Power_Guy
Power_Guy
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@miketheratguy said:
I'm glad that I and some others have been bitching enough about this for others to start taking notice.
I'm fine with the Wraith being able to cloak. I'm fine with the Wraith being able to move super fast while cloaked. All I ask is that when he decides to uncloak, I have a fair chance to get some distance, not just let him have a free hit every time. That was never happening to me before his update, now it happens on a consistent basis. It's too much.
I just posted this in another thread and am not trying to spam my channel (these vidoes are actually unlisted anyway) but I post this as an example. I'm in a room with one exit, a hole in the floor. There's a breakable door. The SECOND that I hear that door being hit, I bail. At the 11 second mark if you look SUPER CLOSE you can see just the Wraith's one foot uncloaking. In other words I jumped up and ran before the killer was even in the room, I was down the next floor before the Wraith even uncloaked, but he quickly ran over and was able to hit me anyway. What, in this scenario, did I do wrong? What could I have done differently to avoid the hit? In what way could I have defended myself against a free hit here?
What would be the point of being a stealth Killer if you could run to a safe distance before he can uncloak & hit you?
Such a request would make his power useless. 'I sneak up' *Rings bell* 'And now you are too far away for me to hit'.
What would be the point?
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@fr0sty1223 said:
An average round in this game is 2 kills and 2 escapes so why do people think they are entitled to a 4K or 4 escapes?
What do you mean 'entitled'? The only time I hear people claim Killers are being 'entitled' is when I point out that I've killed 3 people & the hatch let the 4th get away.
At that point; the Survivors failed to do gens. I out played them. I should win because I've won, and it's not 'entitlement' to think that a random item giving Survivors a random escape because they failed to do their objective is kind of whack.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2177179#Comment_2177179
I would say make it so that audio cannot be heard while phasing. Increase her speed to Mother Daughter Ring levels (remove all add-ons that increase her speed) And heavily reduce how long she can phase (the total distance traveled should be roughly where it is now) Add-ons that increase phasing only barely increase phasing time. This would give her a more aggressive higher skill curve while maintaining her current power level.
So basically you want to remove all her tracking, making her power a map traversal & nothing else...and then pretend to 'buff' her by giving her more speed, but nerf her timer, so she's literally in the same position she was before that?
So, basically, you want to nerf her while pretending to buff her.
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From what I heard (I forget where, however), the lawsuit MIGHT see its end this year. Of course, that news was maybe pre-COVID or maybe halfway through 2020, so the whole world being a flaming ball of depression may have delayed that.
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@dbd4life said:
https://forum.deadbydaylight.com/en/discussion/comment/2176696#Comment_2176696
from my perspective you have no idea of what your talking about and im not gonna argue with you about it in this section, the forum not tolerate bad behavior so please behave yourself before you insult others. stats means nothing lol.
No, I said YOUR stats mean nothing, since you're waving them around like it shows you know better than everyone else.
And you can have your perspective; that does not make it, or you, correct.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2178634#Comment_2178634
Then I stand corrected, and agree with you. For some reason I thought regular regression was slower than Tier-1 Ruin, and I appreciate getting set straight.
Thank you :) Yeah, so did I, and I also thought that kicking applied a base amount of damage before regressing, myself.
I was researching my idea and learned otherwise. I want the idea to be good and not OP. :)
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No. I'm sorry but I am tired of matches where people throw on the hook because they are salty.
At least now Survivors have a chance to save them & get some BP before the toddler gets a chance to quit the game via hook.
And I also get the chance for any perks I have running stacks, like Devour Hope. Nothing pisses me off more like running DH and some angry child decides 'I got hit too fast! Let me just hook-quit!' and then; no more stacks from them!
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2178620#Comment_2178620
I think, unless my math is way wrong, that Ruin is a LOT faster regression than a kick. I didn't think a kicked Generator regressed faster than:
Generators regress at a default rate of 0.25 c/s, taking a maximum of ~320 seconds to regress from 99.9... to 0 %.
Is that the same speed at Tier-1 Ruin? Because it sure doesn't seem like it in game. :) I always assumed that 100% regression listed in the write up of Ruin was 100% of the same speed at which it was repaired. Do I have that backwards, and it is simply 100% of the normal regression speed? If so, that is egg on my face. Even the first level of Ruin has always seemed to be a good deal faster than a kick, but perhaps that is simply because it starts immediately as soon as the repairs halt.
'All Generators automatically regress at 100/150/200 % of the normal Regression speed whenever they are not being repaired.'
So at Tier 1, they regress at the same speed as if they were kicked. T2 is 50% more AKA 150%, and T3 is 100% more, AKA double speed, or 200%
So my idea was to make T1 Ruin base kit. Meaning all gens regress as if kicked. And change Ruin to be 125%/150%/200% faster regression. Which means T1 on the perk gets a small buff, but Tiers 2 & 3 on the perk stay exactly as they are now.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/248933/t1-ruin-should-be-basekit
While I agree that some regression should be base kit, I don't think it is Ruin. What I believe is that:
- A kicked Generator should start regressing at 50% speed, i.e. half what Ruin provides automatically.
- This will not stack with Ruin; the Perk replaces this while in effect.
I believe this would reward and encourage Killers to bother with kicking Generators with or without Perks, and lead to a healthier game. It would not impinge on the existing Perks because it is still half the speed of the lowest Tier of Ruin, but SO MUCH faster than base regression.
But ruin provides equal to what a kick does. At least at tier one. So you're saying a kick should apply half of what it already does? Because T1 Ruin = Kicked Gen. T2 = 150% T3 = 200%
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@Sup3rCatTree said:
Let's make DS, Unbreakable, Dead Hard, BT, Soul Guard Base kit. Then let's make it so all survivors get the endurance status effect every 1 second. Plus, How would Pop, and Dragons Grip work?
Sure, use a slippery slope fallacy.
- As for Pop: As it says 'Regular Generator Regression applies afterwards and Pop Goes the Weasel deactivates.'
So Pop would apply it's 25%, and the gen would regress as normal. Since the Killer no longer applies regression himself.
And Dragon's Grip would apply as normal.
The only difference, with my idea, is that the Killer no longer applies REGRESSION. He still gets his kick, with any effects thereof.
(Also, I was wrong; kicking does not apply any damage at the moment of the kick, according to the wiki)
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@M1MASTER said:
I can't believe people defend the horrible default FOV of killers in this game.
Even an ACTUAL competitive game like Counter Strike that never let you change the FOV, still has it big enough so that people don't get motion sickness.
Every argument against higher FOV is just dumb. It feels like some people have only played DBD in their life and nothing else.
Except this is not Counter-Strike. It's DBD, and it relies on it's FOV being a set thing.
To use your own comment: It's like you can't understand that this game uses its FOV as a gameplay mechanic, unlike Counter-Strike.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2177505#Comment_2177505
OK that's pretty funny
Yeah. Basically, he stands next to the chest with insidious, looking out at the basement, angled slightly to see the chest.
He then never moves. Survivors react like scared puppies when they see him, and take awhile to check to see if he's afk.
Then, they start to open the chest. At which point he moves behind them, and just chainsaws. A few have said it has scared the crap out of them. :D
But the rule is that you can only move or attack when they fiddle with the chest. They can save each other, heal, go in lockers, and do gens untouched. The chest is Bubba's. No one can touch.
Edit: And you can hook the people you down. But you can't stop unhookings.
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Rofl. I have a friend who plays Candy Bubba:
The chest in the basement has his candy in it. Survivors can't touch the candy chest. Yes, he has Insidious.
They can do ANYTHING ELSE; if they never enter the basement, they are untouched. If they enter & leave, they are untouched.
But if they touch that chest...Chainsaw Noises Intensify
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@th3 said:
Its annoying because I don't want to bring event items since when I have before the killer has gone out of their way to snipe the medkit or toolbox out of my hands and camp it. Same reason I don't use my event cakes, since the killer just seems to go out of their way to make it an unenjoyable match.
Weird. I don't use event cakes because Survivors always expect me to farm when I use it, then put me on blast when I don't farm with them.
They seem to think Cake = Farm & that I'm breaking some golden rule by playing to win instead.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2176966#Comment_2176966
The difference with spirit is that she has no counterplay, so she literally needs a rework. In her current state, she is both very easy to do well with on top of being very unfun to play against. All the more reason to give her a rework.
It's funny; Survivors continue to say 'she has no counterplay' while people continue to list counterplay. Then they plug their ears, wait a day, and go 'she has no counterplay'. Then someone lists counterplay, and they plug their ears again.
Survivors sit there and go 'New people are bringing down her kill rates, she's totally OP'. But if she was as OP as folks like to claim, newbies would be getting consistent kills with her.
And if it takes skill to kill with her; that's not being OP; that's having a high skill ceiling, and is what EVERY Killer should strive for. Higher skill equaling higher reward is balance.
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The heck is a CJ-Tech?
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2176403#Comment_2176403
I still think she needs a rework, I think she can still be strong as long as a rework is good and it doesn't completely nerf her into the ground. The game needs strong killers, but not very unfun killers to play against.
The problem is 'unfun' is subjective and impossible to balance around.
People claim 'tunneling' and 'camping' is 'unfun' and Survivors deserve punishments from giving up hooks to losing BP.
And if you balance around a 'fun factor' for Killers, literally every Killer would have nerf bats, because SOMEONE would whine that the Killer getting even 1 kill is 'unfun', because they're the one who always dies.
That is why a Killer, or tactic, being 'unfun' is NOT a metric for nerfs. It's not data; it's a subjective idea that changes for each and every player in the game.
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@Luciferr_2nd said:
https://forum.deadbydaylight.com/en/discussion/comment/2176393#Comment_2176393
She is OP what do you mean
And the low kill rate is because alot of spirits aren't even good (probably because theyre new).
So she's OP because you say so, but new players can't play her well? Sounds more like you just don't like her.
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2176438#Comment_2176438
Kill stats are very unreliable tbh. According to them nurse needs buffs pig needs nerfs and Myers is in an okay spot.
They should go off fog whisperers and general feedback more
Oh god, not fog whisperers. I've only seen one or two that are level-headed enough to have proper input. I still remember that woman from...2? 3 years ago? Who was a fog whisperer and would threaten to ban people who 'camped' and 'tunneled' and otherwise angered her.
Those people aren't gods of game balance. They're just good at the game.
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@Zixology said:
Considering that one hit means that your item is 100% gone, I'd say it's toxic if you're aware of what the perk does and how broken it is.
If you down someone with a basic attack, they're not getting that item back. They won't be back in 60 seconds after you pick them up, carry them, hook them, (hopefully) leave the hook, then they get rescued. That item is gone for good and there's currently no in game counter to it.
Really? It's toxic if I use it because it works as intended? Rofl.
How dare Killers use perks that work!
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To make Survivors happy. There's absolutely no logic behind it, so it has to be because the other side of the 4V1 equation yelled loud enough.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1454201#Comment_1454201
I know how it is,all it takes is 1 survivor not being aware of Michael and boom,infinite tier 3.
That's an exaggeration. Every Survivor has limited Evil Within...within.
Even if he drains 1 Survivor to the limit, it's probably just enough to go from T1 to T2, MAYBE. You need at least two more Survivors to hit T3 with the Infinite add-on. So you need 3 of 4 Survivors, and it takes enough time to pop 2-3 gens, on average.
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Each side attacks the others for imagined slights when they lose. It's a defense mechanism for them to avoid admitting they got out-played. Sadly, if they don't learn from their mistakes, they will make them again.
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@Kira4Evr said:
It wouldn't really make sense if he couldn't step and activate his own traps
It's a magical realm; he should be able to step over his own traps.
I mean, Survivors can do it with Dead Hard, but the 8 foot killing man with the magic red light coming from his face can't.
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Because he's horribly out of date and under-buffed due to power creep and the devs seem to have forgotten he exists.
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@dbd4life said:
https://forum.deadbydaylight.com/en/discussion/comment/2174782#Comment_2174782
you clearly didnt read my posts if you think you understand better the game than me lol.
I read your post. Your stats mean nothing, given the suggestion you made.
That suggestion shows you know little about the game, or you made them up. Either way, they certainly don't mean you know the game better than me or anyone else.
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@Crowman said:
If every survivor could just end chase at will, the killer would never hook anyone.
I get tunneling is not fun to face, but you just want to take away player agency from the killer and make them a bot.
This.
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So basically, you want Survivors to have more power, in a game where they're supposed to be chased and threatened? You want to take the chase away from the Killer and allow Survivors to get away. Not just delay the chase, which can already happen for 45-80 seconds, but actually cleanly get away.
This would make whatever perk does it OP as hell and meta in the worst way, and basically render playing Killer basically impossible.
No.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2173359#Comment_2173359
we now know what kinds of survivors dc when they see a mori lol
Salty ones who will use any flimsy excuse to blame Killers for their own ragequit? 😁
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@sarahmiller30 said:
Get over it maybe stop camping the hook or proxy camping an even tunneling then you won't have that problem js
Stop blaming 'camping' and 'tunneling' for your own losses and maybe you won't be as angry, dude.
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@NotACompPlayer said:
You just triggered the baby killer support group.
Does this mean anything? Aside from trying to start a fight?
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Or the Killer being creepy and dangerous over voice. It made for fun times.
The devs should just admit that they screwed up with SWF and add voice comms for everyone, Killer included.
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Agreed! SWFs have about 20 bonus perks in all the surveillance they do, and solo's and the Killer are left behind due to it all.
After dealing with it for years; I'd say all solos and Killers should get some shards. +10 per size of the SWF (so 20, 30, or 40).
It will never happen, but I can dream.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2174817#Comment_2174817
Correct, but the perk still lights up, which will still let you know what perks the killer's running.
Good to know, thank you :)
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@Starshadw said:
I remain irritated that they removed the perk's ability to sense Killer traps.
This made it a hard counter to Trapper, who's already pretty much trash because the Devs seem to have forgotten he exists & there's been power creep for Survivors. He does not need a perk to make his traps utterly useless.
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@MeltingPenguins said:
you know.... i really wonder where all the gen rushing survivors and camping/tunneling/slugging killers will end up once MMR goes active...
Nowhere, because camping, slugging, and tunneling relies on Survivors feeding Killers.
And gen rushing is...just playing optimally. It's doing your objective as quickly as possible. 🤷
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Yes! Survivors should have to stay on the gen for a second or two before it stops regressing! 1 frame taps are stupid AF.
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@JustinMay said:
https://forum.deadbydaylight.com/en/discussion/comment/2175194#Comment_2175194
My ping is even lower than yours and still having issues. My average is around 36.
Again; speed does not equal stable.
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@JustinMay said:
https://forum.deadbydaylight.com/en/discussion/comment/2175179#Comment_2175179
I am in the U.S. I have download speeds of 1,000 Mbps and upload speeds of 35 Mbps. There may be something faster but if so I am not aware of it.
Speed does not equal stable.
@JustinMay said:
https://forum.deadbydaylight.com/en/discussion/comment/2175194#Comment_2175194
Well, that is your opinion but coming from someone it is happening to and knowing others as well who it is. I can assure you it is the game/server problem.
You're right, it is. But I have logic on my side. The game would tank if they removed the DC penalty. We know this because they turned it off for some reason I cannot remember a year or two ago, and I went from seeing 1 DC every week (if that) to 2-3 DCs a match.
It would not take long before people would get fed up with never completing games & just leave.
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@JustinMay said:
https://forum.deadbydaylight.com/en/discussion/comment/2175059#Comment_2175059
It is happening to a large portion of the player base. You must not be paying much attention. I play 8 plus hours a day many days so one or two disconnects a day adds up. It is not on my end. I have the best internet one could have. It occurs on multiple systems and multiple internets. Before they implemented it I never had many people DC at all. Disconnecting makes zero sense at all no matter if you are the killer or survivor. You still lose either way. If you are a survivor you can just not struggle on the first hook same outcome as if you disconnected. If you are a killer just set your controller down. Both have the same outcome as if you disconnected. So the whole penalty system is pointless and only harming good players. But again you must not be paying much attention to forums and FB pages cause I can demonstrate/show where it is happening to thousands of people. Not to mention DBD is the only game it happens on.
And I'm telling you, I get less 'quits' or 'disconnects' with the DC penalty than I ever did when it was turned off, or before it existed. I have had ONE person 'disconnect' in the last week. At 4 games a day, that's 1 in 112 players. And they disconnected the second I downed them, so it was probably them doing alt-F4.
So, out of 112 plays, I had one POSSIBLE drop.
Whereas, when the DC penalty was turned off, I had 2-3 per match on average.
And there's 56,000 people playing (and I doubt 'thousands' are complaining). I'd guess MAYBE a few hundred...so many 2% of the player base, maybe upwards of 5%.
It's totally in the realm of possibility that 5% of the player base have crap computers, crap internet, have not dusted out their PC, or are even forcing a disconnect then screaming 'I NEVER DISCONNECT!' & blaming BHVR on social media.
So, using logic:
- It's a bad idea to remove the DC penalty for a small section of the player base having PC troubles
- And it's probably on your end, even if you don't want to admit it. NOT ENOUGH PEOPLE are having the problem to make it a game/server problem.
Hell, I play wireless (I can't put holes in the apartment walls, the router is across the apartment, and the roommate refuses to allow a cord to run all that length) and I have never had lag, disconnects, or network issues except when Steam goes down for maintenance & cuts connection to the servers. My ping is always around 40-70ms.
So I don't know what to tell you, except that it's not a game/server problem, and they don't need to completely torpedo the game because you can't admit that.
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If using a crosshair is cheating because it's 'not part of the game', then so is using voice chat with SWF buddies. 😁
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@JustinMay said:
These disconnects penalties are really getting out of hand considering I have never in my life disconnected on purpose. It is not my internet connection. Has been happening more since the update. I have even installed and reinstalled the game to see if it would help with no luck. I am now up to a six-hour penalty it is happening so much. Yall need to turn the penalty off until you get the bugs worked out in the game. Running me and others away from the game quickly.
No.
When the DC penalty was off, I could never have a match play to completion. People would disconnect based on:
- What Killer I picked
- What perks I picked
- If I hit them too early
- If I downed them too early
- If I was hooking them at any time
- What map was rolled
- If I closed the hatch
- If I downed a SWF member, the whole SWF would leave
- What addons I used
And Killers would leave if:
- Gens popped too fast
- Final gen popped
- Exit gate opened
- They missed an attack
- They got flashlight blinded
- They got pallet stunned
So no. They should NEVER turn off the DC penalties. It would literally kill the game. No one would get a complete match, and people would leave because they are no longer able to play the game they bought.
And if it's happening so much to you that you're at SIX HOURS, then it's something your end. If the game or servers were that screwed up, it would be happening to a large portion of the player base.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2174978#Comment_2174978
I don't think the game has improved in any appreciable way since the d/c penalty was introduced. People just die on the hook when they want out. All it has done is allow hostage or semi-hostage situations on both sides. Survivors can completely take the game hostage by refused to do gens and immerse around the map, and killers can slug until bleedout for no reason at all.
I think it has, seeing as I never got a game to finish when the DC penalty was off, and now, I get 1 DC every few matches. At least people can PLAY now, instead of
'I got hit! DC '
'I got downed DC '
'It's Freddy! DC '
It's Nurse! DC '
It's The Game! **Killer DCs**
Etc. Etc.
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No.
When the DC penalty was off, I could never have a match play to completion. People would disconnect based on:
- What Killer I picked
- What perks I picked
- If I hit them too early
- If I downed them too early
- If I was hooking them at any time
- What map was rolled
- If I closed the hatch
- If I downed a SWF member, the whole SWF would leave
- What addons I used
And Killers would leave if:
- Gens popped too fast
- Final gen popped
- Exit gate opened
- They missed an attack
- They got flashlight blinded
- They got pallet stunned
So no. They should NEVER turn off the DC penalties. It would literally kill the game. No one would get a complete match, and people would leave because they are no longer able to play the game they bought.
So, again; no.
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@[Deleted User] said:
Super annoying and makes me wish there was no d/c penalty because it's a waste of everyone's time, but no, it's not considered taking the game hostage.
The bleed out timer is wayyyyyyyyy too long. I can't think of a time where the four minutes actually served a functional purpose in a public match. Crawl speed is too slow for four minutes to really do anything. There's no urgency to pick up teammates, no urgency to hook players, and leads to griefing.
If there was no DC penalty, no match would ever complete.
The few times the penalty was turned off, Killers and Survivors disconnected for the stupidest reasons. This player base is too juvenile and spiteful to not have a DC penalty.
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I both hate and understand this, too. Just last night, I was trying to get Adept Shape, with Level 1 perks (because it was late at night & why not?)
It turned into a 35 minute hide & seek/slugging match with the last two Survivors. Which was toxic of me, but I was THAT CLOSE to getting Adept Shape.
I got it (yay!) and learned, in the post game, that I had a Rank 2 & and Rank 1, a Rank 5, and a Rank 16. I was Rank 12.
And it was a mix of console & PC players, so no SWF. Or only two 2-man SWFs. But to be going up against Rank 2's and 1's and 5' at Rank 12? Oof!
(Also, I apologized immensely in the end game chat for my play style, and one of the PC players responded with 'I figured you were going for Adept. NP'. Freaking KUDOS for being so understanding of what had to be a boring, frustrating match! The game needs more folks like you, should you read this!)
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2174789#Comment_2174789
But hackers already do that lol
Yes, and allowing modding would make it easier to cheat in the game as a whole.
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Also, if the Killer is in that status effect that makes him undetectable; he can see you if any of his aura reading perks pop, but you cannot see him.
At least as far as I understand.
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@RenDesune said:
https://forum.deadbydaylight.com/en/discussion/248640/balance-proposal-for-face-camping
Do killers really get value from camping? Sure they'll secure one kill after 3 gens have already been popped.
The value the Killer gets depends on how badly Survivors play.
Sadly, whenever a Survivor is hooked, at least 2 hide near the hook, waiting for the Killer to leave. Then the Killer never leaves, and they come onto the forums to scream about how unfair camping is, because they think they deserve every single unhook they want.
Actually doing gens never enters their minds. They want that unhook, and they believe the Killer should be forced into 12 hooking, because it makes the game easier for them.
If they were the one camped, it gets worse; they believe there's some sort of 'fun' quota they should be meeting, and the game should force the Killer to avoid killing them until this quota is met each match.
The fact that the Killer is also a player, and also trying to meet his goals & have fun, never matters. It's all about SURVIVOR fun, and how the Killer should not be able to camp, tunnel, or slug for any reason whatsoever. Because it ruins SURVIVOR goals and SURVIVOR fun. So Killers should be punished, or have BP stolen from them (it was actually suggested a few days back that Killers BP gets transferred to the hooked Survivor), or be otherwise punished or hobbled so SURVIVORS can get their fun quota.
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No. it's already annoying to be well on my way to a 4K only to have the game take pity on someone who hid for 99% of the match, did not do generators, and then found the hatch.
I don't want it to be easier for Survivors to get their not-earned escape.
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No. Imagine logging in to play and someone modded the game so Survivors glow through walls all the time.
Or modded Nurse to oneshot Survivors.
Or made the Killer invisible.
Or made Survivors invisible.