NoShinyPony
NoShinyPony
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1187420#Comment_1187420
You don't know if it's intentional or not.
I'm sure lags are not intentional.
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@BigBrainMegMain said:
Yes, when survivors kill themselves on hook when they're on their struggling phase.
It's unintentional, like a 4% Kobe and you're closer to your 4k.
Don't you get survivors that randomly kill themselves when things are still going well for the team?
I do.
Lags aren't a game mechanic.
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@HerbieHind said:
https://forum.deadbydaylight.com/en/discussion/comment/1185797#Comment_1185797
Why is the option to report people even there then?
Do you want the devs to ban people without proof?
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A lot of challenges encourage unpopular playstyles. "Kill all 4 survivors by any means"? Okay, I'll bring the Ebony and slug so that nobody gets the hatch. Fun fun fun.
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@Chicagopimp2019 said:
https://forum.deadbydaylight.com/en/discussion/comment/1185797#Comment_1185797
First time I've ever seen that level of stupidity. Had I realized what was about to happen, i would have left them on the ground to bleed out! LOL
Wouldn't have changed anything. If the survivors and killer work together, the killer can just pick up the survivors and let them struggle free.
As I said, luckily that stuff doesn't happen often. If you are able to report it, do it, otherwise don't let this spoil your day and just go to the next match.
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I never heard of that happening. Do you maybe share the account with a family member who could have bought Freddy?
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Why do killers lose their add-ons despite 3k'ing or 4k'ing? So that they can't bring the strong stuff every match.
I guess the line of thought why survivors are now losing their add-ons is similar here. 🤷
And hey, if you want to keep the batteries on the purple flashlight, bring Ace in the Hole. It now allows you to keep add-ons after escaping.
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I'm a survivor main since 2017 and honestly, I don't see face campers that often. Usually it only happens when it's the first hook and 4 or 5 gens are already done, and in this scenario it's totally understandable because staying at the hook is the only thing that makes sense at this point from a tactical point of view.
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There are some people who will always message you, just the content of the message depends on how the game turned out. If you won, it's "you won only because you tunneled, camped, used a certain perk/offering/whatever, random insult". If you lost, it's "ez noob git gud learn to play hahahaha lmao".
And if people tell you to not tunnel because you should take the survivors' fun into account: Forget that stuff. The killer is not the survivors' fun provider and I don't see any survivors playing soft because they want to keep the killer's fun in mind.
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@Chicagopimp2019 said:
@Tunnel_Me_Please I definitely reported them but, without video proof, I don't know if it will make any difference.
Without video proof, nothing will happen.
Sadly, you will meet such groups from time to time. At least it happens to me less than once a month. It's pretty much the only time I wish I was allowed to dc without consequences.
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"so many" - surely not. When I play SWF, we cleanse all totems on a regular basis and I can't remember the last time a killer dc'ed because they did not get NOED.
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You mean when you play killer, then at the beginning of the match you try to chase a survivor who is not that good at looping and goes down quickly?
That's normal and the smart thing to do.
However, a ttv in their name doesn't mean that somebody plays good or bad. Just start chasing a survivor when you find them, usually you'll see pretty fast whether the survivor is decent in a chase or not.
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Still a more fun experience than playing killer. 🤷♀️
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A 2nd chance perk works as follows: You mess up, but the perk saves you from getting punished for messing up.
Unrelenting is a 2nd chance perk for killers: You miss a hit, but the recovery is so quick that you might still catch the survivor before they reach the next window or pallet. (But the weak effect of Unrelenting is so situational that nobody is using the perk.)
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Noed often causes a lag, like other insta-down effects, or Sloppy Butcher (Mangled status) or Franklin's (lose item) - there are so many perk effects that cause lags.
And yes, this lag can kill you on the hook while struggling.
It's not a Noed glitch, it's the usual lag problem which has been in the game for years.
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I see her a bit more often since she received her buff.
But she is a mid tier killer, so of course we don't see her as often as Billy or Spirit.
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Tunneling is definitely more efficient than rotating.
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@PigMainClaudette said:
Yes it is, but have you ever been on the end of a hardcore tunnelling killer? I spend at LEAST 10 times as long in a lobby screen, just to be harassed by the killer out of the game, even with Decisive Strike. Killers DON'T CARE if they truly want to tunnel you out of the game, and it makes me question ever buying into this game.
I don't want to sit in Lobby Simulator for 20 minutes, only to be deleted within 2. Especially when I never provoke a killer.
Maybe come up with a better idea that this ideology doesn't have to exist, rather than promoting a style of play that is only good for 1/5 players within every match.
There is no way that someone can convince me that tunnelling is healthy for the game. I don't care about killers, including myself, getting a 4k for a majority of matches. The game is designed around a 2-2 system ffs. Maybe killers just need to shift their focus from securing kills to protecting generators.
You don't apply pressure by "protecting generators", you apply pressure by slugging survivors or putting them on the hook so they can't do their objective, and ultimately by removing them from the match.
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Am I more likely to use perks that heavily increase my chances of winning (aka "crutch perks" or "2nd chance perks") such as BT, DS, exhaustion perks, Unbreakable instead of going perkless?
Erm...yup?
Edit: But my favourite survivor perk is still Bond.
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This is a PvP game. It's normal that people play to win and there is nothing wrong with using strong game mechanics (for both survivors and killers).
Also the killer's role is not to be the fun provider for survivors.
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If I have to traverse half the map to get that small amount of bp, it's basically a waste of time. Even more annoying if I have to go to both exit gates.
If you want to do the killer a favour, just leave, so that everybody can go to the next match.
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I've never seen another non-esports game having such a toxic community. But it doesn't have to stay that way. The devs could take measures to decrease the opportunities for people to behave toxic (regarding to game mechanics and the end game chat).
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DS is used a lot more than Lithe at red ranks. From my experience, Lithe is also the least used exhaustion perk at red ranks.
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If you want to go for the more powerful killer: Definitely Oni.
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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.
You wrote in your initial post that the Freddy slugged the whole team and then AFKed in the map corner. How does that match up?
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Start playing killer on a regular basis, it will change your view on things.
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Jump into a locker, problem solved.
And if you get yolo saved without Borrowed Time in front of the killer, so that you can't make it to a locker, then your teammates are to blame.
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I would really like to see a dev confirming whether this was bannable or not.
If this is bannable, it would also mean that survivors couldn't do memes, either.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/1158156#Comment_1158156
Killers complain when survivors loop and killers complain when survivors hide (pretty funny). It's fine.
Skillful hiding is fine, skill-free hiding isn't.
Also killers don't complain about looping itself but about bad map design, but that's an issue for another thread.
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Months ago, the devs changed Claudette's P3 skin so that this skill-free "turning invisible in your face"-situations would get removed from the game. So the devs either changed their opinion and this is now intended, or they should make adjustments to the new map.
Stealth is breaking line of sight, which takes skill and should absolutely be part of the game.
Sitting in the killer's face and becoming invisible because the survivor's skin looks the same as the environment has nothing to do with skill.
Would be great if the devs could let us know whether the situation with the new map is intentional or not.
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Did this already happen to you or do you worry it might happen?
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Imagine your random teammates & the killer would have the same approach: "1-2 dc's per day are fine". These are on average 4-8 matches per day that others could ruin for you. A lot of people don't even play 8 matches per day.
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@xWoods831 said:
Tbh you guys might be on PC so queue times are quicker for you but on xbox.... sometimes it takes more than 4 minutes to find a match just to end up having the killer leave when theres 4 seconds left to start the match.
Who said anything about survivor queues? These are bad on every platform. Killer lobbies are the instant ones.
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If you come up with a good idea for a killer power, they would probably consider it, because that is the really difficult part.
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@Cheeki_Beaky_Bird said:
https://forum.deadbydaylight.com/en/discussion/comment/1139123#Comment_1139123
So are Mori's and facecamping. That doesn't mean we can't strive to make the game better.
https://forum.deadbydaylight.com/en/discussion/comment/1139050#Comment_1139050
That's fair, if 3 people are dead, I can understand a key coming into play.
Maybe a revised proposal: The hatch does not become visible until all generators are completed or only 1 player is left alive. If the hatch is opened with a key, and then closed, the hatch is removed for the rest of the match.
This way, it doesn't affect 1v1s unless the hatch has allready been opened and closed (meaning there's been plenty of time to pressure an exit gate), and it also removes the most frustrating aspect of the key: Having one (or two, if two players died) generators completely bypassed.
"The hatch does not become visible until all generators are completed or only 1 player is left alive." This could improve the gameplay for solo survivors - no more hatch camping.
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DC penalties help a bit. I think not every survivor who used to dc is now hook suiciding - that's the impression I get from my own matches.
And regarding "players getting punished for being kicked from the game all the time" - it hasn't happened to me one single time yet. And I watch several streamers, and I've never seen it happen to them, either. (It will happen to me at some point, sure, but I don't see how players can accumulate dc penalties of several hours by just getting kicked from the game.)
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Re-opening a hatch that has been previously closed is ok imho. The big problem with keys is when 2 or 3 survivors make an early exit, not when the last survivor uses it to escape.
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Players like you are the reason I rarely run Inner Strength. >:(
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You must have crashed several times. One single crash doesn't give you a 15-min penalty.
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@Ksoni said:
I wouldn't trust this guy to be honest, the only exhaustion perks i see on red ranks are dead hard and sprintburst. The rest of exhaustion perks are hardly ever used. What i see quite a bit is Iron Will wich isn't even on this list. Like i said, this guy probably typed there some random numbers, and didin't even chcecked if the math was right. And i never saw survivors on red ranks running without a full loadout of perks.
Yup, the numbers for BL, Lithe & Head On are too high, for example.
Also 652 survivors used 896 exhaustion perks (not counting Adrenaline). A few people use 2 exhaustion perks, but surely not every third survivor. With 652 survivors, it should be very roughly around 500 exhaustion perks, not almost 900.
So it's either like you said or the OP made some serious mistakes with their information gathering.
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@Awakey said:
What percent of the community is Spine Chill Gang?
I listed this in the op - the perk made it into the Top 10.
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@NMCKE said:
There's this something called THE REPORT SYSTEM that's very useful for getting players who don't participate in normal gameplay (Griefing) to receive their punishment.
However, this doesn't apply to late-game suicides according to Peanits:
Do you know in which thread Peanits posted this?
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@JawsIsTheNextKiller said:
No, no, no, no!
Plot twist: The OP is pretending to be harmless, but actually the only thing they want to know is the build that's most hated by survivors. 😈
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1132971#Comment_1132971
Ok then I'm wondering why they bring the Lithe argument when referring to Ruin usage, because overall usage of Ruin was also just at 40%
I really want more statistics. Not sure how regularly they used to show it, I just remember the November stats 2019
That is indeed a good question.
Concerning "I want more statistics": The devs recently wrote here in the forums that we wouldn't get new perk statistics because "they do more harm than good".
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Mori nerf maybe? Being able to kill survivors without hooking them was nonsense. (No comparisons to the tombstone add-ons, please. These are balanced.)
Or the nerf of old Brand New Part. "One click, one gen" was big nonsense, too.
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@Accullla said:
The devs are binning ranks soon - anything that's based on rank won't be possible to imlement.
Just from a technical point, ranks are not getting removed, they won't be used for matchmaking, but they will still "be there" (for no purpose). An implementation would be technically possible, it just would not make sense.
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That is not the discussion we are having at the moment ("How can we increase the time for the survivors' objective?"). That's a thought for a later time. (One problem with your idea is that it would encourage de-ranking, but let's not get into details here.)
The big discussion we are having is still: "Do killers need more time to get their objective done?" Atm, it doesn't look like the devs plan to give killers more time.
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@Deadeye said:
Very interesting that DS has the highest usage. Sure BHVR has data of more games than a hundred survivors, but it reflects what I see in games as well. On average 2 DS per game. I'm aware that it is not the same talking about 80% killers running Ruin and 90% "games with at least 1 DS"
But as said above, the pure existence of an obsession affects the killer's behaviour like slugging when not needed, switching targets when not needed or falling for a locker bait. So it is not the same but comes very close. And I think I remember that BHVR said that Lithe is the most common exhaustion perk or more used than DS or something like that? Really doesn't look like that.
The devs definitely did not refer to red ranks when they talked about Lithe being the most common exhaustion perk. Maybe an average of all ranks? (Though I would still think that at least Sprint Burst would be more popular. Or is Feng that popular with new players that this would explain the amount of Lithe being used?)
Too bad that the devs won't give us current statistics anymore.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1124854#Comment_1124854
Yes, like, 2 or 3 instead of 0.
4 man swf squad are roughly less than 5% of games.....
Depends on whether the killer dodges lobbies. A killer who is more likely to dodge will maybe play against 2% 4-men-SWF, while a killer who doesn't dodge might face a 4-men group 15-20% of the time. So if a killer player who doesn't dodge believes "I definitely face full SWFs more often than 1/20 matches", they are probably right.
Also these stats are one year old. Who knows what changed since then? The most used perks surely did. I would love to see current numbers but since the devs said we won't get any perk statistics anymore, we probably won't get SWF statistics either. 🤷 Pretty hard to discuss anything when there is a lack of hard numbers.
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@TheOptimiser said:
I may have an extremely stupid question to the OP, but when you say 46% DS usage rate, it means 46 survivors out of those 100 had DS in their build, right?
Or am I extremely dumb?
Correct, since 100 survivors = 100%, 46 of them had DS in their builds.