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Power_Guy

Power_Guy

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Power_Guy
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  • No. And I'm tired of posting the same 5 paragraphs about why 'camping' is as legit as 'genrushing'; Both are the opposing team trying to win.

    Stop trying to dictate how the opposing side wins. All these various ideas are, at their core, is ways to stop Killers from winning, or make them win more slowly, or punish them for not playing some Survivor-dictated 'correct way'.

    Stop.

    @OopsAllHexes said:

    "Too many advantages"? I never knew "throwing the game" was a good advantage, same for "getting genrushed due to a lack of pressure".

    And absolutely not, these changes would be abused by Survivors who rush the hook to stall Killers who don't camp while their teammates do gens.

    Also; this. Survivors would just camp outside the radius in 2 different directions. Then the Killer would have to either chase one (and let the other unhook), or sit near the hook & watch the struggle meter not move while the 4th Survivor does gens with all the time in the world.

    It's too easily abused, like every 'anti camp' idea.


    Camping (2).jpg

    Read the underlined part, OP. Read the whole box, actually.

  • @VaJaybles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2212932#Comment_2212932

    Ill get the link!

    Here you go ")

    https://youtu.be/3-ip1w-FrSY

    Thank you :)

    Looks like it starts at 12:25 PM for me. Enough time to get a snack from the store, if I walk there and back.

  • He is in a good spot. But Survivors complain about any Killer that shortens or ignores loops.

    If they can't loop a Killer 5 times (or for 60 seconds; whichever is longer), then that Killer is OP. Oops! I need to use the new lingo! That Killer is 'unfun' and needs to be 'adjusted' for 'the health of the game'. 😂

  • @VaJaybles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2212406#Comment_2212406

    I just went to dead by daylights YT and clicked for it to give me a notification when it's live. For me it's 10:25am

    I'm on DBD's youtube channel; I can't find anything about the video premiering tomorrow?

  • @Tactrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2210749#Comment_2210749

    The data doesn't support your statement, this game has dwindled in both population online and player base overall. And the horrible que times are a good example of this, I don't know what game you're playing but this one has been seriously depleted because of the horrible patching that this company has done.

    Uhh..

    image.png


    Not really 'dwindling' by all that much...In fact, that bar is trending upwards overall...



    image.png

    And those numbers are staying pretty even, or even going upwards a bit as well.


    And that's just on steam.

  • Anyone know at what time EST the stream starts?

  • The only difference between NoED now, and this idea, is that Survivors would get to DH away if this idea were implemented.

    That would be quite the nerf to NoED.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2212114#Comment_2212114

    Here's the counterplay to DS: You go for the unhooker, not the unhooked.

    Contrast to: Hunt and destroy all five totems.

    You would have a point back when DS was still a minute of being untouchable, but DS has been nerfed so critically that it no longer poses much of a threat -unless- the killer is actively tunnelling really hard into it. Killers don't really care about Decisive Strike anymore.

    NoED is fine. It does not need changing, nerfing, or buffing. It's an unknown threat Survivors can cancel, if they're not lazy. Problem is; Survivors want to be lazy. They want easy wins. They want to clear gens as fast as possible, without interruption.

    You wanna know my main build?

    Detective's Hunch, For the People, Inner Strength, Fixated. Even if NOED were to be deleted, I'd still be doing totems because it's an aspect of my playstyle. I enjoy taking down totems.

    However, that makes no difference to whether or not NOED is good design. It just isn't, and it needs to be reworked. It'd already be better design if NOED was baseline. It'd be WAY better design if it was baseline AND tied to the number of totems left on the map. Just anything that isn't 'If you counterplay this and it's not actually in play, you actually made it stronger' combined with 'you did the counterplay, but you got 4 out of 5 so we're rewarding you zilch'.

    But you plug your fingers in your ear because you're so adamant that any change made to anything killers do is just 'clear survivor bias' and 'survivors being lazy' and 'survivors just wanting to hold M1 on gens!'.

    Seriously, if you can't make a post without also hurling insults at 80% of the playerbase, do us all a favour and stop posting altogether. And certainly don't act like you're some kind of bastion of impartiality.

    Amazingly, most the people in this thread say NoED is fine. I think that means you are the one being wrong.

    But keep raging about how I should 'stop posting' because I disagree with you, oh amazing god of DBD who clearly is never wrong about anything.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2211530#Comment_2211530

    Kind of like how an Obsession is now appearing in every match, regardless of perks picked, so Killers have to guess if someone has Obsession perks or not.

    Name me an obsession perk that is important for the killer to know about.

    That is the difference.

    D. Strike, for one. Now the Killer has to assume every Survivor has it & play around it, even when it is not in the match. But I'm sure that's fine, to your clear bias.


    NoED is fine. It does not need changing, nerfing, or buffing. It's an unknown threat Survivors can cancel, if they're not lazy. Problem is; Survivors want to be lazy. They want easy wins. They want to clear gens as fast as possible, without interruption.

    Hence why ANYTHING that slows them down these days is called 'OP' or 'unfun'.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2211076#Comment_2211076

    All right then, mister 'git gud', let's run a scenario.

    You load into a match. You're playing solo. You spend two minutes roaming the map to find totems and manage to break down three. You have no idea if the last two are done. Some other solo shmuck is doing the exact same thing and while you're hunting the two totems he broke, he's hunting the three totems you broke.

    Someone dies because you're basically operating on half team strength for a couple minutes and now you turn to gens. Game progresses as normal, you finish gen 5 and make a dash for the exit. NOED doesn't proc, because all five totems are down, fantastic, you countered it! You get out, you check the killer loadout.

    I'm All Ears, Make Your Choice, Bamboozle and the obligatory BBQ & Chili.

    Yes, if you ONLY count scenarios in which NOED is actually equipped, doing bones is somewhat of a counter, since it diminishes it from a near guaranteed kill to a hardcore slowdown perk, provided you do it perfectly and it doesn't end up doing both roles at the same time.

    But if NOED ISN'T equipped, trying to counter it by doing bones makes it still function as a slowdown perk WITHOUT BEING EQUIPPED.

    Remember when DS was so oppressive that having an obsession in the game would make killers try to counterplay it, even if it turned out DS wasn't equipped? It's the same problem. The flimsy 'counterplay' risks adding value to a perk that's not in play.

    Even if NOED isn't OP, it's not a well-designed perk and should be reworked, and no, 'doing bones' is not a counterplay. Especially since the perk is rarely ran. (Unless it's a Clown. Clowns always bring NOED, so then you actually -can- counterplay it.)

    If NoED did not exist, Survivors would never cleanse totems, and the whole reason for totems would fail. As evidenced by how many salty Survivors ignore totems, then whine about how 'OP' NoED is.

    A) That's not true since they can still host Hexes and

    B) Then rework them to have baseline, -consistent- value. NOED's 'all or nothing' approach is just as garbage as your attitude.

    You're acting like the POSSIBILITY of NoED exists and the SURVIVOR CHOICE to cleanse or not is unfair for Survivors.

    This shows your opinion is so heavily Survivor-biased that you have no idea what balance is. NoED is supposed to be an unknown threat. You are supposed to decide if you want to risk doing bones and being killed, or not doing bones, and having a hex in play you did not expect.

    Kind of like how an Obsession is now appearing in every match, regardless of perks picked, so Killers have to guess if someone has Obsession perks or not. Or is it only okay for Survivors to get information blackout against the Killer? Because I don't see you crying about that! ONLY KILLERS are OP if they have any sort of information blackout against the poor, abused, hapless Survivors!

    But instead YOU, like all Survivors wanting EZ wins, act like that risk vs reward is unfair because you want your hand held. You want to do gens ASAP & ignore totems. SO it's 'unfair' and 'OP' that NoED exists for the sole reason of being a hidden threat.


    Once again; NoED is fine. Only baby Survivors whine about it. Do bones. Risk being found. Get gud.

    I rarely use NoED, since some Survivors cleanse totems right quick, but I think I'll use it more just to tick off the Survivors who say day in and day out about how 'unfair' it is that they can't genrush & leave while twerking at the Killer.

  • Rofl. here we go. Baby Survivors will claim this 'carries' and is a 'crutch combo' and is for 'bad Killers' or 'baby Killers'.

    More of the same peer pressure BS meant to force Killers into playing badly, or not touching strong perks, so Survivors can win more easily.

    @Aven_Fallen said:

    Yeah, Ruin/PGTW/Tinkerer is basically the Baby Killer-Starter Kid. BBQ for extra BPs, because it should be ensured to run the best Add Ons all game and thats the build.

    You get really carried when playing that Build, that is for sure. But I doubt that anything can be done about it, because they recently buffed Tinkerer, so they will not nerf it. And IMO Tinkerer is the problematic Perk in the bunch, this big "Pressure here!"-Sign is too much. Ruin in itself is fine, since usually only good Killers would benefit from it, but with Tinkerer, the worst Killer ever can still get a benefit from Ruin.

    And there it is! 'Baby Killer'. One of the peer pressure buzzwords meant to shame Killers into avoiding the perks! Put it on your 'Survivors Want Easy Wins' Bingo Cards! Also 'Carried' is there! Anyone have a Bingo yet?


    So tell me; why can 4 Survivors use 4 second change META perks each, plus voice comms, and clear gens in 5-7 minutes, but the MOMENT a Killer does anything to slow that down; they are suddenly 'Baby Killers'?

    Why are Survivors allowed to do whatever they want, but Killers are expected to avoid certain Killers, and certain perks? And if Killers break these rules; Survivors DC. Or get toxic, or start calling Killers 'baby Killers' and say they are using 'crutch perks'?


    Oh, right! Because Survivors seem themselves as an upper class, and expect the entire game, including the opponent, to cater to their wants and needs. I've never seen a game where one side is this entitled, except here.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2209737#Comment_2209737

    NOED isn't countered by clearing all five totems before the fifth gen, that just turns it into a slowdown perk IF successful.

    If you miss one, you risk making NOED stronger.

    NOED is countered by Detective's Hunch, dumb luck, and if NOED isn't equipped, it's countered by identifying all four killer perks.

    Yes, NOED is still in play when it's not equipped.

    ...The whole point of Hex perks was to slow down gen speeds by giving Survivors a second objective. NoED makes sure Survivors need to do that, just by being in the game.

    If NoED did not exist, Survivors would never cleanse totems, and the whole reason for totems would fail. As evidenced by how many salty Survivors ignore totems, then whine about how 'OP' NoED is.


    NoED is fine. It's countered by doing bones, regardless of how much you try to pretend that's not the case. NoED is not OP. Get gud.

  • @WTBacon said:

    DS should work on both hooks.

    Are you saying DS should work both times a Survivor is hooked? Because hell no.

  • Killers would not need to tunnel if gens did not pop like a fat kid with chiclets. (I'm speaking as a fat guy who likes chiclets :P )

    Killers basically feel the pressure to kill SOMEONE, and thus reduce Survivor efficiency by 25%, the second a match starts, because 1-3 gens can pop in the first 60 second chase.

    So basically anywhere from 1/6th to 3/6ths (Using the 'open exit gates' as the 6th objective) of the Survivors objectives can pop in the time it takes a Killer to get 1/12th (If you subscribe to the 'All Killers should have to 12 hook!' babble) to 1/4 (if he manages to kill every Survivor on first hook) of his own objective.


    The time limit is so weighted against Killers that they HAVE to get that first kill ASAP to slow things down. Or they lose within minutes. Their whole weapon is 'Slow that [BAD WORD] down' while Survivors try to go as fast as possible. They have to create time where none exists at the start, and that means confirming a kill ASAP.


    THAT is why Killers tunnel & camp. I mean, other than the obvious 'he did it to be a jerk' thing. It's the TACTICAL reasoning behind it.

  • @Caleegi said:

    Whether people wanna say it or not the nerfed DS change has made the perk useless and people barely use it. Yes before it was too strong but now its useless. Although this is a small change it could help people use it more. And to all those killers going 'aw do you need your hand to be held' we wouldnt need the perk if people didnt tunnel so often.

    Killers would not need to tunnel if gens did not pop like a fat kid with chiclets. (I'm speaking as a fat guy who likes chiclets :P )

    Killers basically feel the pressure to kill SOMEONE, and thus reduce Survivor efficiency by 25%, the second a match starts, because 1-3 gens can pop in the first 60 second chase.

    So basically anywhere from 1/6th to 3/6ths (Using the 'open exit gates' as the 6th objective) of the Survivors objectives can pop in the time it takes a Killer to get 1/12th (If you subscribe to the 'All Killers should have to 12 hook!' babble) to 1/4 (if he manages to kill every Survivor on first hook) of his own objective.


    The time limit is so weighted against Killers that they HAVE to get that first kill ASAP to slow things down. Or they lose within minutes. Their whole weapon is 'Slow that ######### down' while Survivors try to go as fast as possible. They have to create time where none exists at the start, and that means confirming a kill ASAP.


    THAT is why Killers tunnel & camp. I mean, oterh than the obvious 'he did it to be a jerk' thing. It's the TACTICAL reasoning behind it.

  • @bibibib8 said:

    https://forum.deadbydaylight.com/en/discussion/251562/i-know-everyone-has-said-this-but-noed-is-cheap-and-overpowered

    Like you said you can just do bones and remove noed before it activate. You say noed reward bad killer but in my opinion noed punish survivor for rushing the gen. Honestly i will run noed over ruin anytime its probably one of the best hex perk because survivor dont know its in play until its too late. I think its a great back up perk too. You gave the example of ds being a 1 time use honestly if i hit 2 or more people with noed uts 100% the survivor fault they know i have the perk and tgey feed me instead of leaving or this can cut the last chase by half you you close the hatch.

    I think noed is balance and overated too because everytime survivor get hit by the perk its because they got greedy in a loop cause they are full health and they say i can tank the hit it does not matther and they get ######### by the perk

    You're right; NoED punishes bad Survivors who rush gens.

    But Survivors blame Killers for everything:

    1. Survivor near the hook? Killer is camping.
    2. Survivor waiting to Flashlight/pallet save? Killer is slugging.
    3. Survivor does an unsafe unhook? Killer is tunneling.
    4. NoED activates because Survivors 'genrushed' (I hate the term, it's just doing gens ASAP) & ignored totems? It's because the Killer is bad!


    It's like some Survivors can't accept that THEY made a bad play, so they continue to make the same bad play, and then they demand the Devs change the entire game to give them a safety net for their bad plays.

    IE: They don't suck at doing totems; NoED is OP!

    They aren't going for bad unhooks/hanging around the hook, or otherwise not doing gens! The Killer is camping/tunneling/slugging! CHANGE THE GAME!

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2208810#Comment_2208810

    I honestly cannot blame anyone who DCs or suicides on Hook against Twins. I was in the same mood after facing 3 Twins in one day where you just run around, trying to heal slugged people or lying on the ground, holding M1 to recover.

    I can blame them!

    People DCing, or DCing on the hook, because it's a Killer they don't like is ######### stupid. It's basically Survivors saying 'You played something I did not approve, so I quit'.

    It's Survivors sending the message that they need to give permission on whatever Killer or perks are being used by the opposing side.

    Are Killers supposed to PM you to ask permission to use Twins? Or Spirit? Or Freddy? Or NoED? Stridor? Hex: Ruin?


    Bad Survivors will invent a million excuses as to why it's okay to wuss out, because the opposing side played something they don't like. Oh, sorry, I should use Baby Survivor Lingo: The Killer (or perks) are 'unfun'. And it's okay to DC against 'unfun' Killers/Perks/Maps.

    So sayeth Baby Survivors.

  • Survivors: *Can cleanse NoED before it ever becomes a threat, thereby forcing the Killer to play with 3 perks.*

    Also Survivors: NoED is OP and has no counters! It gives free kills!


    This mindset just shows that Survivors don't want to do anything except gens, as fast as possible, without punishment. They are literally the counter to NoED, yet they complain NoED has no counters.


    @Seraphor said:

    Unlike many other Hex perks, NOED remains uncleansable until the endgame, unless you manage to cleanse ALL totems, which just isn't feasible in a typical game. 3-4 can maybe be expected, and if only 1-2 are cleansed then you could say the survivors aren't doing their best. But all 5 is a lot to ask, and there can always be that one totem that you simply can't find no matter how hard you look. This actually makes it so much harder to find the NOED totem, because if you've cleansed all 4 of the 'easy' totems, then you only have the final stealth totem left that inevitably becomes NOED.

    And for that, the killer gets a speed boost and insta-downs, negative half of the survivors toolkit. (one of your two health states, any second chance perks that proc when injured, medkits, etc.)

    NOED should really be changed into something like:

    When the final generator is repaired, NOED gains a token for each totem that hasn't been cleansed. Any successful attacks put the survivor into the dying state. Putting a survivor into the dying state consumes a token.

    This way, the uncleansed totems are snapshotted when the final gen is completed, and you're limited to how many insta-downs you can get based on how thorough survivors have been up until this point.

    Yes this limits the killers power, in a rather fair way, but it also pressures survivors to do bones before the last gen is completed, not after, which makes it a more effective slow-down perk as well.

    Umm, no. NoED is fine. Do bones. NoED punishes Survivors who don't commit to cleansing them all because it does NOTHING until end game.

    The Killer is forced to 3 perks until end game. They don't need some other crap on top of that just because Survivors find it unfair. Heck, Survivors would find it 'unfair' and 'OP' that the Killer can hit them, if they thought they could convince BHVR remove attacking.

  • @Lx_malice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207864#Comment_2207864

    Wow that is one hell of a story. What a dickhead lol. Usually it's the streamer who has to keep their viewers from doing that to other streamers, but that dude legit sicced his chat on you. Damn.

    Yeah. It does not help that I have self-esteem issues, so I sometimes come off as quiet, or even stutter slightly if I worry about what I'm saying. I've been streaming for 4 years, minus 2020 and allot of 2021 so far due to homlessness (recently fixed), and I still come off as quiet. Probably why I don't retain many viewers except for my friends. Not that I mind. 😁 The journey is more fun than the destination.

    But when my sarcasm switch gets flipped, the Scottish in me pops out and I snark hard.

  • @Lx_malice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207827#Comment_2207827

    You'd be surprised. Fans of big streamers do it all the time when the streamer gets a ttv in their lobby. They'll hop streams to go talk ######### on the other streamer.

    Yep! Had it happen to me once. I don't even have 'TTV' in my name, but a streamer decided to see if I was streaming.

    He was hooked, I was injured, and the Killer was camping. I THINK it was when Bubba was new, but I can't recall. I'm in the process of explaining to my (whole whopping 3) viewers that the best I can hope for is a trade, but probably not, since I'm injured, so I'm looking for the hatch while keeping an eye on the Killer and Survivor, in case the Killer leaves.

    As I'm explaining this; my thought process behind my actions, the hooked dude pops into my stream and DEMANDS I trade, since, and I quote 'I have more viewers, so I'm more important'. And when I laugh at the absurdity of it, he weaponized his viewers (all 10 of them) to spam me with insults in my twitch chat.

    So I rolled my eyes with another laugh, my mod started banning them, and I found the hatch & crouch-danced on it while waiting for 'Mr 10 Viewers' to die on the hook while saying things like 'Damn! Wish I had 10 viewers to see me find the hatch! It would suck if my 10 viewers saw someone with only THREE viewers get the hatch! Oof! My ego would NEVER recover!'

  • @Sweet_Potato said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207706#Comment_2207706

    Thats what BHVR says. But it doesnt change anything. When Freddys hits look like bs on your screen, they still look like bs. It like the recent "desync argument": Its fine if a killer hits you from 10 meters as long as it looks normally on the killer's side.

    I also guess Freddys dream world adds some additional lags to the game, so there is a bigger chance to get dedicated.

    'Thats what BHVR says'. What does that even mean? Are you claiming BHVR is lying because your experience is different? Because it 'looks like BS' to you?

    Ok. Imagine it this way; Trapper has to lunge 5 feet; it looks normal, because he's big and has a long reach. It looks like he takes one or two steps, and whaps you.

    Then a 1 foot tall character comes along & has the same 5 foot lunge. Only he has to leap forward, because he's FREAKING TINY AND CAN'T COVER THE DISTANCE IN TWO STEPS.

    Same distance, but it looks like the 1 foot tall character is screeching forwards because of his size.


    Now do you get why Freddy LOOKS like he's reaching further, even though he's going the same distance? Your 'looks like' does not trump what BHVR has OFFICALLY said.

    People have even recorded it; Freddy reaches no further than any other killer. All Killer lunges are the same. Your subjective experience means nothing.

  • @KA149108 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207556#Comment_2207556

    The thing is old Wraith was weaker but now it's just too much. He has a crazier lunge then Freddie now and has insane map pressure. So wheres his drawback? Because he takes a second to uncloak? But he has a massive lunge which dismisses that.

    The fact that you say 'He has a crazier lunge than Freddy' shows you really don't know what you are talking about, no offense.

    Freddy does not have a longer than normal lunge. It's that his character model is smaller, so it looks like he's lunging further to cover the same distance as bigger Killers.

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207261#Comment_2207261

    You have to get the stun though to negate bloodlust. Anyone who plays much already knows when it’s going to pop and drops that pallet.

    You don't need the stun; the Killer, if it's a safe loop, would have to break the pallet to continue. And breaking pallets also breaks Bloodlust.

  • Eeeh, I disagree.

    A timer like this, and Survivors would know exactly when Bloodlust is going to pop, and wait until that exact moment to drop a pallet.

  • They would have to shell out for those IPs, too. I can't imagine Universal would sell the rights for cheap; those are classic, popular monsters.

  • @LordWack said:

    https://forum.deadbydaylight.com/en/discussion/250507/a-dc-should-count-as-a-complete-sacrifice

    Lol.

    Maybe you should change your playing style.

    Like never camp or troll the same Survivor.

    Rotate around

    At least give the survivors a feeling of winning even when you know you can slay them.

    Its playing with your food before you eat it.

    Rofl. DO you really expect Killers to 12 hook in the current game?

    Newsflash: One Survivor doing one generator at a time (no others being done at the same time), with no toolboxes or skillchecks, takes 80 seconds.

    80 seconds X 5 gens = 400 seconds. or 6.66 minutes for one Survivor to clear every gen as slowly as possible.


    A Killer 12 hooking requires, on average, 60 seconds per hook. This means 12 minutes to hook everyone 3 times each.

    So Killers have -5 minutes to 12 hook everyone.


    And yet entitled Survivors keep going 'Don't be a troll! Don't camp! Don't slug! Don't tunnel! IT'S UNFAIR FOR US!' because they don't care that Killers literally need more time to win if they 'spread it around' than the game will have if Survivors aren't stupid.

    Comments like yours are just pure entitlement. 'Be more skilled' = 'Make it easier for Survivors to win', and everything else is peer pressure towards that. Insults and passive-aggressive statements meant to shame Killers into not trying as hard to win, because it's 'toxic' and 'unfun' and Killers need to be 'more skilled' instead.


    Such a Survivor bias.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207045#Comment_2207045

    Imagine nerfing slinger... What are they going to do? Add an overheat mechanic to his gun?

    Nah. They'll give him an ammo counter, and he will have to go to a locker to get more shells, and if Killers don't pass a Hard skillcheck, the Deathslinger will drop the shells and have to spend 40 seconds picking them up off the ground while he cusses. 😋

  • @legacycolt said:

    I do it too, I don’t care. I won’t let stridor spirits ruin my gaming experience, periodt!

    Ah, so you ruin the match for 4 people (3 Survivors & the Killer) so that your own gaming experience is not ruined.

    Rather than being an adult and accepting that your opponent does not have to ask your permission to run Killers or perks. Peak entitlement.

    👍️

  • @Raphina said:

    When the executioner camps a cage, the cage moves. Is it possible to make it so when the killer face camps a hook the hooked survivor moves after five seconds or something? Hook camping has become a crutch and it seems like all killers from rank 8-13 are only camping hooks. A killer should not be able to get an easy 4k for standing in one spot with killers that either one shot or have no terror radius like Michael Myers. Or, in the instance of face camping, standing right in front of the hooked survivor so they can pull off anyone who tries to save them and drop them there to wait for the hooked survivor to expire before hooking the other.

    ' A killer should not be able to get an easy 4k for standing in one spot'

    You do realize it's YOUR FAULT if the Killer gets a 4K for standing still? You, literally, have to walk to him & stop doing generators.

    Ah, but this is the time of Survivors who think it's 'unfun' and 'unfair' that they can't do generators AND unhook their SWF buddy at the same time.

    I still remember that one person who claimed it was 'unfair' that he could not unhook his friend in front of a Killer because he 'walked all the way across the map', as if him walking to the hook meant he deserved the unhook as soon as they got there. 🤦‍♂️

    These comments just sound so much like 'I deserve the unhook because it's 'unfun' if we lose. Make it harder for us to lose, even through our own misplays'.

  • Pig.

    1. Her traps are limited
    2. They are useless once all gens are powered
    3. They don't stop hatch escapes
    4. They pause if they're being chased, downed, or hooked
    5. They take so long to pop that a Survivor can check every Jigsaw Trap with 1 year to spare.
    6. They in no way slow down gens, since solo's will see gens pop on them, and SWFs will coordinate to 99% gens.


    They have so many drawbacks that they are borderline useless.

  • It's the new Survivor buzzword! Want a Killer nerfed? Claim he's 'boring' or 'unfun' and a danger to 'the health of the game'!

    That way, it's not because you don't like the Killer, no! You're looking out for the game when you ask for nerfs to Killers you don't like...I mean, are 'boring'!

  • No, we take not being a jerk during game nights very seriously.

    No one wants to play with someone who flips the board (aka DCs/Hook-Quits) when they get something they don't like. And it's a childish mindset to think that people have no responsibility, or care, to other player's enjoyment of a multi-player game.


    But I can see that many people on this thread are determined to have any excuse for why it's not their problem if they ruin the game for everyone else, so I'm out before I say something rude.

  • @kyogul said:

    https://forum.deadbydaylight.com/en/discussion/comment/2204979#Comment_2204979

    Show me in the TOS where it says i'm responsible

    I don't give two ######### about esports or overwatch. I also don't give two ######### about your morals either. You're trying too hard to make your feelings--which is a subjective matter--objective. At the end of the day your feelings are as irrelevant as anyone else's but it's really gross to try and impose them onto others. You can feel that people need to be more considerate but to try and act as if you're right here is speaking out of line considering you're objectively wrong. Objectively no one is responsible for another person's fun. And solo queue is barely a multiplayer role and doesn't truly function as it in the first place. SWF is 1v4 due to the coordination; solo queue survivor is 1v1v1v1v1.

    You're right; there's nothing in the ToS about being responsible for other people's fun. But it's called 'Not being a horrible person'.

    You can make all the excuses you want for why you're not responsible for others, but being considerate of any human being you interact with should be baseline in how people act.

    I'm not speaking out of line by expecting common decency in my games. And if you think it's wrong of me to expect people to treat each other as people, instead of as tools for our own 'fun', then maybe you're view is the wrong one.

  • @kyogul said:

    https://forum.deadbydaylight.com/en/discussion/comment/2204436#Comment_2204436

    "You need to uninstall the game because you're playing it in a way I don't like"

    No one is responsible for another person's fun. It is so god damn lame when people get on a moral pedestal on DBD when it's a game.

    'No one is responsible for another person's fun.' Wrong.

    When you log into a multiplayer game, everyone is expecting you to play it through to the end, win or lose. Just as you're expecting your teammates to not ragequit & leave you screwed over. It's called 'sportsmanship'.

    Your comment is basically 'I don't care about anyone else's fun except my own'.

    Do you see Esports players quit Overwatch League when they are losing? No? Because sportsmanship dictates that they complete the match, win or lose. That their team, and the enemy team, is relying on them to stay it through to the end. That's how social games WORK.


    That's also why people don't flip the board when they play Monopoly with friends; because their friends will probably either smack them, or stop being friends with them. Since it seems most people online here are asocial; we have the DC penalty instead.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2204880#Comment_2204880

    Instead of banning people for showing how annoying and unfun some things are, what if you would do something about the issue that causes that behaviour?

    Both sides have to face boring and unfun behaviour. This behaviour has been the exact same for years, but you never adress it. Camping and tunneling still are issues, gen speeds are still an issue, meta not shifting is still an issue, keys are still an issue. Should I go on?

    1. EQWashu is a mod, not a developer.
    2. 'Unfun' is not a metric to balance ANYTHING. Losing is 'unfun'. If we balanced by things being 'unfun', then anything that causes someone to lose would have to be balanced or removed. Just because people don't like a perk, does not mean that perk needs fixing, removal, or nerfs.


    It's called being an adult and accepting that the opponent will use perks or Killers you don't like, because they don't need your permission or input on what they use/how they play. They don't need to PM you ahead of time and ask 'Do you mind if I use Stridor? No? Oh drat! Allow me to rework my entire build before the match starts!'

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2204875#Comment_2204875

    Game survived 4+ years while that was happening, how would it kill it now?

    Because people would never complete a game. Then people would review the game as 'Not worth it; games never complete'.

    I played before the DC penalty. Unless I, as the Killer, was losing; I would never get a full match.

    Find a Survivor too fast? DC.

    Hit a Survivor too quickly? DC.

    Hook a Survivor? DC.

    Play 'toxic' Killers? DC.

    A bad map? DC.

    Perks Survivors don't like? DC.


    If you can't see how this is bad for the health a multi-player PvP game; either you're part of the problem & want to DC for free again, or you're being deliberately obtuse.

    No one with even the slightest idea of how game design works can think 'People are allowed to quit a match whenever they want' is a good idea for a multi-player PvP game. No one would want to play a game where they only play to completion if they are losing.

    And if people would DC whenever they are losing, then only those who DO NOT do so, would see complete games. Because when they start winning, the other side would DC because they are losing.

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2204510#Comment_2204510

    Yes, i know

    Again, I see nothing wrong with any of those 😳

    It would kill the game. Killers would DC when they are losing. Survivors would DC when they are losing.

    People would leave reviews talking about no games ever finish because entitled people feel they can DC whenever they want.

    That's what's wrong with those. The fact that you can't find problem with people DCing for petty reasons is kind of worrying.

  • If you don't want to play the match to the end; why did you log in?

    Killing yourself instantly is just another form of rage-quitting, and ruins the match for your teammates & the Killer.

    Either man up & play the match through, or don't start a match. But don't think you have some right to ruin it for everyone else because you got angry.

  • @I_am_Negan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2204566#Comment_2204566

    There's more then one internet provider in an area.

    If not then it's still on them, and still I don't believe getting kicked from a match once a day is going to give you an hour ban unless their also quitting their match as well.

    While I believe disconnecting is the DCers fault; there is not always more than one ISP in an area.

    In my state (I live in the US), we have Comcast. That's it.

    Many of the large ISPs have 'agreements' to avoid poaching in each other's areas. (IE: Comcast gets my state, while agreeing that AT&T gets California) This allows those ISPs to have no competition while technically avoiding a monopoly (monopolies are illegal), so they can lower quality while raising prices. Because they don't have to compete with anyone.

  • @NVerde said:

    There 100% needs to be a penalty for deliberately disconnecting from a match - you are ruining the experience for 4 other people, and there should be a consequence for that.

    I just wish the system was sophisticated enough to differentiate between a deliberate disconnect and an accidental disconnect. An accidental should NOT punish you at all, IMO - whereas a deliberate one I think should start at 20 minutes of being unable to queue for a match and double for each subsequent deliberate d/c within a 24h period.

    Your wish is not possible with current technology. There is no way for the game to know that one DC is due to steam going down, or an ISP going down, or a storm, or someone pulling the plug, or pressing alt-F4, or whatever.

    All the game sees is that someone quit, and punishes. It can't infer motive and emotions.


    @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2204443#Comment_2204443

    Nope. The decay timer is extremely punishing, meaning someone losing connection once a day due to distance to there servers will inevitably get the maximum ban even though they play 15 trials a day or whatever.

    Also, this is insanely wrong to the point of being a deliberate lie. The punishment system works on a ratio of disconnects to completed games. if you're getting punished with 'hours long' bans, it's because you disconnect more than you complete games.

  • Ah, so you ragequit if the Killer plays someone you don't like. So...what? The Killer should PM you ahead of time & ask if their Killer & perk combo are approved?

  • No. The last time we did not have the DC penalty, only 1 in 10 games played to completion.

    And, as a Killer who never DCs, the only games for me that played to completion were when I lost. If I ever started to win, Survivors would ragequit.


    If you're playing while it's storming out, you are knowingly starting a match while you could lose power, and thus risking ruining the game for 4 other people. At that point, it's your fault if you DC.

    And if you're getting hours-long bans, then either you're quitting allot while trying to pretend it's not your fault, or your internet is crappy...At which point; it's still your fault, for playing an online, multiplayer game, knowing your internet could cut out.


    Did you think you deserve to log in to a multiplayer game, knowing your internet is flaky, and ruin it for 4 other people, and think they should just accept it?

  • Sometimes it just happens.

    I have not touched Survivor in 2 years (the old struggle mechanic killed my wrist), but back when I did play, I had a Bubba facecamp me when he hooked me. Just sat there, revving his chainsaw in my face.

    I did not bring any items, I did not twerk. Heck, my chase was short because I suck.

    He sat there, revving, while my friend poked him nonstop. Then he revved too much and chainsawed me. My friend freed me during his cooldown animation.

    At this point, my friend and both pubs were there. They all tried to bodyblock him, and he REFUSED to hit any of them, even when they blocked him in pallet-points so he had to go around.

    He eventually re-hooked me (I am bad at Survivor, remember), and resumed facecamping while revving his chainsaw.


    Did I do anything toxic that match? No.

    Did I recognize his name, perhaps killed him as a Killer? No, but maybe?

    Did I get salty? Nah! I saw laughing too hard at how absurd it all was. This man wanted me (Dwight), to have a totally miserable match, for some unknown reason. He threw the whole match just to try making me unhappy.

    So I just kept laughing, died, waited for my friend to finish the match, and played another one.

  • Because no game can tell the difference between a DC due to internet, and a DC due to salt.

    And the game would die if people could DC without punishment. We saw this happen before there was a DC penalty, and while it was removed for a little while. 1 out of 10 matches would see conclusion, as either Survivors or Killer would DC if they were losing.

    So there's your answers.

  • Hex perks are already pretty much trash that get cleansed within 30 seconds. Why would you make it faster for Survivors to cleanse them?

  • Yeah, Survivors should never have a way to reverse Killer's kills. Killers already have -4 minutes to get their kills in, so taking away a kill is just removing all the hard work he did, and probably does not have enough time to do again.

    Other than that; the idea of a Killer who can rewind time in game could be cool.

  • Honestly, you have DEEP WOUNDS that are making you BLEED TO DEATH; Any action aside from mending should make it tick down faster:

    Doing a gen? Deep Wounds timer speeds up.

    Running (While not in a chase/TR)? Deep Wounds speeds up.

    Doing a totem? Deep Wounds speeds up.


    Or, at the very least: If you are self-mending & hit 0; you incap. This does not happen if someone ELSE is mending you.

    This would prevent people from ignoring 99% of the timer to self-mend with 1 second left.


    Deep Wounds is Derp Wounds; I hit you! Now I have to run away because I can't hit you again or my power ends! But you can mend before I hit anyone else! Oh! And if I attack normally (which I have to do to down you), I lose 50% of my power gauge!


    Another way to fix Legion:

    If everyone is afflicted with Deep Wounds from the same use of Feral Frenzy; he can now incap one person struck, EXCEPT the last person he hit with Feral Frenzy.

    Basically; he hits Dwight, Then Meg, Then Claudette, Then Nia, in that order? He can now pick if he wants to incap Dwight, Meg, or Claudette by finding & attacking them again. Provided they have not healed Deep Wounds.

    So if Dwight heals, then he has to pick from Meg and Claudette. If all 3 heal, then he has to inflict Deep Wounds on everyone again, then pick anyone but the last person hit, again.

    This would force people to mend as quickly as possible, while giving Legion an incap threat, but only to one target at a time.

    As it is; his power is utter trash. He's like a really gimmiky, terrible Wraith; both zip around the map as fast as possible, but at least Wraith's bell does not break for 10 seconds if he hits someone.

  • @Itslat3ncy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2202244#Comment_2202244

    I'm saying that you shouldnt have to run the same perks all the time and that there is variety, but when talking to that guy I was talking about how people run the same perks because they think there's no other good ones beside ds bt ub dh.

    You don't HAVE to run the same perks but META means 'Most Effective Tactics Available'. There will always be a meta; it's human nature to do the best tactic possible.

  • @Itslat3ncy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2202217#Comment_2202217

    Because they think that there only 5 good ones because that's what their told by streams and other players. They dont test things out for themselves, and rely on others like streamers which IMO is a bad thing to do.

    And, what? Killers should have tactics and tools removed because Survivors don't want to change perks? Or don't want to use perks that counter said tactics & tools? Or don't want to need perks that counter said tactics & tools?

    I've heard arguments arguing for all 3, at this point.

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