lol
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Why do the Skill Checks even accelerate and become more difficult anyway? It should be a periodic thing with easy checks for people. The devs have long said the Struggle phase was strict to avoid afk people and require player input to stay alive.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3109901#Comment_3109901
Unbreakable and Boon: Exponential exist. One person getting up from a slug can completely reset the game's pressure if the killer can't damage control it properly, so the game still has potential to continue. Its actually part of why unbreakable has always been considered a strong perk, it can be the factor to completely recovering from 4 man slugs, or other slugs where rescue is otherwise impossible.
Nothing you say changes anything about my point. It would be optional, meaning a choice determined at the sole discretion of the Survivor. It's not a choice they would make when in the presence of Boon: Exponential or having Unbreakable, Soul Guard, or No Mither. The fact is the option currently doesn't exist. So the slugged Survivor is held hostage in the match to bleed out, thus slowly wasting their time - the justification used to accelerate the Sacrificial Sequence for the last Survivor.
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Are they going to kill switch Survivors?
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Did you make the icons of are they official? They look good.
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100 or 150 ms is brutal in a game like this; it provides a tremendous advantage to The Killer. Survivors are screwed because you have to account for your lag and that of the killer.
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You should be able to bleed out and move on to the next match. Devs were so worried about Survivors wasting time on the Hook that the last one standing is instantly sacrificed but are seemingly ok with The Killer wasting time and slugging you for four minutes.
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Pharmacy should allow you to rummage while injured.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3106739#Comment_3106739
I’m really skeptical simply increasing the during of the base game Endurance and speed boost after an unhook would make much difference to how many people complain about “camping and tunneling”.
Basekit needs more, like suppression of scratch marks, grunts of pain, and pools of blood for the 5s duration. Guardian eliminates scratch marks but still leaves the other two available. Perhaps Guardian could suppress all three for an additional 10s as BT does or change Guardian to provide those three for 15s and don't add it to Basekit. 5, 12, and 15 have proven to do little, but maybe the addition of suppressing the three tracking methods would discourage or make it much harder to tunnel. Then again, we fall into that "must have to be competitive" place that the devs indicated they want to move away from.
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@Sparks741420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3102900#Comment_3102900
so blood and scratch marks and footsteps totems opening boxes lockers and breathing from running and perks that reveal survivors locations are completely irrelevant ways to track survivors because they have iron will.... and its the only way killers can track survivors
It was sarcasm btw I never had a problem with IW because I sometimes ran Bloodhound. No one runs it. Thus no one anticipates it. You can easily find someone who's hiding with IW with it lol I used to get messages accusing me of hacking and people questioning how they were found, and then I pointed out the perk.
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@GannTM said:
I don’t really mind it that much.
It's especially annoying when you're sick against The Plague, because you're vomiting sound effect is on loop forever. Even when you're working on generators, you hear some of the sound effects from the zombies of The Nemesis lol
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@Sparks741420 said:
use iron will.... oh wait... they nerf'd that too... like it really really needed a nerf because apparently its "broken" smfh
It needed a nerf, it was way too strong. It's the only way killers can track you! Without grunts of pain, survivors vanish. It was really unfair and one-sided.
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If I reach 70, I buy it. Otherwise, I don't bother going out of my way to do it. The rewards are lackluster, and the challenges are uninspiring.