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Paladin_Goo

Paladin_Goo

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Paladin_Goo
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  • @StarMoral said:

    Gonna have to say a 'no' on teabagging. It's not a mindgame, it's purpose in any game is to be a taunt.

    Flashlight clicks, I can see as you're trying to grab killer agro.

    Everything else is A okay.

    I mean, many killer mains hitting someone on the hook say it's not toxic...but that's a taunt if I ever seen one.

    @Blueberry said:

    Teabagging and flashlight spam clicking is toxic.

    "Lagswitching, hacking, exploiting in a way that gives an UNFAIR advantage to one side" "or any other explicit violation of the rules."

    No, this is not toxic. That is cheating. Those are not the same thing.

    Are you saying cheating isn't toxic?

  • The stench of bias in this thread. Everyone's getting their dicks out here.

  • @Tzeentchling9 said:

    Both sides CAN be toxic.

    Are they equally toxic? Hell no.

    My experience is people who play killer are way more mellow. You can even see it in streamers.

    The correct answer is "hell yes".

    @Orion said:

    No, I do not agree with this false statement. Anyone who plays the game on both sides knows survivors are disproportionately more toxic than killers. They're usually the instigators of toxicity and are usually more abusive than killers.

    EDIT: Just because both sides can be toxic doesn't make them equal. Jaywalking and armed robbery are both against the law, but I think we can all agree the latter is far worse.

    No, there are only disproportionately MORE survivors than killers overall. Averages out, the toxicity is 100% even. Stop being biased.

  • I'm just saying, within a small radius, to deter camping, make him unable to stalk people. Not an infinite radius like it seems to be now.

  • @weirdkid5 said:

    3. Remove the ability to be revealed by hooked/downed survivors

    *rework

  • @Orion said:

    I don't, that's absurd.

    Oh look, someone with a level head.

    If you go into this game thinking "how can I punish SWF", you are every bit as toxic as anyone else.


  • @Neprašheart said:

    That's just wrong.

    If anything, then the totems should be buffed, no matter, if it's a Hex or Dull totem. It should definitely take around 18 seconds, instead of the current 14 seconds, and it should contain frequent skill checks with lower, both, Good and Great success zones. The frequency should be similar to the Jigsaw's boxes, when the Add-on Razer Wires is being used.

    Plus, per every failed skill check, there should be a penalty - The progress of cleansing would decrease, the Killer will be notified with the same sound as when Hex totem is being cleansed, (...).

    The penalty may also make it unavailable to be cleansed for following three seconds after the failed skill check for every single Survivor, and only one Survivor would be able to cleanse a totem - No cooperative actions, like on the Generators, for ex..

    If that were going to happen, Thrill of the hunt would need to be radius based for balance purposes if it's going to take more time, and have skill checks.

  • https://forum.deadbydaylight.com/en/discussion/comment/523279#Comment_523279 So with the new patch going live on the PTB, we get confirmation that it was fully intended for downed/hooked Survivors to be able to reveal GF, including the Killer Instinct effect, despite GF having a massive cooldown of 30 seconds.

    I mean, I think fun should be the number one factor in game development, but viable should be there beside it as well. Fun NOT viable is bad. It needs to be fun AND viable.

  • @rina said:

    BHVR I can’t camp with new killer, fix your game BabyRage

    Definitely seems that way, doesn't it?

  • @CronaWins said:

    No.

    It's there to punish gen rushers and it's easily counterable.

    Break 5 totems before it's active. Break one totem when it's active.

    You can also open the gates and leave.

    This is one of the silliest things I've read. "Punish genrushers". What are we punishing survivors for here? Doing literally their only objective? How DARE they. Seriously, that mentality is logically flawed.

  • How about instead of a nerf, a rework?

    Let me preface this by saying I use noed in it's current form. I'm a Wraith main, and he needs that noed cheese at purple and red ranks. I think we all know how annoying it is to be playing killer, and all of a sudden the gates are powered but your noed doesn't activate. However, I'm also a red rank survivor (well, not anymore cause rank reset, but you get the idea), and there's nothing more annoying, and I feel, undeserved when you run the killer all game, or at least for multiple gens, just for him to get noed and that's what it took to finally get you.

    Now, hear me out. What if instead of noed being a totem perk, it was a token perk? I don't remember where I heard the idea (I didn't come up with it), but I thought it was really good. It would be a case of however many tokens you have would reflect how many one-hit downs you could get when the gates are powered, or something like that.

    How you would earn the tokens is another discussion, but either way, however it worked would solve the problem of killers noed being cleansed from existence before it's even usable. It would also solve survivors complaints of the killer getting kills that they didn't deserve. I won't say all killers - but a fair bit of killers tend to just do..horribly, and make horrible decisions all round just to be saved by noed at the end. This would effect them most, because whatever it takes to get tokens, chances are high that good killers will earn those tokens fairly easily.

    As well, before you say I'm just a survivor main looking to nerf noed, nah, it's not like that. I think Adrenaline could use a similar, token style rework. I actually have a good idea of how I would rework adrenaline, but that's for another thread.

  • I'll sum up my retort to the thread title with "No, it doesn't".

  • @Someissues said:

    Okay after watching the clip I was in the wrong, the survivors is at fault on refusing to do do anything

    The Devs should not be banning this player

    Does the clip show the full nearly 40 minutes of this going on? Far as I know there's a max length to how long a clip can be.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/521734#Comment_521734

    If Doc just keep shocking you, preventing you from working on one gen, your other survivors are free to work on the other generators. So I dont know what you are trying to say here.

    That would be true, on any other map that isn't The Game, where he can shock everyone within 15 seconds distance of each other. Which is about how long it takes to snap out of madness tier 3. Every survivor was trying to do a generator, but he just kept walking and shocking. It is absolutely taking the game hostage, and not winnable in any reasonable way.

  • @Peanits said:

    If they are making no attempt to down anyone and purely stalling the game by keeping everyone in madness 3, only downing and slugging them if they refuse to move, that would be considered holding the game hostage. We would need to see that they are doing this for a long time, though, not just a couple minutes. The 3 gen strat on its own is not bannable, it only become an issue when it's being used to grief instead of win.

    Thanks for clarifying. Yes, in said stream where said fog whisperer was playing against this doctor, they weren't hitting, downing, chasing etc. They were staying by the same 3 generators (on The Game), in treatment mode, shocking over and over. Making no attempt to down survivors, just shock them as they tried to do the generators. It went on for nearly 40 minutes.

  • @George_Soros said:

    I still have the feeling Ghostface may be the first DLC I don't buy as soon as he's out. His power may or may not be fixed, but I doubt his perks will be. Not to mention I find the Scream movies incredibly stupid.

    sigh

    This game needs a new Nurse...

    Good thing he's not from the Scream movies. :)

  • Rank 1 solo survivor here - can confirm that totems get cleansed a lot. Play less at rank 15-20.

  • @Redd said:

    Gen rush and tunneling both exist. Gen rush is when the survivors do the gens as fast as possible. Tunneling is when the killer tries to kill a survivor as fast as possible. That's the way both are used, and that is what people mean when they say them.

    A more correct thing to say would be "There is nothing inherently wrong with tunneling." Sometimes it's the wrong strategic decision, but removing a survivor from the game as fast as possible can also be a good strategy, and it's something you decide on a case by case basis. A lot of hate for tunneling is not looking at this, but just complaining about how someone got killed as fast as possible because it's not fun for them. ..... Yeah well that doesn't mean the killer has to throw the game on purpose in order to make sure the survivors have fun.

    Both tunneling and gen rush fall under the realm of balance concerns that people should hold the devs responsible for, not individual players.

    I suppose they DO both "exist" in a sense. I guess my argument is that blaming survivors for genrushing and blaming killers for tunneling as the reason you lose is, well, horse #########. Survivors only have generators, that's their objective. Killers have to kill survivors, and more times than not, tunneling is a very effective way to make that happen.

  • Maybe a vote can be cast if we want to continue the game or not? Increased rewards for survivors that have to deal with it? Temporary buffs? Something?

    It's not always "faulty net" when it's not a ragequit. Whatever is going on with the game, it's just kicking people for no apparent reason, regardless of their connection.

  • @Dreamnomad said:

    You're entire thread is about how "tunneling isn't real" and then you proceed to offer absolutely no evidence of your theory. There were a lot of words in your post. None of them supported your argument though. Here would be an example of an argument you could have made:

    Tunneling isn't real because it is a concept made by the players. There is no reference, support, or obstruction to tunneling within the game itself.

    Now, I'm not saying that is a good argument or one that I believe, but it is an actual argument supporting your theory.

    It's not a theory. It's a philosophy. It doesn't need evidence. I don't see tunneling as a "thing" because I don't think it is. It's optimal gameplay. Just as running infinites and gen rushing is optimal gameplay. It's not up to players to do anything about it, it's up to BHVR.

  • @thrawn3054 said:

    Focusing down a survivor in the way you describe is literally tunneling. If you want to/feel the need to play that way so be it. But that doesn't mean tunneling doesn't exist. By your logic gen rush doesn't exist.

    Can you give me a good reason, besides "moar bloodpoints" why killers should not logically go after the person who will be dead sooner? Also - genrushing doesn't exist either. It's a case of "what the heck are survivors supposed to do? sit with their thumb up their asses?". Again, it sucks, but that's just the way it is. Into the fundamental system of how the game progresses and rewards each side, you can't call people out on tunneling or gen rushing. Simply as that. The game rewards both of these things, and they are, in most cases, the optimal way to play.

    I personally don't tunnel, cause right now I'm just in it for the bloodpoints. If I were to get super sweaty, I would totally do it, though.

  • Let's be real here - even at red ranks, the second you pick someone up, all 3 survivors are either rushing to a locker, or to a hook for the save. Unless they are an SWF, but that's another discussion all together.

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