Peanits
Peanits
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Deep wound continues to deplete as the survivor mends, but so long as they are mending they will not go down. It basically stops at 1%. If you interrupt their mending when the bar is empty like that, they will instantly go down.
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@Condorloco_26 said:
@Peanits said:
I don't think you'll find many people who will tell you that the hatch is great, but let's just explore the alternative for a second.So you close the hatch. Now what?
The survivor needs to power up to three generators as the killer patrols them. You can very easily patrol an entire map in 80 seconds (the time it takes for that one survivor to fix a generator), and if you hear that a generator has progressed, you'll know the survivor is around. For the survivor, touching a generator is suicide. It's a "come kill me" alarm. In a normal game, this is no big deal, you get chased, other people keep fixing generators and then maybe you get saved. When you're the last survivor, that's it, that's game over.
So naturally they would wait for the perfect opportunity, where they can magically completely fix a generator before the killer can return, except that opportunity never comes. If they attempt to fix a generator, they're dead. Queue the hide and seek world championship. They have no reason to try to escape because trying to escape is actually trying to die faster. They wouldn't be griefing either because by definition they are just trying to win.
I'm totally down for an end-game rework, but closing the hatch alone would not quite work. Even if it powers the gates and allows the survivors to work on either one, it would be pretty much the same situation. Some gates spawn just a couple tiles away from each other, making them incredibly easy to patrol. On some occasions, they even spawn in eye shot of each other, so you could literally stand in front of one and stare at the other. If the survivor dares to touch them, they get a red "come kill me" light on them too.
TL;DR: It's great on paper, but it wouldn't quite work in practice. That is why the hatch change didn't go through.
How about powering the gates automatically when there's only 1 guy left? At least there'll be 3 options to escape and we won't get the stupid standoff thing.
That would essentially just give the survivor a guaranteed escape. You can already do that now by hitting the survivor, or if you are the survivor, by powering generators once you figure out where the hatch is. If the killer goes to your generator after you power it, you just slip out the hatch. If they don't, you just keep powering generators and go for a gate, they can't guard the hatch and both gates at once.
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I don't think you'll find many people who will tell you that the hatch is great, but let's just explore the alternative for a second.
So you close the hatch. Now what?
The survivor needs to power up to three generators as the killer patrols them. You can very easily patrol an entire map in 80 seconds (the time it takes for that one survivor to fix a generator), and if you hear that a generator has progressed, you'll know the survivor is around. For the survivor, touching a generator is suicide. It's a "come kill me" alarm. In a normal game, this is no big deal, you get chased, other people keep fixing generators and then maybe you get saved. When you're the last survivor, that's it, that's game over.
So naturally they would wait for the perfect opportunity, where they can magically completely fix a generator before the killer can return, except that opportunity never comes. If they attempt to fix a generator, they're dead. Queue the hide and seek world championship. They have no reason to try to escape because trying to escape is actually trying to die faster. They wouldn't be griefing either because by definition they are just trying to win.
I'm totally down for an end-game rework, but closing the hatch alone would not quite work. Even if it powers the gates and allows the survivors to work on either one, it would be pretty much the same situation. Some gates spawn just a couple tiles away from each other, making them incredibly easy to patrol. On some occasions, they even spawn in eye shot of each other, so you could literally stand in front of one and stare at the other. If the survivor dares to touch them, they get a red "come kill me" light on them too.
TL;DR: It's great on paper, but it wouldn't quite work in practice. That is why the hatch change didn't go through.
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It's was not intentionally let out, it's just more complicated to implement than it seems. It could happen some day.Claudette_Baguette said:@Peanits said:
I always thought that would be a nice change. Hopefully it'll be added some day.Do you think the devs will actually add it or do you think they haven't implemented it intentionally?
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I always thought that would be a nice change. Hopefully it'll be added some day.
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I feel the same way, but unfortunately it's not my decision to make.Vietfox said:
@PeanitsPeanits said:Many games have tried that. It universally gets abused to block good players and cheat the matchmaking. You get easier matches, the good player sits in queue for an hour because everyone blocked them.
The intentions are good, but if something can be abused, it will be. Please report toxic people. We do review reports and we will deal with them.
Will devs change the feature of being able to see each others names in the lobby? I think no one should be able to. -
Many games have tried that. It universally gets abused to block good players and cheat the matchmaking. You get easier matches, the good player sits in queue for an hour because everyone blocked them.
The intentions are good, but if something can be abused, it will be. Please report toxic people. We do review reports and we will deal with them. -
It's only 1:4 if no survivors die and leave the match early, which happens pretty often. It can sustain more killer players than that.Oooooof said:I dont think they gonna fix it. The problem is there is so many killers right now. Before they nerfed survivors, it was balanced between killer and surviors queue time, but now there is so many killers because there is alot of survivors thats quit and play killer (Remember, you only need 1 killer for 4 survivors)
I would say the bigger issue is bloodpoints. It's way easier to get bloodpoints as a killer. Even with WGLF, you gotta' compete with four other survivors for your stacks, whereas you can easily get your BBQ stacks as you play. Combine that with the generally higher bloodpoints while playing killer and you got yourself a spicy meatball. -
I will say that if you're using their power to repeatedly hit the same survivor, you're using it wrong. It's designed to injure multiple survivors at once, not to get kills. Hitting the same survivor repeatedly with it is just shooting yourself in the foot.
Whether or not it needs buffs I won't argue, though. -
I wouldn't get your hopes up. Leg day has still not come for the wraith. David might be trapped in that stage of his life forever.
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We review every report on an individual basis. If you're not actually doing anything wrong, you have nothing to worry about.
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Restart your game. That should fix it.
If for some reason it doesn't, please create a support ticket. Someone will be able to assist you there. -
That's something much more complicated than just servers. The game is heavily tied into the platform you play on, and while I'm sure it would be possible to separate that eventually, it would require a ton of work. Your save is tied to your account, for example, and matchmaking and friends are all tied into your platform.
Then you also gotta have a unified friends list, and make sure all platforms get updates at the same time (which typically means downtime), and so many more little problems.
And then at the end of the day, it comes down to the platform owners themselves and whether or not they would allow it.
There's no announced plans at the moment, is the short answer. I'm sure it'll be announced if that changes. -
What you described is not bannable. It actually wouldn't work either since hitting them allows them to pass through you briefly.
Bodyblocking is bannable when it is used to hold the game hostage or grief, such as blocking a survivor in a corner and sitting there for a long period of time just so they can't play. Or sandbagging, where you intentionally jump in from of someone and block their path so the killer hits them. -
Editing any files risks triggering the anti-cheat, and if that happens, we wouldn't be able to help you. More than likely, it would just tell you that something was modified and refuse to start if anything. We would not actively hunt you down and ban you for doing so, though.
It's use at your own risk, unfortunately I can't give a more specific answer than that. Nobody has been banned for unlocking their framerate so far. -
I'm sure it would be possible. You should ask this next time a Q&A thread appears. One of the CMs will be able to poke the stats guy for it.
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Still no ETA, but it is actively being worked on and we hope to have them out soon. It's not just a "hopefully one day if we have the time" sort of thing, it's actually happening.Orion said:Last I heard, there was no ETA, but maybe @Peanits or @MandyTalk have an update.
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If you reported them in game, don't worry, we've got it from there. Reports will save the chat logs for us to review, and we'll take a look as soon as possible.
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The treatment center was a little depressing before, so they made things a little more colourful to cheer it up a bit.
But for real, it seems like a missing shader or texture, probably caused by the engine update. It's not supposed to be like that. -
@Sandt21 said:
Peanits said:I always thought Chucky would be cool. There's so much potential for powers there. There could be Good Guy dolls around the map that he could possess, leaving behind one to take control of another. Having Andy's apartment as the map would be neat. You could have two or three floors connected by fire escapes and elevator shafts.
I don't think a xenonmorph would fit, though. As much as the genres are the same, it would be completely different thematically. It would look totally out of place in any other DBD map, and all of the other killers would look out of place on the Nostromo.
Oh, Peanuts, it’s always such a treat when you join our conversations.
I think the Xenomorph could work. It’s bipedal, so it’s human looking enough. And yes, the Nostromo is a sci-if spaceship, but it’s a 70s sci-fi, so it think the lack of it being that too futuristic could fit in the game per say, and it would be visually striking enough to really be a breath of fresh air compared to other maps.
As for the Xenomorph’s power, either give him the ability to switch between standing and fast crawling, or maybe even an acid power. Like, a new type of trap where you spit acid on the floor and whoever steps on it has 30-60 seconds to preform a mending action, or they’ll get injured, or downed if they are already injured
I just think it would be out of place, is all. It's not that it's not bipedal, it's just that a xenomorph would look a little silly waddling around on his ski resort vacation, or visiting a carnival. It would also look a little silly to have a big burly man walking around with his collection of rusty bear traps on a spaceship, or for a clown to be tossing bottle of silly juice around there. All the other chapters merge together fairly well, but sci-fi is a huge leap from the stuff we've got in-game right now.
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@MhhBurgers said:
@Peanits said:
@SmokePotion said:
@Peanits said:
They can't guard two gates and the hatch at the same time.This is what's wrong with the endgame, in general. Not just hatch standoffs
2 exits, then 3 if only 1 person is left in the map, including if everyone went out a gate.
Just... why?
There's more than one gate because the killer would just stand in front of the controls every time and prevent anyone from ever leaving, and there would be nothing the survivors could do about it.
The hatch is there when only one survivors is alive because the killer could easily patrol between the two gates (even just LOS is enough), giving the survivor no chance to ever escape. Same goes for repairing generators. The second the killer notices that a generator progressed, they're going to search the area and find them, making it a death sentence. If the last survivor has no chance, they're just going to hide until they do. Sitting around for half an hour while they wait for an opportunity that'll never come isn't fun for anybody.
So where's the killer failsafe? Please don't say rancor as the hatch doesn't require a perk.
That is for both sides. Without the hatch, you'll both be sitting there playing the hide and seek world championships for half an hour or more. If you'd rather do that than accept your win and move on to the next game, to each their own. But I would rather just get it over with. One survivor escaping does not change the fact that you've won.
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I always thought Chucky would be cool. There's so much potential for powers there. There could be Good Guy dolls around the map that he could possess, leaving behind one to take control of another. Having Andy's apartment as the map would be neat. You could have two or three floors connected by fire escapes and elevator shafts.
I don't think a xenonmorph would fit, though. As much as the genres are the same, it would be completely different thematically. It would look totally out of place in any other DBD map, and all of the other killers would look out of place on the Nostromo.
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@SmokePotion said:
@Peanits said:
They can't guard two gates and the hatch at the same time.This is what's wrong with the endgame, in general. Not just hatch standoffs
2 exits, then 3 if only 1 person is left in the map, including if everyone went out a gate.
Just... why?
There's more than one gate because the killer would just stand in front of the controls every time and prevent anyone from ever leaving, and there would be nothing the survivors could do about it.
The hatch is there when only one survivors is alive because the killer could easily patrol between the two gates (even just LOS is enough), giving the survivor no chance to ever escape. Same goes for repairing generators. The second the killer notices that a generator progressed, they're going to search the area and find them, making it a death sentence. If the last survivor has no chance, they're just going to hide until they do. Sitting around for half an hour while they wait for an opportunity that'll never come isn't fun for anybody.
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He's a solid average to me. He's 4.6 with a decent power. Some ability to stall the game, some ability to track, some ability in a chase. He's the vanilla of killers in my eye. Well rounded, but not the best at any one thing. If someone knows what they're doing, he's pretty good though.
Definitely not bad, but I think if you want a specific thing, you can find better options elsewhere. Like a hillbilly will serve you better in chase ability/pressure, for example, but you'd lose your tracking and stalling ability.
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I've gone up against quite a few four man groups that just ended up being a couple friends casually playing the game, no more challenging than four complete strangers. I'd even go as far as to say that the super coordinated maximum efficiency groups are the vast minority. I get the intention, but I don't think I should get 50% bonus bloodpoints just for playing against a group of average players.
I also think that might cause other issues, namely with matchmaking. Killer already provides much more plentiful and easily obtained bloodpoints as is. Throw an extra 50% on top of that and we're talking a ton of points even for losing. You're going to have a lot more people than there already are playing killer just for the bloodpoints, which is going to further throw off the ratio of killers to survivors and draw up queue times. If something is unbalanced, I feel like it should be balanced, not brushed under the rug by incentives like bloodpoints.
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@SenzuDuck said:
@Peanits said:
No release date has been given so far. This past chapter marks the end of the current roadmap. Any future chapters do not yet have an announced release date.
Isn't there one more? Slated for March presumably?
4 Killers.
Clown
Spirit
Legion
....Oops, you right. I'm thinking of the 2018 roadmap. I forgot that one stretches on to spring 2019.
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@Poweas said:
Naw people would rip off less experienced players.My fears exactly. I can see some new players grabbing a perk like BBQ & Chili or Hex: Ruin from the shrine, not realize that they're good perks, and then get tricked into trading it for a weaker perk.
But I also feel like it would be very hard to make sure it's not exploitable. For example, it would have to prevent me from giving my perks that I unlocked on my trapper to my buddy, and then have them trade them back to me on my wraith. Otherwise I could max out one character and reuse those perks everywhere.
I can also see people farming and selling shards/bloodpoints, a problem that many MMOs face with their currencies.
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I wouldn't compare the two, personally. Iron will is more of a stealth perk used to lose the killer, or for a minor edge in chases while using LOS blockers. Ideally if you're not using self care, you'd be looking for someone else to heal you, so I'd argue that bond would be a better alternative if that's your thing.
In any case, I'm an iron will guy, since I'm still grasping at the last straws of stealth. I don't run self care because I find it fairly easy to find someone else to heal me in about the same time, so I really just feel like it's wasted perk slot the majority of the time.
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No release date has been given so far. This past chapter marks the end of the current roadmap. Any future chapters do not yet have an announced release date.
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Just going to nitpick a couple of things here:
- This wouldn't stop people from playing with their friends in ranked games. I'm not sure if you were around during the beta or shortly after launch, but originally SWF was not a feature in the game. To get around this, people would queue at the same time as their friends, check to see if they're in the same lobby, and leave if not and re-queue until they were. You would see the same here. If a group of friends wanted to play together but also wanted the ranked rewards, they could very easily do the same. This would drive up queue times for everyone and defeat the whole point.
- The latter half is backwards. Unlocking all perks in casual mode would be an incentive for newer players to play it, giving them the ability to try out perks they have not yet unlocked, yet this would be the mode that (ideally) all of the organized groups would be playing. It would naturally be pairing newer killers with more coordinated survivors. Experienced killers with lots of hours under their belts would have these perks unlocked, so they wouldn't have any incentive to take on the extra challenge.
- Allowing a killer to play in the same lobby as a friend in a live match would be heavily abused. It's already a pretty common occurrence, and I can only see it becoming more prevalent if that were to happen. Some would use it to grief other players, but more commonly it would just be used to farm bloodpoints. This is basically why KYF does not award bloodpoints. If you need some extra people to fill some slots, I would suggest checking the Looking For Players subforum or the Looking For Group channels of the official Discord server.
I'll be honest, I don't think it's that big of a problem. The vast majority of the groups I've played against have been casual players- just a couple friends hanging out and chatting as they play. The 'tryhard' groups are very few and far between and only make up a very, very small section of the players. Even still, a good group of solo survivors will pose almost just as much of a challenge as an experienced group. Someone being in voice chat doesn't make them any better in a chase, it just helps them co-ordinate a little better. A good survivor will have an easy time tracking the killer and know when they should be doing generators or going for a save.
If anything, I think the changes should be subtle. Bring the solo survivors up to the same level by giving them little bits of information, and then give killers a slight buff as well to compensate. It was mentioned a while back that making kindred baseline would help balance things, since that information is already available to a group in voice chat but not for solo survivors. In my experience, killing most groups is very doable, and making massive sweeping changes for the few exceptional cases would be overkill, and I feel like it would get stale steamrolling over casual groups of friends over and over.
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The only thing that has been announced is that there will be a winter event. No other details have been confirmed yet, so anything beyond that is speculation.
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If you didn't break any rules, you won't be banned. We review each report on a case by case basis. Furthermore, we are not currently banning for any sloppy butcher glitches. You're all good.
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@βLAKE said:
@Peanits said:
That's exactly right, we would. This is because an in-game report is the only way we can verify that the profile you have provided us is the person in the video.Say you really hate me, and you want me to get banned. So you get your buddy to change their name to be the same as mine, you queue up until you end up in the same lobby as each other, and then you tell him to break some rules and say some really horrible stuff in the chat. Then you record that, do a little editing, make it look like you're opening up my profile, and then send that report in.
Now if we took stuff like that at face value, we could end up banning innocent people. That's not to say that you specifically would do that, but there are some people out there who would. Some people can hold a mean grudge, and others will do it just for kicks.
In-game reports remove any doubt of who's who. You can't report the wrong guy and then edit a video together later because they IDs won't match up. I would much rather turn down a couple reports and ask the reporters to remember to report in-game as well in the future than accidentally ban someone for no reason.
In short, yes, we will turn it down, we are not going to run the risk of banning the wrong person. The ticket is for additional information, not as a replacement to an in-game report.
Like I said in previous posts, you can't fake the account because the SteamID links are connected to the account regardless of the name change.
Yes, but how do we know that the ID you're giving us is the ID of the person in the video? Even if you record yourself opening their profile, it is incredibly easy to edit it to whoever's ID that you want to frame. Again, not accusing you of doing that, but there are some people out there who will (and have tried already, unsuccessfully). We cannot take that risk and accidentally ban the wrong person. Taking a couple seconds to make an in-game report guarantees that we have the right person.
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@PolarBear said:
@Peanits said:
That's exactly right, we would. This is because an in-game report is the only way we can verify that the profile you have provided us is the person in the video.Say you really hate me, and you want me to get banned. So you get your buddy to change their name to be the same as mine, you queue up until you end up in the same lobby as each other, and then you tell him to break some rules and say some really horrible stuff in the chat. Then you record that, do a little editing, make it look like you're opening up my profile, and then send that report in.
Now if we took stuff like that at face value, we could end up banning innocent people. That's not to say that you specifically would do that, but there are some people out there who would. Some people can hold a mean grudge, and others will do it just for kicks.
In-game reports remove any doubt of who's who. You can't report the wrong guy and then edit a video together later because they IDs won't match up. I would much rather turn down a couple reports and ask the reporters to remember to report in-game as well in the future than accidentally ban someone for no reason.
In short, yes, we will turn it down, we are not going to run the risk of banning the wrong person. The ticket is for additional information, not as a replacement to an in-game report.
Is there any kind of feedback to reporting guilty players? If not, it would remind people to report if they knew that their reports matter. Even a simple "A player you reported has been banned" or something along those lines.
Unfortunately no. It would be nice, but we receive a lot of reports and there's a fairly small team of us going through them. If we were to follow up on each report to let someone know when the user they reported was banned, we would quickly start to fall behind on reports. If we don't have the information we need, we would be sure to ask if you have it available. Otherwise, if you provided the information we needed, there's a very good chance that your report was successful.
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@PhantomMask20763 said:
Peanits said:That's exactly right, we would. This is because an in-game report is the only way we can verify that the profile you have provided us is the person in the video.
Say you really hate me, and you want me to get banned. So you get your buddy to change their name to be the same as mine, you queue up until you end up in the same lobby as each other, and then you tell him to break some rules and say some really horrible stuff in the chat. Then you record that, do a little editing, make it look like you're opening up my profile, and then send that report in.
Now if we took stuff like that at face value, we could end up banning innocent people. That's not to say that you specifically would do that, but there are some people out there who would. Some people can hold a mean grudge, and others will do it just for kicks.
In-game reports remove any doubt of who's who. You can't report the wrong guy and then edit a video together later because they IDs won't match up. I would much rather turn down a couple reports and ask the reporters to remember to report in-game as well in the future than accidentally ban someone for no reason.
In short, yes, we will turn it down, we are not going to run the risk of banning the wrong person. The ticket is for additional information, not as a replacement to an in-game report.
Do you guys get the reports from console too or are those not received? I've heard reporting does nothing
We do, the reports are logged with all of the same information as PC reports. But unfortunately there is not yet a ban system in place for the console version of the game. We're hoping to have it up and running soon.
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Yes, stats like that are tracked. It used to be a pretty common segment on the dev stream, where they would show off the most used perks of the week and other stats.
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That's exactly right, we would. This is because an in-game report is the only way we can verify that the profile you have provided us is the person in the video.
Say you really hate me, and you want me to get banned. So you get your buddy to change their name to be the same as mine, you queue up until you end up in the same lobby as each other, and then you tell him to break some rules and say some really horrible stuff in the chat. Then you record that, do a little editing, make it look like you're opening up my profile, and then send that report in.
Now if we took stuff like that at face value, we could end up banning innocent people. That's not to say that you specifically would do that, but there are some people out there who would. Some people can hold a mean grudge, and others will do it just for kicks.
In-game reports remove any doubt of who's who. You can't report the wrong guy and then edit a video together later because they IDs won't match up. I would much rather turn down a couple reports and ask the reporters to remember to report in-game as well in the future than accidentally ban someone for no reason.
In short, yes, we will turn it down, we are not going to run the risk of banning the wrong person. The ticket is for additional information, not as a replacement to an in-game report.
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It's not bannable, no. Trying to unhook yourself is fair game (even if it's not always the best choice). Even letting yourself die can be the right move if there's only one other survivor left and you think they know where the hatch is.
I would suggest that if you're tired of campers though, don't "sacrifice yourself" on the hook. Take as much of their time as possible and give the other survivors a chance to do generators and punish them for camping. Dying as fast as possible just rewards them for doing it.
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@Onionthing said:
It could be as soon as the gates open there is a countdown timer. Fail to leave and the entity eats you anyway. Doesn't count toward blood points but at least you arent stuck for 20 min waiting for survivors to leave.I'm not saying it's a bad idea, but a group that's committed to griefing could leave the gates at 99% and then hide around like normal. Then if you get caught, they just tap it and leave. I'd also be concerned with late game saves. If the timer is too strict, it could punish players for even trying to go for them. Those situations are pretty tense and I've seen them go both extremely successfully and turn into 4Ks.
To give a scenario: Someone is hooked, gates get powered. A survivor goes for the save, waits for an opening, unhooks them with borrowed time. The killer has NOED and instantly downs the rescuer, the other guys runs out. Now the other survivors run around the map looking for NOED, cleanse it, and go in for the save.
That could easily take a couple minutes, so there's a good chance that the timer would cut that off. The obvious move would be to make the timer longer, but if you do that the timer runs the risk of being too long. If it's too long, not much has really changed. If you're stuck sitting around for five minutes waiting for the timer to kick in, you're still not going to be having much fun.
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Hard limits are tricky. I could play three gen hag or doctor and the game would cut me off with a "that's all folks" and send me on my way.
If someone is doing it to grief, though, please report it. That is holding the game hostage and is treated the same as a killer blocking survivors in somewhere and not allowing the game to end. -
This is something that is being looked at. When the game first launched, there were nowhere near as many perks and the bloodwebs and three tier systems did the job well. Nowadays, that's a different story. Getting every perk- or even just the one you want- can take a while. It was mentioned on a dev stream a while back that they are looking to make changes to it at some point.
This was my thought too, but by default there are not enough baseline perks to make it work. A new player would get part way to unlocking their teachables only to stop finding new perks completely. It would feel very unrewarding to level up after you run out of perks. I think some sort of compromise like making multiple perks show up and be obtainable on a single bloodwebs level could fix that. It could even scale their spawn rate depending on how many teachables you have unlocked, giving you a better chance to get the specific perk you're looking for to boot.Delfador said:Honestly, there should be only 1 level for each perk instead of 3. Or they should allow us to get 2 or 3 perks per bloodweb.
Trying to get teachables already consumes enough bloodpoints (14 million or more for survivors, 13 million or more for killers)
I don't think they should change bloodpoint earning rates or bloodwebs because addons, and items are not really problematic. I hope they change this system soon.
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I play 50/50 survivor/killer. The way I usually pick is:
A: Obsession (get DS out of the way early if possible)
B: The guys with a toolbox
C: The guys with the least flashy or fancy clothingA is pretty self explanatory.
B is because if they do happen to be playing with friends, the guy with the toolbox is usually the dedicated generator guy (or very rarely, the guy who's going to jump in as you down someone to sabotage hooks). By chasing this guy, you slow down generator progress and also prevent any sabotage shenanigans. As an added bonus, if they are playing with their sharply dressed "Look at me!" bright pink Claudette friend with a flashlight, they've got a good chance of chasing after you to try to take aggro or get a flashlight save, effectively taking two people off of generators. The flashlights are easy to counter so that's not really a concern.
C is basically the last resort. Going back to the last point, if they're flashy, they usually want to be chased. If you don't chase that guy, you can spot the exact moment you broke their heart as they start chasing you, the killer, for attention. The less flashy guys usually don't want to be chased and usually aren't as well versed, making it easy to get some pressure right out of the gate. Once you've got one guy on the hook, you've got a distraction to buy you some time while you chase the more experienced survivors.
Although by the time I get to C, I usually just pick whoever goes the best direction for me. If one guy runs to the window nearby and a second guy runs to a pallet while a third sprints off in the open, I'll either go for the guy running in the open and get an easy hit or go for the guy at the pallet to burn it up ASAP.
I'm sure other people have their own ways, and I'm sure there's stereotypes for each survivor and how they think they play, but that's just how I do it usually.
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It's not really something you can fix. There are times where that is objectively the right choice. Sometimes a survivor will sprint right up to a hook with the killer hot on their tail. If you 'fixed' facecamping, the killer would basically be punished for not allowing the survivors to rescue each other in that situation.
Granted, that's not always the case, and it's not fun for the guy being camped, but it's something that's not really possible to fix because there's always going to be scenarios where it's the right decision. You can't punish the killer for not letting someone get a careless save.
The emblem system does sorta' penalize it, though. If you are camping someone while no other survivors are nearby, you lose points towards your chaser emblem. Personally I'd like to see that penalty increased, but that's just me.
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It can be viable, but it's not always a good choice. It's useful when the killer is already a decent distance away from any hook, but not if there's one or more hooks close by. If the killer has to carry someone a fair bit to get to the hook in the first place, one or two people taking hits can easily allow the downed survivor to wiggle out. Their wounds are temporary and can be healed away no problem, hook states are permanent. You get up to three and when they're gone, they're gone (and so are you).
If the killer is already right next to a hook or if there are multiple hooks nearby, it's pointless. The hits you take are not going to be enough to let the downed survivor wiggle out.
There's also the rare time that a survivor will allow you to hit them twice to buy the other guy even more time to wiggle. This is usually because the other guy is dead on hook (next time he's hooked, he gets instantly sacrificed). In this case, you might want to trade yourself for them so they don't get sacrificed, as long as you still have extra hook states left.
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Please report them in-game. Reporting them will save the chat log for us to review. We do check the reports and we do ban people who go overboard on insults. These bans start off small and get progressively longer each time they are banned, eventually becoming permanent if they do not change their behaviour.
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I'm assuming you mean the bug where you slide around for a while? I believe it's an animation bug tied to throwing down a pallet while injured (and a couple other things, stuns can sometimes do it to killers). It's a known issue, don't worry.
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@purebalance said:
@Peanits said:
@purebalance said:
@Peanits said:
Send a ticket here under Additional Player Report Information: https://support.deadbydaylight.com/hc/en-usYou can either attach the video directly to the ticket, or if the file is too large, you can upload it to a video sharing site and send a link instead. Please be sure to report them in game as well though, as this will allow us to verify that the person you are reporting is the person in the video.
How exactly is that going to happen? Are you able to close out a game once evidence has been given? Otherwise his only option is to disconnect and then can't actually report in game.
I had a game recently on console where I was trying to do generators and the other 3 and the killer were point trading and got mad I was going to escape and then basically body blocked and farmed me with the killer without hooking me. Absolutely no other option other than disconnecting and no way to report them if you do.
Leaving the match through the leave match button should send you to the end screen where you can report them.
And it still counts as a rage quit and you lose your points and you lose 2 pips. That's a bs answer.
That is exactly why there is a threshold to DC bans, and why there is a leave button in the first place. You will not be banned for the occasional DC because someone is griefing. Things like this are nowhere near common enough for that to happen.
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Specifically for downing your obsession, it would be okay. You'd probably get a stack from the frenzy hit.
For everyone else, no. You ain't keeping those stacks for long, and the time you're going to spend building them up is probably going to be longer than the time you'll save with the speed, since you're going to be attacking faster than other killers.
Is it worth bringing a perk to catch up to one person slightly faster? I wouldn't say so, but it's up to you.
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It'll appear randomly as you level up. If you don't grab the teachable when it first pops up, it's all up to luck.
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@purebalance said:
@Peanits said:
Send a ticket here under Additional Player Report Information: https://support.deadbydaylight.com/hc/en-usYou can either attach the video directly to the ticket, or if the file is too large, you can upload it to a video sharing site and send a link instead. Please be sure to report them in game as well though, as this will allow us to verify that the person you are reporting is the person in the video.
How exactly is that going to happen? Are you able to close out a game once evidence has been given? Otherwise his only option is to disconnect and then can't actually report in game.
I had a game recently on console where I was trying to do generators and the other 3 and the killer were point trading and got mad I was going to escape and then basically body blocked and farmed me with the killer without hooking me. Absolutely no other option other than disconnecting and no way to report them if you do.
Leaving the match through the leave match button should send you to the end screen where you can report them.