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Nos37

Nos37

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  • @SleepyWillo said:

    "If I'm waiting for hatch or not unhooking other survivors" are you then griefing your team?

    No. I'm looking out for myself.

    If I help, it is positive. If I work with the killer, it is negative. Leaving others on the hook is neutral.

    The others are not looking out for themself, or else they wouldn't run to the killer and put themselves in danger. They just want to see me get killed, even if it costs them their own life (and some even hope to earn favor and a free escape from the killer).

  • My second match in, and I get a Ghostface abusing an exploit to get free Exposes without any way for survivors to reveal them, and now I have a 15 minute ban.

    I want to play the game, not sit in lobbies, hang on hooks, and wait for matchmaking timeouts.

  • I'm not colorblind.

    I can see the colors just fine.

    If I can't distinguish the hatch from the gen, then what chance does a color blind person have??

    I only get 8-10 seconds of aura reading with Clairvoyance while I stand in the middle of the map and spin my camera.

    I don't see the hatch...

    Oh, the killer just closed it and I know where they were and I looked there and there was no hatch aura.

    The red hatch must have been behind the red gen.

    Can't change the colors though because someone might be color blind.

    Can't just not show the gen auras when there's only 1 remaining survivor because 0.01% of the survivors who DO work on gens won't be able to use perk reading to find gen auras to milk those last 80 Bloodpoints before the killer finds and closes the hatch and the gens are off limits...

  • OFC!

    There is ALWAYS someone who is against any suggestion I make!

    FINE!

    DON'T EVER CHANGE ANYTHING ABOUT THIS GAME EVER AGAIN!

    BECAUSE SOMEONE MIGHT HAVE A DISABILITY OR A TRIGGER OR IT MAKES ONE SIDE OP OR IT DOESN'T NEED TO BE CHANGED BECAUSE IT'S NOT OP OR THE WEATHER OUTSIDE SAYS NO!

  • Another cheater. Another 6-hour ban for "ruining their fun," by removing myself from the situation since the devs won't do it for us.

  • @Milo said:

    Pinhead is only really opressive in soloq. Cause either no one wants to do the box or everyone wants to do the box.

    Otherwise it's just "solve the box" and now he doesn't have a passive for... what is it almost a minute?

    Yippee! If someone manages to solve the box WITHOUT Pinecone teleporting to them, then everyone gets a whole whopping MINUTE to look for and cleanse totems (which takes 16 seconds WITHOUT Thanatophobia or Thrill of the Hunt), assuming that no one gets caught with the box before the next chain hunt and spawns a new chain hunt.

    Stupid busted. Needs a change. JUST for totem cleansing. Everything else can stay. Selfish killers crying and won't even give that up, lol

  • @ThatOneDemoPlayer said:

    His Passive is his power, the active chains are useless. His addons already got nerfed, anymore nerfing would kill him if he isn't already dead

    So, throw on hex perks = wins because survivors can never cleanse... 👍️

  • The Cenobite.

    I escaped once. He was AFK! 🎂🏃💨

  • If you've seen my posts, you'll know I wish it were that easy to make the devs change things. It isn't; they don't do things without data and good reason to back it up.

    Best solution is to change the HUD and add a ping/callout system so that solos can coordinate and plan using the same info as SWF, and then they won't have to nerf killers who destroy solos.

  • My issue with Borrowed Time is that the perk is meant to counter something the Killer can do for free (tunnel the survivor right off the hook), yet it can easily be countered by something the Killer can also do for free (count to 12).

    Either make the protection last 60 seconds, or make Borrowed Time base kit.

  • Here's Prestige 3 Demogorgon

    11-13-2021_5-23-13_AM-iq2pszss.png


  • There is a possible solution to camping "in the works," but, unfortunately, when it comes to the implementation of this new mechanic, the fate of solo survivors is in the hands of SWF and Killers.

    What do I mean by that?

    All of the previous attempts to change the hook mechanics and thwart camping have been discarded... because of survivors; survivors who exploited the new mechanic to screw the killer over completely.

    The two groups most likely to find a way to abuse this new mechanic will be SWF, who already look for any and every way to keep the match in their favor, and killers, who don't want their precious camping removed and will find any way to prove that the mechanic is completely busted and unfair (whether looking for it while playing killer or as survivor)

  • Sure, but the following perks need the same change:

    • A Nurse's Calling
    • Barbecue & Chili (the aura reading part)
    • Bitter Murmur
    • Blood Warden (the aura reading part)
    • Claustrophobia
    • Coulrophobia
    • Deerstalker
    • Hex: Blood Favor
    • Hex: Retribution (the aura reading part)
    • Hex: Undying (the aura reading part)
    • I'm All Ears
    • Jolt
    • Lethal Pursuer
    • Nemesis (the aura reading part)
    • Overwhelming Presence
    • Starstruck
    • Unnerving Presence
  • Instead of the General Discussions, I hangout in the Recent Discussions section and see posts from every category

  • Flashlights should be a boon

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2629840#Comment_2629840

    Not all the times. Remember, blinding still gives points (and quite a lot in fact). They might just be trying to do just that.

    Then it would come at a risk, and only if the Killer avoids being blinded or stunned by non-Obsession survivors the whole match. Otherwise they know the Killer has Nemesis equipped and would just leave.

  • @Nicholas said:

    It should be a choice, but perhaps they could introduce a greater incentive for hanging on 'til the last drop when The Killer is near? Something like a new category bonus "Compassionate" for those moments. They also need to decrease the Skill Check difficulty progressing; is there a reason for it?

    Yes, lactic acid

  • I've given up after the 15th try. 😒

  • @Milo said:

    That's... very specific.

    Guess, for those survivors who blind at exit gates?

    Yes. They have wronged me, moreso than a survivor who blinds or stuns me during a chase, because at least they are simply trying to fend off the killer, not get a cheeky blind that serves no other purpose than to antagonize.

  • Nurse was 115% moves speed when she came out. She didn't start weak. They nerfed her after release.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626846#Comment_2626846

    What?

    I'm...not sure if you understand how MMR works.

    It's actually better for solos than ranks were.

    Now, if you struggle as a random, it'll match you (when it's working correctly - again, my theory is that BHVR disable it sometimes for whatever reason) with proportionally weaker killers.

    The only reason it benefits SWFs is because it's much easier to smurf down your MMR as a coordinated group, then stomp weaker killer players.

    The problem comes when your rating gets too low. You get matched with worse survivors, but not worse killers.

    What I mean is that the skill floor for how bad a survivor can play and how much that can impact the match for their team is far worse than the killer's skill floor (as long as the killer isn't farming or AFK).

  • @StarLost said:

    I know a lot of people are down on the new SBMM system, but as someone who learned the game during the 'ranks' era, it's so much better now.

    Rather than every game being a complete crapshoot, usually involving me getting skunked by SWFs with thousands of more hours played than me, I now get a good match maybe 60% of the time.

    The other 40% of the time...something's up. It'll routinely put me up against crazily good SWFs, time and time again, and I'll get stomped. Multiple times in a row. Regardless if it's one of my likely higher MMR 'good' killers or one of my crappy ones.

    I'm having one of those evenings again - and I noticed something.

    At times when I'm getting mostly decent matches, my queue times are usually in the region of 30 seconds to 1 minute, sometimes slightly longer if I'm playing at offpeak times.

    However, when I'm getting bizarre matchups, my queues are instant.

    This makes me wonder...are BHVR turning this on and off sometimes?

    If so, I wonder why.

    I've also noticed this.

    I think it happens when too many survivors are queueing (usually in the evenings when people get home from work and want to play SWF with their friends). A group of really good survivors have been waiting for so long that they'll get matched against the first killer to queue, regardless of their rating.

  • @Dumpstick said:

    https://forum.deadbydaylight.com/en/discussion/293962/i-dont-get-it-why-do-i-get-targeted-over-other-survivors

    You probably just have selective memory.

    Seriously. That or you are seriously overstating your chase time. In the majority of cases, a killer chases or singles out a survivor due to:

    * Bad Luck

    * Survivor is bad at chase and has been identified as the weak link

    Except that another killer has already stated in this thread that they single out the strongest. Your claim is already flawed.

  • @botrax said:

    Its simple honestly you just have to say in chat yiu have boon like that no one are going to cleanse totem unless they want to troll your ass.

    I mostly play solo and all my perk are team perk exept for dead hard and i just type them in the chat.

    Ofc i play with crossplay off and im on pc if you are on ps or xbox you cant do that. I rarely feel like im at a dissadvantage compare to a swf exept if the killer have noed because i cant tell the other survivor where the totem are so i need to go there myself and it take more time.

    "Its simple honestly you just have to say in chat yiu have boon like that no one are going to cleanse totem unless they want to troll your ass."

    *Cries in console*

  • This is on top of the constant "just do bones" rebuttal in every Nerf NOED thread

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/293962/i-dont-get-it-why-do-i-get-targeted-over-other-survivors

    A few thoughts:

    • Often I'll attempt to eliminate the strongest survivor first. That's just common sense.
    • I'm more likely to tunnel down a 'hider' than a 'runner'. Runners are fun to play against. Hiders are amazingly frustrating.
    • I'll also do that on people that run boons.
    • There is some possible confirmation bias here.

    Yes, I've considered this. I have to be careful how I play survivor because, of the killers who pick their targets based on how the survivor plays, there are two types: killers who target the strongest and killers who target the weakest.

    I feel like I'll always make the wrong call or play, though.

    If I drop pallets, the killer likes me wasting my team's supplies and continues to chase me. If I don't drop pallets and hold the W button on my Xbox controller then the killer likes me because I don't loop and continues to chase me.

  • "It's not the survivor I'm playing as because I frequently change which survivor I'm playing as."

  • After running out of tokens, I would like Distortion to still do a perk icon wipe when my aura is read, so that the perk still has some value after I lose all my tokens for simply existing on the map at the start of the match when the killer has Hex: Undying.

  • @traqueia_pulmona said:

    Prob because the people that play female killers, not saying a good porcentage, but only play them for their looks or lore alone. To make a really evil female character would be risky if she's not attractive, at least that's what i think

    Yet many enjoy playing Nea...

  • @Dumpstick said:

    As killers have grown more accustomed to versing boons, I think they are fine as is.

    Hex Totems are in a similar boat. If survivors ignore them, they can become extremely strong and game-winning. Boons are the same. If the killer ignores them they can become extremely strong and game-winning. Looks fine to me working as intended.

    Boons are easier to deal with as well and much harder to setup properly. They don't need any further nerfs aside from the initial one from the PTB.

    Except that there is only ONE player on the killer's team who has to hunt down boon totems, they cannot CHOOSE which totem to apply the hex to, they cannot simply re-apply their hex on the same or new totem, they don't have 3 other killers to also run around and apply hexes, and their hex perks cannot override boons, yet boons can override hexes.

    Boats are not similar. At all.

  • I give up then.

    It is IMPOSSIBLE to balance for THREE sides.

    SWF and Solo need to have the same information.

    Honestly getting sick of SWF sitting at the top of the food chain and balance changes never hurt them without hurting solos 10x worse

  • @Dino7281 said:

    Oh ######### no,

    I hate power struggle so much whenever I play Oni, or Twins.

    Like what the hell should I do with them? Well, I usually just leave them on ground...

    I said that Power Struggle shouldn't activate unless entering a pallet zone; you wouldn't have to leave them on the ground.

    If you are on a map like The Game and they do manage to stun you because you have no choice but to walk through a pallet, then break the pallet and down them before they recover exhaustion.

  • @Generator_Repairer said:

    I would want another QoL change so that if another survivors would try to repair the gen while it's repressed the gen would become unblocked so that you don't have to wait until the gen is unblocked

    I think the second change is not good due to you being able to wait until the timer is at 29 seconds and get repressed instantly refunded (not that it would be op or anything) and generally because if you put the repressed on a gen, then go work on another gen the killer might get pop in time because of that which is not what you want with this perk, just imo

    What second change? I only suggested one change: let survivors activate Repressed Alliance while the gen is being repaired by another survivor, but only block the gen once all survivors have stopped repairing.

  • @Bran said:

    That'd be kinda weird not gonna lie. I mean I can the QoL in that though.

    Otherwise, add a small icon that indicates when a surv has it while repairing a gen with you.

    Already suggested that. Devs weren't interested.

    @Nos37 said:

    Bloodpoint changes: (Compensation for choosing to play the harder version(s) of the game)

    • 10% more Bloodpoints awarded post-trial for each survivor in a party of 3 (-5% for performing an unsafe unhook).
    • 20% more Bloodpoints awarded post-trial for both survivors in a party of 2 (-10% for each unsafe unhook).
    • 50% more Bloodpoints awarded post-trial for solo survivors (-25% for each unsafe unhook).

    ----

    HUD changes:

    • While being chased, the survivor portrait will show their face looking behind them with their mouth open (optional red exclamation mark).
    • While a survivor is hooked, gear icons will be shown next to portraits of survivors whom are repairing generators and medical red cross icons will be shown next to portraits of survivors whom are healing.
    • The number of remaining totems will be shown (removed from Small Game).
    • If you are put into the dying state within 10 seconds of attempting to cleanse a hex totem, a totem icon will appear next to your portrait (only visible to other survivors) until you are hooked.
    • While within 16m of an exit gate, an exit icon will appear next to your portrait (only visible to other survivors).
    • While within 16m of the hatch, a hatch icon will appear next to your portrait (only visible to other survivors).
    • When there is 1 generator remaining, survivors with Adrenaline equipped will have the perk icon appear next to their portrait.
    • A new perk indicator will be added to the HUD for Crucial Perks (see below).

    ----

    Crucial Perks: (New HUD element similar to Shared Perks, but with a new indicator color)

    These are perks that others should be aware of but are hard to convey to others of their existence (without comms):

    • Ace in the Hole & Plunderer's Instinct & Pharmacy (shown to other survivors who are interacting with an unopened chest)
    • Camaraderie / Kinship (shown to all other survivors while hooked)
    • Inner Strength / Inner Healing (shown to all other survivors who are cleansing totems)
    • For the People (shown to injured, dying, or hooked survivors within 8m while healthy)
    • Mettle of Man & We're Gonna Live Forever (shown to injured survivors within 8m)
    • Power Struggle & Soul Guard & Unbreakable (shown to all other survivors while in the dying state)
    • Repressed Alliance (shown to survivors within 4m while repairing a generator)
    • Resilience (shown to survivors within 8m while injured)
    • Wake Up! (shown to survivors within 8m while the exit gates are powered)

    ----

    OR (Instead of the Cruical Perk indicator):

    Show survivors' loadouts during the lobby screen (and hope that survivors have good memory).

    (I would prefer the perk indicator.)

    ----

    "This is too strong! What about the killers??"

    These are (most of) the benefits that SWF teams get. You know why you, as killer, are not properly equipped to deal with SWF better? It's because if you were, solo survivors would be destroyed. Solo survivors' weakness is holding you back. Let all the survivors have the same teamwork capabilities! Then the killer's power won't be stuck balancing in the middle...


  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/293226/be-honest-do-you-guys-really-want-balance-for-the-game

    Technically the game isn't supposed to be "Even".

    Its A-Symmetrical meaning the killer should at all times, absolutely, without a doubt be a serious risk to be around. With the caveat of that 1 killer having to overcome 4 survivors. You have a full team of people vs 1 person. Its not supposed to be even.

    The problem of this simple concept goes in the trash when the devs allow too much power creep on either the killer or survivor side. On top of that, this game has a huge roster. Having 1 killer be too strong is easily fixable because its 1 object 1 ruleset being adjusted. BUT. Having survivors power creep too far doesn't just ruin 1 dynamic, it ruins matches across the board for that huge killer roster forcing you to re-adjust 24+ elements of the game instead of the 1. AKA you end up like Evolve Stage 2. I bring extra emphasis to this game as much as I can because that game didn't have to die, but it did because the developers let the hunters side power creep harder than they could make adjustments to monsters fast enough. So by the time we got to the point where the game went free to play it was already so messy that nobody wanted to play monster anymore. People stopped buying expansions, stopped buying monsters and skins, queue times went up to the moon, more people started quitting, then people stopped buying hunter skins, and it eventually got to the point where the game couldn't keep itself up financially and that was the end of it.

    It didn't die because of greed, it didn't die because the concept wasn't attractive to players.....it died because it was developed into death. It killed itself with its own adjustments to "balance" by power creeping itself to death. And eventually lost sight of its original vision. And I bring it up, because this can happen to ANY of these Asymetrical games including DBD....

    If the killer were a huge deal, and truly balanced, then 50% of players would play killer. That means if 1,000 ppl were playing, there would be 500 killers queued while there are only enough survivors playing to fill 125 lobbies. The other 375 killers get to sit around and wait for survivors to die or escape and re-queue.

    By having things like Playing With Freinds, or making the Killer experience more frustrating, it shifts the player count to the Survivor side.

  • @dspaceman20 said:

    If I being honest I can't take most people seriously on this forum when they suggest things for balance. I'm sorry to be rude but some ideas are just so terrible that I glad the devs don't listen to the community when it comes to feedback sometimes. It just seems like the majority of people on here don't want the game to be balanced they just want to make one side completely terrible and the game uneven.

    Maybe I'm just being ridiculous myself but do people here even want balance for both sides?

    "Both sides"

    ----

    That's the problem with balancing: there are not just two sides.

    1. Killers
    2. Survivors (solo)
    3. Survive With Friends (comms)

    Can't buff killers without screwing over solo survivors. Can't buff survivors without comms screwing over killers.

    Changes first need to be made that tremendously help solo surivors, yet only slightly help SWF. Once every match feels like a SWF match for killers then balance changes to perks and mechanics can be made to balance for the killer. Changes like these:

    @Nos37 said:

    Bloodpoint changes: (Compensation for choosing to play the harder version(s) of the game)

    • 10% more Bloodpoints awarded post-trial for each survivor in a party of 3 (-5% for performing an unsafe unhook).
    • 20% more Bloodpoints awarded post-trial for both survivors in a party of 2 (-10% for each unsafe unhook).
    • 50% more Bloodpoints awarded post-trial for solo survivors (-25% for each unsafe unhook).

    ----

    HUD changes:

    • While being chased, the survivor portrait will show their face looking behind them with their mouth open (optional red exclamation mark).
    • While a survivor is hooked, gear icons will be shown next to portraits of survivors whom are repairing generators and medical red cross icons will be shown next to portraits of survivors whom are healing.
    • The number of remaining totems will be shown (removed from Small Game).
    • If you are put into the dying state within 10 seconds of attempting to cleanse a hex totem, a totem icon will appear next to your portrait (only visible to other survivors) until you are hooked.
    • While within 16m of an exit gate, an exit icon will appear next to your portrait (only visible to other survivors).
    • While within 16m of the hatch, a hatch icon will appear next to your portrait (only visible to other survivors).
    • When there is 1 generator remaining, survivors with Adrenaline equipped will have the perk icon appear next to their portrait.
    • A new perk indicator will be added to the HUD for Crucial Perks (see below).

    ----

    Crucial Perks: (New HUD element similar to Shared Perks, but with a new indicator color)

    These are perks that others should be aware of but are hard to convey to others of their existence (without comms):

    • Ace in the Hole & Plunderer's Instinct & Pharmacy (shown to other survivors who are interacting with an unopened chest)
    • Camaraderie / Kinship (shown to all other survivors while hooked)
    • Inner Strength / Inner Healing (shown to all other survivors who are cleansing totems)
    • For the People (shown to injured, dying, or hooked survivors within 8m while healthy)
    • Mettle of Man & We're Gonna Live Forever (shown to injured survivors within 8m)
    • Power Struggle & Soul Guard & Unbreakable (shown to all other survivors while in the dying state)
    • Repressed Alliance (shown to survivors within 4m while repairing a generator)
    • Resilience (shown to survivors within 8m while injured)
    • Wake Up! (shown to survivors within 8m while the exit gates are powered)

    ----

    OR (Instead of the Cruical Perk indicator):

    Show survivors' loadouts during the lobby screen (and hope that survivors have good memory).

    (I would prefer the perk indicator.)

    ----

    "This is too strong! What about the killers??"

    These are (most of) the benefits that SWF teams get. You know why you, as killer, are not properly equipped to deal with SWF better? It's because if you were, solo survivors would be destroyed. Solo survivors' weakness is holding you back. Let all the survivors have the same teamwork capabilities! Then the killer's power won't be stuck balancing in the middle...


  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623519#Comment_2623519

    One: How is that relevant? At all?

    Two: RPD is actually one of the worst maps for billy as its nearly impossible to use his chainsaw for mobility or insta downs given how many sudden turns it has(This applies to all dash attack killers).

    Edit: I haven't played as or against a ranged killer on RPD so I can't comment on that part.

    You said that a buff to Power Struggle would make maps like The Game unfair.

    I said that the devs do not care about fairness when it comes to map design because maps with long corridors are unfair for survivors against killers whose powers need to be dodged.

  • "Four players have to cleanse, potentially, up to 5 totems to remove Ruin?" Unbalanced!

    "One player has to snuff, potentially, an indefinite amout of totems to remove boosted stealth and healing?" Balanced!

    🤦‍♂️ Smh...

  • @Warcrafter4 said:

    Power Struggle is a perk that can never be buffed because of how game breaking it would be if it was good.

    Its the developer's own reason for why they can't just buff Monstrous shrine's numbers.

    As for why Power Struggle can't be buffed is that a self save is one of if not the single most powerful action in the game.

    So making it being able to be used on every down like you have suggested is game breaking given that there are spots where a killer is FORCED to go through a pallet to reach a hook most noticeably on the map "The Game" on the bottom floor.

    It would require the game's entire map generation to change to make this idea remotely fair is why it will never happen.

    Maps like RPD exist with long hallways that make dodging ranged and dash attacks (like Hillbilly's chainsaw) unfair, yet the map was still put into the game

  • @AnObserver said:

    Flashlights have counter-play.

    Sitting Injured under a Pallet so the Killer is literally forced to pick you up under it does not provide any counter-play.

    Then make Power Struggle activateable when entering a pallet zone instead of simply being in a pallet zone when picked up. That way, the Killer has to take them through a pallet after the pickup for it to work.

    I'm not looking to take away the perk's counterplay. I just don't think that bringing 3 other perks (when it really needs 5 other perks) to maybe get it to work is enough.

  • Killers do not need a single perk to tunnel

    Tunneling does not leave the Killer winded for 40 seconds, preventing them from tunneling further

    Survivor perks and addons do not make the Killer winded, shutting down tunneling before it begins

    Tunneling does not need server validation

  • If the devs are survivor mains, they certainly don't play solo, or on console.

    Or maybe they do, and just enjoy pain and suffering...

  • Or make it 3 kills/sacrifices and 1 hatch

    Please, for the survivors' sake (the last two survivors have to suffer through a slug fest for the killer to prevent hatch; it's miserable for both sides.)

  • I'm not saying the matchamking ban should be changed. You're right; 10 disconnects is 10 disconnects.

    My point is this:

    If you have two players, Player A, and Player B:

    Player A will play 2 matches a day and quit once. Player B will play 20 matches a day and quit once.

    Even though player A has a 50% chance of ruining the game for others, while Player B only has a 5% chance, they both get the "frequent disconnect" penalty stack.

    ----

    I quit to remove myself from griefing, yet every time I do, my matchmaking ban keeps getting longer and longer because it had been less than 24 hours since the previous.

    Meanwhile, SWF can DC for hatch 4x a day and their ban doesn't get longer if they split the disconnects amongst themselves.

  • @dugman said:

    If you play a lot, and you disconnect from multiple matches in a week, you’re ruining the game for all the other players in those matches. Why should it matter if you didn’t ruin the game for many other players? You shouldn’t get a pass for being a good guy 90% of the time but a dick the other 10% of the time.

    So no, disconnect penalties shouldn’t be based on “percentage of games you don’t disconnect”. Stop disconnecting.

    What logic is that?

    You're saying that one punishment fits all. In that case, taking the game hostage should be perma-ban just like hacking, cheating, and life threats.

    ----

    I'm okay with the matchmaking ban duration. My problem is with how the system handles "frequent disconnects."

    If I play 1 match every 24 hours and quit that 1 match, I have ruined the matches for 4 other players out of the 4 players I have played with.

    If I play 50 matches every 24 hours and quit only 1 match, I have ruined the matches of 4 other players out the 200 players I have played with.

    I should get the same punishment both times, since I ruined the match for four other players both times; that's fine as is. However, the game is looking at the wrong data to determine "frequent disconnects." It's looking at the rate of disconnects over time, not the ratio of match completions to disconnects.

    I rage quit when I'm the target of prolonged griefing. I am more likely to experience this if I play more games between my disconnects, regardless of time, than a player who only plays 1 game a day. "Frequent disconnects" unfairly affects very active players.

  • @lavars said:

    https://forum.deadbydaylight.com/en/discussion/292995/disconnect-penalty-punishes-dedicated-players

    Survivor main i see....

    play killer... for a week. just killer... come back and tell me how it was. you will see why killer "camp" and "tunnel". These arguments are here EVERY day, and i can tell you it's the same on both sides, killer mains cry about survivors, survivors about killers... as long as both sides are like what they are now... don't complain about players who abuse what works, or should we ban survivors as they "only do gens and loop, that is op, it's no fun" (real argument i read). And please don't tell me "i play an equal amount of killer and i never camp or tunnel". Noone does it apparently, and everyone plays always perfect and awesome and it's always the others, except it's the SWF team, then it's the killer too op.

    Not a survivor main. Ignoring the rest of your post, since it addresses survivor mains.

  • Wrong.

    The analogy is that unhooking survivors is the same objective quality as breaking pallets. The Killer does not have to break a single pallet to sacrifice the Survivors, but it sure makes it easier. The Survivors do not have to unhook a single teammate to escape, but it sure make it easier.

    I just want BBQ & WGLF to affect equivalent objectives. They should both affect primary objectives (Killer Hooks & Survivor Gens), or they should both affect secondary objectives (Pallet Breaks & Unhooks).

    If the Killer doesn't hook, the Survivors don't get any bonus from WGLF. The Killer shouldn't get any bonus if the Survivors don't drop pallets. Equality.

  • @dugman said:

    Generally speaking I’d love for all perks and add-ons that give bloodpoint bonuses to replace those bonuses with game mechanical effects that directly impact the match. The idea of “balancing” perks using bloodpoint bonuses seems counterproductive since many players don’t really care about the boosts, and even the MMR itself doesn’t care at all about bloodpoints. So for example, replace the bp bonus on We’re Gonna Live Forever with, say, a healing speed or gen speed boost or temporary movement speed boost, anything really that actually affects the match itself.

    Same goes for all the killer add-ons like Padded Jaws which weaken the killer in exchange for points. Replace those bp boosts with beneficial match effects, like with Padded Jaws maybe he can carry a couple of extra traps and more traps are on the map instead of bloodpoints, or maybe something unique like he can grab a trap out of a locker and a random trap on the map disappears. Anything that helps Trapper in the match itself would be fine.

    I think if they made a pass at any perk or add-on that includes bp bonus and replaced that bonus with something to help in the match itself it would be a great way to encourage a wider variety of loadouts and also make it so if a survivor or killer is playing oddly due to one of these perks or add-ons it at least makes sense in terms of balancing the match results.

    They should move the BP bonus from WGLF to No Mither, where it automatically gives double Bloodpoints to the user, and gives bigger in-game BP bonuses to the Protection scoring events to survviors who protect you.

    On average, No Mither users don't last as long as other healthy survivors, so giving them free double XP for "hard mode" should be balanced.

  • "Kilers have 2 objectives: hooks and gen defence.

    Survivors have 2 objectives: gens and rescuing teammates.

    See how they complement each other?

    Both BBQ and WGLF deal with primary objectives. The hook related ones.

    BBQ discourages camping, it's a healthy perk."

    ----

    @Seraphor I agree with the two objectives for both roles, but BBQ rewards the Killer's primary objective, while WGLF only rewards the Survivors' secondary objective. Hooks are not the primary objective for surviors; zero unhooks are required to power the exit gate or get the hatch (or there would be far more AFK Killers who grief this way and take the game hostage).

    BBQ discourages camping, I agree, but WGLF encourages it. Only one survivor can get the WGLF token, and only if they're the first to unhook. This turns unhooking into a race, promotes unhook-rushing, and positively reinforces the Killer's camping.

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