PiiFree
PiiFree
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Of course not... The people using MLGA should be worried^^
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@twistedmonkey said:
@PiiFree said:
Is that so? My bad then but I think I shouldn't have refered to SWF but instead, should've used the term "voice communication".I don't mind SWF too much , voice communication is the thing that hurts the balance. And considering that 99% of the SWFs use voice communication software, it goes hand in hand.
I 100% agree it is voice comms that break the game not the actual mode itself, how to combat it is the bigger problem without removing what the original concept as stated in the video, the not knowing factor for those that do play as it was intended.
Each recent change to try and balance the game around comms does remove the not knowing factor with more and more aura perks and notifications we dont have to think anymore, we get shown the way which imo is making the game become stagnant.
Yea so in the end everyone in this community that regularly plays SWF with voice communication is resposible for the current state of the game. Not the Killers, not the Solos - only the SWFs that used VOIP to gain advantages without ever thinking about the imbalance is causes.
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@twistedmonkey said:
@PiiFree said:
Please take the time to watch the whole clip (2:27) and try to understand what he's saying. Try to find out why that statement and the (later) released SWF mechanic don't really fit well together.Thanks for taking your time and have a great day everyone!.
SWF was brough into the game on 14th July 2016 and this interview was at Pax West in September between 2nd and 5th.
All this video says is they seemed have underestimated how much comms would be used and how it would affect the game.
Is that so? My bad then but I think I shouldn't have refered to SWF but instead, should've used the term "voice communication".
I don't mind SWF too much , voice communication is the thing that hurts the balance. And considering that 99% of the SWFs use voice communication software, it goes hand in hand.
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Just here to remind you guys of this clip, especially the younger audience:
https://www.youtube.com/watch?v=YH5jhyU6GjUPlease take the time to watch the whole clip (2:27) and try to understand what he's saying. Try to find out why that statement and the (later) released SWF mechanic don't really fit well together.
Thanks for taking your time and have a great day everyone!.
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In all my playtime on steam (probably around 8000 hours in total) I've only very rarely been insulted. I play DbD for a few hours and it's already filled with heavy insults - and I'm not just talking about the classic "l2p you pathetic noob" or the teabagging ect, that's pretty normal frustration.
Stuff like "I hope your kids get cancer" has nothing to do with "being frustrated" anymore. This insult has no relation to the game, it's purpose and meaning is quite literal. And to everyone that's like "It's just words man, calm down": It's just words for you, yes, but that doesn't mean there's no psychological effect for others. People have to deal with cancer, maybe even have (or had) kids with cancer. No matter how "strong" you are, if someone confronts you with that reality it will affect your well-being.
But that's all text insults, some guys go even further. A friend of mine had a RL friend contacting her that "a stranger that happens to know my friend" started to insult her on facebook. Turns out this person was really pissed at her, somehow found her facebook, checked her friendlist and randomly started to insult her friends - all because she happened to camp them 2 weeks ago.
I wish I was kidding but I'm not. That's some serious sheet going on in DbD and I have never experienced anything like that in other games.
You lose, you insult your opponent / mates out of frustration and you move on, forgetting about what happened - that's pretty natural gaming experience but in DbD people take it to a whole new level.
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Seems like people missed my point here so I try to make it as simple and understandable as it could possibly get:
If you rate the power of a Killer based on players with 4000 hours on that specific Killer you might as well have a look at their performance when they face Survivors with 4000 hours.
Now, don't get me wrong I think Huntress is awesome and certainly doesn't need that speed increase, it just triggered me that people bring up players like ZubatLel / ScottJund but as soon as people mention the depip squad they're like "Oohhh stop with the depip squad, no one plays like that!".
The reality is that a lot more SWFs play at a similar level as the depip squad did, it's not exactly hard - but only very, VERY few Killers play like ZubatLel, ScottJund or myself.
It's a lot easier to become a "godlike" Survivor because every match you play as Survivor will increase your overall performance as Survivor while each Killer requires specific playstyles and experience. 1000 hours as a Survivor are 1000 hours as Survivor while 1000 hours as Killer are actually more like 100 hours as trapper, 100 hours as Wraith, 100 hours as Nurse, 100 hours as Hag,....
You get my point. It's a lot more time-consuming to get good as Killer - unless you play the same Killer 24/7.
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@only1biggs said:
@Watery said:
Exactly. Who even cares about Billy insta-saw? So what if it’s hard to play against? It doesn’t matter. If you can learn what the process of pallet looping is, maaaaybe, you’ll survive. Whoever made this post needs to get off their high horse, and grab a box of tissues.Many people care about instasaw. The person who started this thread for instance. The people who have agreed.
But sure, who cares right? Imagine that same mentality for anything in the game -.-
What exactly are you talking about when you say "instasaw". Are you talking about the basic chainsaw hit that instantly downs you or are you talking about the fast-charged saw that people like to refer to as "instasaw" - which btw requires 2 add-ons?
His basic chainsaw can be avoided quite easily at the cost of an M1 hit - which is still ALWAYS better than getting instantly chainsawed. I quite often chase survivors that vault a window or drop a pallet and then mindlessly run out in the open where they have no way to juke the chainsaw. No windows, no pallets, no nothing.
Smart survivors would just try to bait an M1 hit to get the speed boost that allows them to reach the next pallet or window. Unfortunately, even in Rank 1 I only rarely see survivors that think this far (I'm saying that as Billy main, Survivors do make it way too easy for me sometimes)
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@AshleyWB said:
To be fair anyone who rates leatherface lower than the standard mid tier killer clearly has something against him. He is the best defensive killer by far and if played well he can brute force his way through teams ripping them apart faster than them doing gens.Most players base the Killers by looking at the "accepted" playstyle of "hooky & forgetty" (sry that's so awful, I had to use it).
What I'm saying is, they compare a non-camping / tunneling Billy with a non-camping / tunneling Wraith (for example). Of course a Billy performs way better for such a playstyle but Wraith (believe it or not) is actually a great camper and tunneler.
Some Killers require different playstyles to be effective, often a bit frowned-upon playstyles but if you know how to successfully pull those, they can be very efficient. Same with a camping 3 gen strat doctor, it's very hard to beat in a 3v1 even if there's only one gen left to repair.
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It's pretty balanced at the moment so from a totally non biased point of view, I'd say it's in favor of the somewhat intelligent and skilled players.
Both sides are very easy to play because most players lack these things.
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STFU, it's always nice to see my own meme getting resurrected xD
BTT: No, Billy chainsaw is not unfair, is not unfun (in fact it's incredibly fun) and no, it doesn't need to be looked at.
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That would be "Dinosaurs" with the legendary Baby Sinclair.
Red & Stimply (mainly Ren) scared the crap outta me.
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Still no, same argumentation:
Pallets are the most important resource for Survivors. Allow Killers to break already fully finished generators and we could discuss about it again but otherwise all you're asking for is giving survivors an endless amount of pallets without giving Killers the ability to prolong or recover from a match.
Not to mention that 12-15 seconds for a pallet is laughable. 2 Survivors could very easily loop a killer for infinity with such a mechanic while the others repair the gens.
It would be a direct nerf to all Killers but Nurse, which is a pretty stupid thing to do for obvious reasons.
E: Ressssources....
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lol @the guys that said "the depip squad is only 0.1% of the playerbase!". Scott is even less than that and yet he struggled against them.
Next level argumentation here but why doesn't this surprise me.
"Watch Scott, he reks them all!"
watched scott vs depip squad
"Noooo, not against the depip squad! Watch him play against some unskilled plebs! Depip squad is only 0,1% of playerbase!"
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@Entità said:
@Doc_W__HOLLIDAY @FoggyDownpour @MrZapp @Link @powerbats @Tsulan @Master @ReneAensland @Mister_xD @GhostrickSpecter @Dragonredking @Blueberry @Countfunkular @Cymer @Boss @EntityDispleased @The_Crusader @AlwaysInAGoodShape @PhantomMask20763 @Kabu @BACKSTABBER @HellDescent @knell @Fenrir @thekiller490490 @Nickenzie @MrMyers @BieLey @Attackfrog @PiiFreeTo tell the truth, this speech was intended as a fragment of a larger mosaic, like a piece of the Enigmist's puzzle. Here, I personally believe that the challenge must remain exciting from the first to the last moment, that a player must lose because his opponent proves more skilled or clever, not because the tactical resources offered by the map are now exhausted: I do not like the idea of this going to die of the trial, I do not know if I can explain myself. For example, I would agree to allow the killers to reactivate a curse by lighting a dull totem or repairing a shattered curse totem: if the killer is willing to spend valuable time on a secondary target, it's OK to return him Ruin or Devour Hope or NOED. Of course, all this would require delicate balancing, but I understand the frustration of a killer who feels he has spent a slot perk unnecessarily: the Devs could, to say, impose a repair time directly proportional to the duration of the curse, so the killer re-activates easily if he lost it at the beginning of the game, but had to work hard to get it back if he already enjoyed it for a few minutes. I recognize the guilt of having treated the pallet theme separately from the others, I apologize, and I suggest you to read and comment on the complete, full, organic proposal (possibly in a civilized manner, but now I do not hope so much), that you can find here: https://forum.deadbydaylight.com/en/discussion/31911/map-resources-regeneration
Incidentally, it is very interesting the moral stoning put in place against the promoter of a "heretical" idea, there would be material to revolutionize sociology studies about the fact that the Middle Ages is not set at all, that the burning of witches is still in vogue, and no, I have no prejudices against the Hag...
I simply stated in a sarcastic yet understandable way why your idea of "respawning pallets" (and only that) would remove a very important part of the game - the only thing that forces survivors to have some sort of time-management.
The current meta is all about how much time you can win per pallet in combination with the time it takes to repair the gens.
The only thing it would do is make Survivors games (especially SWFs) even easier. I'm saying that as a Survivor main.
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@ReneAensland said:
@PiiFree said:
@ReneAensland said:
@PiiFree said:
Hag, Pig and Trapper should be lower. Those are all PUG- & Noobstompers and don't even try to change my mind.Rest I can agree with, especially with Spirit as a top tier Killer.
Spirit can't be top tier if she's so Add-On dependent, I believe that's why a lot of people on the forum can't make up their minds about her.
...except she is not add-on dependent at all if controlled by a competent player.
Oooooookay, same can be said about Freddy.
About anyone....if a Killer is add-on dependent, it means that said Killer requires add-ons to be effective. Freddy add-ons give survivors a disadvantage regardless of their playstyle, it does not reward the freddy players for good plays.
Spirit add-ons increase the strength of her phase walk, which is something that you can make up for with skill - knowing how to effectively use her power.
It's very similar to Nurse, the add-ons make her blink stronger but if you know how to use her, you won't really need that. Same as Billy.
E: That doesn't mean her add-ons are weak or that her add-ons don't give her big advantages. It just means she doesn't need them to be effective.
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@ReneAensland said:
@PiiFree said:
Hag, Pig and Trapper should be lower. Those are all PUG- & Noobstompers and don't even try to change my mind.Rest I can agree with, especially with Spirit as a top tier Killer.
Spirit can't be top tier if she's so Add-On dependent, I believe that's why a lot of people on the forum can't make up their minds about her.
...except she is not add-on dependent at all if controlled by a competent player.
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Hag, Pig and Trapper should be lower. Those are all PUG- & Noobstompers and don't even try to change my mind.
Rest I can agree with, especially with Spirit as a top tier Killer.
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No, as long as the match progresses and will eventually come to an end, it's not bannable.
He simply made sure that you die and since that is some serious dedication, I am sure that he had his reasons to do so. It's scummy but some survivors are simply asking for such treatments.
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Great idea! Let's change the Survivors only limited ressource and make it infinite! Right now a somewhat, tactical use of said ressource is required and if used ineffective, this might cost the Survivors a win! This is absolutely unacceptable, the possibility of failure and the requirement of tactical and smart plays should be removed and replaced by something that's easy to use with no consequences.
Again, great suggestion! Pallets ftw so let's make DbD interesting again! That's what a Hide & Seek game needs - infinite possibilities to run a Killer in circles.
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...like that one:
https://steamcommunity.com/sharedfiles/filedetails/?id=1216146907
There's only the Survivor(s) to blame when they actually fall for Insidious campersand I think it's hilarious when it works. Even as Survivor I can only laugh about it and I don't understand why people get so tilted. I'd rather get jumpscared by an Indicious Leatherface camper than keep playing that brainless "running in circles" crap.
Insidious was designed for campers, stop crying about it like a kid.
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@TheHourMan said:
How does that punish the three others who didn't quit?Did you read the post that I qouted? The post was about "reducing the perk tiers for the DCs", which would directly affects the strength of the whole survivor team and therefore would put the other 3 survivors in a worse situation.
I personally don't want to get matched with a DC, especially not if the DC plays with an additional disadvantage (weaker perks). This would most likely increase the chances of them disconnecting or simply suiciding on hook (because they can't take the challenge), ultimately ruining the match once again.
From what I've seen, the allowed DC rate is at 35% and only if you exceed this, you fear getting punished. 35%? That is absolutely ridiculous, who decides to allow such a high DC rate in a team based multiplayer game?
You're allowed to DC every 3rd match without any punishment....
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Just escape, otherwise all you do is allowing the Killer to get free kills. The chances of you both getting killed in process is a lot higher than the chances of you both escaping.
This stupid altruism is the reason why many Killers still manage to pip and get kills even after performing absolutely horrible.
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Please stop derailing this thread with nonrelated stuff like farming, thanks.
Giving DC / RQ a perk-level downgrade would also punish the other 3 Survivors, which is why I think that's a bad idea.
I strongly believe that the only punishment that could change their behaviour is:
- temporary bans
- seperate matchmaking queue (put DCs together)
- Low priority (longer queue times for them)
- an ingame tag that shows other players if someone DCs frequently
LoL, Dota 2, CS, Rocket League, ... all round-based games with closed lobbies have some sort of punishment for DCs - why not DbD? Why do they protect the players that purposely and knowingly ruin the fun for the others?
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Can you guys stop derailing? This was never about farming with the Killer or anything related to that, it's solely about the Survivors & Killers that disconnect during the match since they're "mad cuz bad".
@TheHourMan said:
I strongly believe that leveling down all equipped perks by 1 level is the ideal solution to rage quits. I think banning players for it is unnecessary, or should be saved for someone who does it ridiculously excessively.That's not a good idea and it's very simple to understand why; It punishes the other 3 innocent survivors aswell.
I strongly believe that the only way to punish griefers is:
- keep them from regular matchmaking (temp bans)
- put them amongst themselves
- low priority (longer queue times for them)
Don't let the others pay for it. I as Killer don't want to play with DC-Survivors. I as Survivor don't want to play with DC Killers or Survivors. No one wants to play with them, they only hurt the gameplay experience and there is no legit reason why frequent DCs don't deserve some sort of punishment - and I have no sympathy left for the people that defend DCs.
Every round-based multiplayer game with closed lobbies has some sort of punishment for DC / RQ.
Dota 2, LoL, CS, Rocket League, ... Why not DbD?
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Pfff, since when is that of any relevance?

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@Orion said:
@PiiFree said:
I think what Vietfox tried to say is that when people complain about cancer SWFs, flashlights ect. - those complaints are all based on an individuals experience aswell and - according to you - not representative in any way. Fun fact; to get a big picture of the situation, you require different, individual experiences and feedbacks to find an "average" that's not completly biased towards a specific side. Every opinion matters, as it represents the experience of a player and is therefore part of the total playerbase experience.
Exactly the same with cancer SWFs, that's why Vietfox asked where your pointless input "your experience is not relevant" is when the topic is about this issue? As this can be said about pretty much every single thread here, it's all based on personal experiences.
Your thread has nothing to do with the game's balance. Don't complain about my reading comprehension when you can't even tell the difference between complaining about balance and complaining about players breaking the rules.
What's the difference? Both are complaints that are solely based on an individuals experience, which is exactly what your input was about. You discredit my thread simply because it's based on my personal experience, which makes no sense at all.
Now, get off your high horse and stick to the topic: Disconnects require harsher punishment. Not because I see many DCs but because it ruins the fun for everyone else.
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@Vietfox said:
PiiFree said:@Vietfox said:
Basically this, works for everything
This is what I did and it didn't just improve my anger management and decreased my stress level, it also gave me a freaking killer body (clown it was for me). Awesome, I can honestly only recommend. Only downside is that most good scotches are a bit expensive.
@PiiFree
Beer is what gives you the clown body. Straight whisky doesn't make you fat, at least not for me.Correct me if I'm wrong but I thought 4cl whisky contains about the same amount of calories as 3dl beer.
I propably drink both too much so it wouldn't make a difference to me :P
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I think what Vietfox tried to say is that when people complain about cancer SWFs, flashlights ect. - those complaints are all based on an individuals experience aswell and - according to you - not representative in any way. Fun fact; to get a big picture of the situation, you require different, individual experiences and feedbacks to find an "average" that's not completly biased towards a specific side. Every opinion matters, as it represents the experience of a player and is therefore part of the total playerbase experience.
Exactly the same with cancer SWFs, that's why Vietfox asked where your pointless input "your experience is not relevant" is when the topic is about this issue? As this can be said about pretty much every single thread here, it's all based on personal experiences.
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@Orion said:
@PiiFree said:
@Orion said:
The DC rate is not known, so I advise you to stop making ######### up and talking about what you don't know. DC bans are happening, as evidenced by the complaint threads after each and every single ban wave. You don't see the big picture; the devs do.Your reading comprehension is pissing me off. l2r, I was talking about MY experience as I clearly stated, which is btw also totally irrelevant to the actual topic.
Your personal experience is not representative of the whole problem with DCing.
It's totally irrelevant - but it was the important factor for me to initiate this thread. The topic is about punishment of DCs - the actual numbers of DCs are irrelevant because punishment is individually looked at and not based on "total numbers of disconnecting players".
Not a single point in my thread is based on my personal experience, it's solely a snapshot of my current matches that should help people understand why it bothers me.
I would appreciate if you stop derailing my thread if you have nothing of value to contribute, this is not the steam forum.
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@Orion said:
The DC rate is not known, so I advise you to stop making ######### up and talking about what you don't know. DC bans are happening, as evidenced by the complaint threads after each and every single ban wave. You don't see the big picture; the devs do.Your reading comprehension is pissing me off. l2r, I was talking about MY experience as I clearly stated, which is btw also totally irrelevant to the actual topic.
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Good idea but I would adjust the numbers.
1st DC -> 5 minutes
2nd DC -> 15 minutes
3rd DC -> 30 minutes
4rd DC -> 1 hour
5th DC -> cya next dayIt's way too forgiving, people should realize that their DCs have consequences. They DC to escape from an - in their own opinion - unfun match but at the same time they ruin the fun for 4 others. It's selfish and egoistic and in a team based multiplayer, this should be punished accordingly.
There is no reason to protect constant ragequitters, no one wants to play with them and their behaviour is inacceptable.
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@Vietfox said:
Basically this, works for everything
This is what I did and it didn't just improve my anger management and decreased my stress level, it also gave me a freaking killer body (clown it was for me). Awesome, I can honestly only recommend. Only downside is that most good scotches are a bit expensive.
