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PsychoTron

PsychoTron

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PsychoTron
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  • I don't think that's reportable. The player has to be working with the killer to gain an advantage, or grief the player.

    GRIEFING: INTENTIONAL GAMEPLAY ABUSE

    • Working with the opposite team to gain an advantage or grief teammates

    As far as you know, the killer just decided to target you instead of your other teammate.


    Griefing would be more in the line of player just farming kills, pretending to go for an unhook but doesn't while the killer is right there, ect. .. it has to be pretty obvious and blatant.

  • yea we should punish asinine behaviour. hard to so when solo queue

  • When a teammate gets hooked, the default isn't for everyone else to go do gens.

    Unless the hooked is running Kindred, the 3 people have no idea that the killer is camping unless they go for the save, and this wastes valuable time.

    Ya'll can't be this dense.

  • I actually prefer Empathy over Bond for my info perk. I don't use Empathy necessarily to go and heal my teammates, but I use it to keep track of an injured teammate running away from the killer.

  • I watched all of the RE movies and Ali Carter's portrayal in the movie is what I would imagine she should look like.

    Ali.jpg


  • @DwarvenTavern said:

    Trust us, there is a way for a survivor to abuse this.

    Please just do gens, that's it.

    Obviously not a problem In SWF when they have voice comms. But for solo survivors it still is an issue.

    1st, the 3 other teammates will have to know that the killer is camping the hooked survivor. After this fact will they start just working on the gens but they already lost valuable time.

    Then the hooked survivor is dead, and the team is just 3. killer goes looking for another person to down, and camp; he'll at least get 2 kills, of not more. Usually these type of players are running NOED as well.

  • When killers do this to me, I just AFK from the game and do something else. Killer sees crows circling my body, finds that it's no fun being toxic when no one is around and eventually hooks me to end match.

  • Disable cross play. Someone on the stream forum suggested this for a fix for slow killer queues.

  • ahh you saw tru's stream too? heheh. yea he recommended that she scream whenever she begins her phase walk.

  • @Laluzi said:

    Situation #1 is correct (though I think it's 20%, not 25%?); situation 2 doesn't seem right. When a killer drops you, when they pick you up again, you should be where you were at previously +20%. If you've been picked up and then downed again, your wiggle counter is reset, but if you didn't change health states, it should have remained and it's weird that you lost your progress. To my understanding, wiggle only decays when you're being carried, and it doesn't decay that rapidly regardless.

    For situation #1, the bonus progression is added before you drop the survivor, so if they were already at or above 80(?)%, they pop free as if they'd wiggled off; otherwise it drops them as normal but with the added progress. You can pick a survivor back up by yourself with no input from them at all by picking them up and dropping them 5-6 times.

    1) A killer is carrying you, you wiggle to 10% meter, then he drops you on the ground. He picks you back up, and now your wiggle progress meter is at 30% ?

    2) I don't understand your statement:

    " You can pick a survivor back up by yourself with no input from them at all by picking them up and dropping them 5-6 times. "

  • I play killer and solo survivor and i've run into my fair share of face campers (just standing a few meters away from you), to just looping around killer shack or a jungle gym where the hooked survivor is (more extreme version of proxy camping).

    And they always get rewarded because my teammates go in for the save. What usually happens is the hooked survivor escaped injured, 2 other teammates are injured, and a new survivor has been hooked.

    Not to mention most of these face campers are running NOED.

  • Despicable behavior by the killer. What is the 4th survivor doing in the meantime? He should be doing gens.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2323528#Comment_2323528

    Then you must not play killer a lot. I probably got 15 -reps this month alone.

    I have 58 achievements on DBD; a mix of survivor and killer ones. Probably not much compared to people on this board, but like i stated i have 170 hours in the game.

    I think its how you play as a killer.

    I never face camp when the exit gates are not powered yet; even when all 5 gens are done at most I would proxy camp.

    I don't tunnel a sole survivor on purpose, hit them on hooks, or leave them on ground to bleed out. I don't even run NOED because I personally think it's cheap.

    If someone DC's early in the match, i try and give the last person the hatch, etc...

  • @Mister_xD said:

    i had it on public for two days once.

    immediately had two or three guys sending salty hate messages to me in my profiles comments.

    never again.

    its set to "friends only" right now - dunno how much you can see with that option active (e.g. ingame hours), but you sure as hell cant comment on it.

    that's unfortunate.

    I've been playing DBD for 170 hours so far and no negative comments.

    No negative comments in my 16 years of having steam and having my profile fully public since day 1.

  • @Ruma said:

    Because its annoying to get hatemails for everything you do.

    You could keep your profile public but disable people from making comments on your profile

  • @Aven_Fallen said:

    Nobody should see all the dirty games I am playing.

    But eh, I dont really want people to dodge just because I play SWF with 1 (ONE) other person or because I have a few thousand hours. I dont even get why Killers dont play instead of checking Steam Profiles the whole time just to get an easy game. And I dont really want to support it.

    Ok this I can understand. Also on the survivors perspective, If someone with thousands of hours had a teammate with only a couple hundred, he might be more willing to dodge as well.

  • A killer that camps on 1st hook and throughout match is just trash.

    Killers hitting survivors on hook, letting them bleed out when they don't need to, bad manners

    Survivors tea bagging, flashlight clicking, gesturing, at exit gate when a killer plays fair, are bad manners.

    These are all bad but the worst is when I'm playing killer and 2-3 survivors 3 genned themselves so decide to hide for the entire match in some remote location so that you DC (holding the game hostage), is the worst.

  • @Mister_xD said:

    yeah i can get behind that.

    what would you say about these ideas:

    1) Dead Hard

    when active, press the active ability button to make a dash forward, avoiding any incomming damage (stays the same as right now)

    uppon activation, Dead Hard causes the Exhausted Status Effect for 60/50/40 seconds and deactivates itself again (also stays the same)

    Dead Hard activates after being in a chase with the Killer for X/Y/Z seconds without taking damage.

    essentially, i keep DHs effect the same, but with an actual activation requirement.

    This ensures that those who like the Perk dont feel like it was robbed from them, but it also means it no longer is a free second chance perk, but actually requires some work on the survivors side to get active.

    It essentially shifted from being a get out of jail for free card to a reward for Survivors doing well against the Killer.

    also, you no longer need to be injured for it to work, so thats something. still, Killers would have a lot more control over when someone DHs and when not. taking chases they shouldnt leads to you being punished / the survivor being rewarded.

    2) Hex: No One Escapes Death

    when the last generator gets repaired, Hex: No One Escapes Death activates (a change in the activation requirement so it no longer triggers uppon hatch being closed)

    uppon activation, turn all remaining Dull Totems on the map into Hex: No One Escapes Death totems. If no Dull Totems are available or when the Perk doesnt have enough Hex Totems left for it to take effect. (only important for Tier 1 and 2)

    when active, the Killer gains the ability to kill Healthy, Injured and Dying Survivors. Doing so will result in the immediate destruction of 3/2/1 Hex: No One Escapes Death Totems.

    now, NOED received a whole rework from me, so let me quickly explain:

    first of all, it no longer triggers the Exposed status effect or a speed bonus effect. This means the Killer doesnt just get an easy anti loop tool and cant just immediately slug all 4 Survivors.

    instead, i turned it into a tombstone for every Killer. mechanic wise it would work the same, allowing any Killer who is close enough to a Survivor to instantly mori them. This means the Killer can no longer use NOED to bait others back into the trial to go for that juicy unhook, as it eliminates the Survivor immediately. In addition to that, the Killer has to sit through the entire mori animation, allowing anyone else close by to make a run for it.

    and to top it all off, i made NOEDs strength entirely reliant on the amount of remaining Dull Totems. teams who ignored totems all game will get hit by a very strong NOED, while teams who cleansed totems will have an significantly weaker NOED (in the 4v1 aspect), so its strength is 100% in the Survivors hands.

    BTW NOED gets activated when all the gens are done, not when the hatch is closed.

    I do like the idea of turning all remaining Dull totems to hex NOED. This gives the survivors a risk/reward; should they cleanse the dull totem, or just work on the gen.

    I could get behind the mori idea, but I don't think a whole revamp is necessary. NOED should show an exposed status for all survivors if its active (i'm not sure if it does currently), and I also don't think NOED needs a speed buff.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2320055#Comment_2320055

    you do realize that hex perks are suppose to in theory be seen as risk/reward threats not some useless perk that can get cleansed 30 seconds in the match

    hex perks use to mean something but survivors just don't want to run anti-totem perks

    Hex perks are a risk vs reward. Problem with NOED is that it activates when all the gens are done. So you either:

    1) Cleanse all 5 dull totems during the gens phase, just incase the killer is running NOED. If he's not, then those wasted time looking and cleansing for 5 dulls totems would have been better used on gens, healing teammates, actually looking for lit hex totems in gen phase...

    2) Finish all 5 gens, look to see if there is a hex totem anywhere in the map. Again, asking to do this is preposterous.

    You can't really make the argument that NOED doesn't activate for the majority of the match because once all the gens are done, there are only 2 routes the survivors can go and in the meantime everyone is exposed.


    Now I do have an issue with the placement of Totems in the map, I think they should be more better hidden but that's for a diff. discussion.

  • I play 50/50 surv/killer. I don't think Dead Hard is OP. It's just like any other exhaustion perk like Lithe, balanced landing, etc...

    NOED though i feel is very OP. A killer could get a couple hooks but no kills, but once all the generators are done, and he gets a 1 hit kill feels pretty cheap.

    Maybe NOED should be changed so that it only activates if the killer hooks all 4 survivors at least once during the generator phase. Otherwise it doesn't activate.

    I dunno; I only have 150 hours in the game, no where in red ranks.

  • @Mr_K said:

    Can through keyboard and mouse macros

    Ah ok.. I'll see if my mouse software supports it. thanks!!

  • AHhh...gotcha.. you're right i mixed up speed with time. makes sense now, thanks!!

  • @Red_Beard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2317798#Comment_2317798

    How is it game breaking? The worst that happens is you have to wait out the end game timer till they leave.

    You can't push them out to leave match when maybe there are people on the hook, etc..

  • I'm just saying a "safe hook rescue" should be 20 sec. not 10 sec. 10 sec. is far too short IMO.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/261607/is-there-an-invulnerability-window-when-you-unhook-a-teammate

    It was a feature added in years ago. It's invulnerability frames for the unhooked UNTIL they can actually control their character. It was added because killers would hit a survivor who just got BT while being unhooked and then down them before they could actually run or do anything.

    It's also meant to keep a player who's being unhooked without BT to have a chance at using DH as soon as they can move their character. When a person is being unhooked in old dbd, they could be downed before even touching the ground and the killer could effectively hit the unhooker also due to them being stuck in the unhook animation still. It was a needed change.

    I understand the survivor hooked have I-frames, but I don't think the rescuer should. just feels bad hitting the rescuer and the game doesn't acknowledge it.

  • @InnCognito

    The problem is, even if the 3 other survivors know 100% that the killer is face camping the hooked survivor that has kindred, they will farm you for points. Either with a safe hook rescue (Altruism) even though the unhooked survivor gets downed within 10 sec. (bug?), and being near the killer (Boldness).

    At least they do in my rank 12.

  • @Shdw_Void said:

    When you unhook there is no invulnerability. The one being unhooked has brief invulnerability doing the unhook animation. They just wince out in pain but nothing changes. It does not trigger borrowed time or anything of the sort. That may have been what you witnessed. If it was the one doing the saving then you just had some fat lag or something of the sort because it is not possible.

    Hoped I help explain it a little bit

    Edit: The killer may have looked like they hit the one going for the save but it could have auto locked to the one on the hook instead

    thanks.. I'm sure it was this then.

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2306394#Comment_2306394

    Yet you are calling out people for the manner in which they play... if you agreed with me then you would not classify camping or tunneling as toxic. It is simply game tactics.

    Smacking a survivor on the hook is the equivalent to tea-bagging for survivors.

    At least be consistent in your analysis on what is toxic. If BM is acceptable from one end, then it should be acceptable on the other side as well.

    I play both survivors and killers so I probably have a better understanding of what toxicity might mean. face camping on the 1st hook is toxic. if you disagree that's fine. Tunneling specifically to get rid of 1 survivor while ignoring EVERYTHING else, is toxic. again feel free to disagree.

  • Killers that tunnel (as in ONLY going after one survivor to get them out of the game quickly) and facecamp (especially this) are terrible killers and these are the only way they can rank up and get BP.

    They have no confidence in their abilities so they resort to these

  • Ahh... damn that sucks, ok thanks!!

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/260423/toxic-survivors

    If you simply clicky clicky, no issues. If you macro it so it spams it... my ears, toxic.

    If you tea bag, no issues. If you have to wait at the exit gate for an escort... meh, but just leave.

    If you use the best stuff in the game to win, not toxic either... 3-4 min games are boring as hell, but uuh.

    Additionally whether something is OP or not doesn't have anything to do with toxicity. SWFs are extremely strong if they are somewhere at the same skill level as you. You don't need a tournament squad to prove this to you, just survivors that communicate with each other and are somewhat in your own skill range.

    Calling people out for how they play in the end-game chat, telling them to uninstall the game, telling them how bad they are and worse... now that is toxic.

    Totally agreed on this.

    For the killer side, face camping, tunneling (only chasing 1 survivor at any cost to get them out of game) and hitting survivors on the hook I consider toxic.

  • @Bran said:

    things that really do be toxic:

    clicky clicky, teabagging, body blocking the hook, wearing 60% of anything nea owns, blinding during pallet break, touching my thrill of the hunt totem, thinking pyramid head is stronger than nemesis.

    I'm sorry but that is absurd.

  • @malloymk said:

    Best thing I could tell you is to run Kindred. It's still disappointing sometimes when you still go into phase 2, but often it really helps the survivors know when a good time to unhook is.

    In theory Kindred would solve some of these issues for solo queues. But in practice it doesn't work.

    1) If you have kindred and are hooked and it shows the killer is camping you, you will still get 3 of the survivors trying to unhook you so that they farm you for points.

    2) No one comes to your rescue until after you reach 2nd hook stage, and then they come in for an unsafe hook and they don't try to body block which leads you to die again.

  • same here. 1st time happening so Im guessing the 5.0.0 or .1 patch messed up the pip system for me.

    1.jpg


  • You give killers a bad name. I play both survivors and killers, and I've run into my fair share of face campers right when they get their 1st hook. What's equally lame is survivors STILL trying to save the hooked person even when they absolutely know they are being face camped.

    I'm guessing they are doing it for bloodpoints and will use the hooked survivor to farm with, which is lame as well but that's another discussion.

    When I'm being faced camped Im just gonna kill myself.


  • zubatlel: probably the best killers i've seen and he's very very chill; he only streams in 3 hours stints though

    imPROBZZ: survivor main; very good; pretty chill

    HybridPanda: 50/50 surv/killer; cutiepie

    tru3ta1ent: 50/50 surv/killer

  • @TruffleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/2297077#Comment_2297077

    I actually do. But I'm just mainly complaining as all blight as a whole use the exact same build rather than killers just using strong perks. I don't mind people using strong perks

    As others have already stated, some perks just synergize better with different killers.

    Also, it's not really a fair comparison saying that you run different perks when you play survivors. Once you have the unlockable perks, there are no difference between them so you are more free to try different builds for survivors.

  • @TruffleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/2296703#Comment_2296703

    It honestly just gets old. Perk diversity makes matches interesting and I bore myself to death when every blight runs the same build and ik what it is before I even get on a gen. I'm all for good killers using good perks but he's the only one who really uses the same old 3 perks

    Do you yourself run different perks every match or so ? you can't really complain if you yourself don't

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/259467/killer-players-are-kinder-than-survivor-players

    That’s rare. Check this forum which is majority killer mains. All I see are insults and telling others to get better at game.

    when the ratio to survivor and killer players is 4:1, you can't honestly believe this forum is dominated by killer mains?

  • If survivors are holding the game hostage by hiding, I don't think a surrender button for killers is the answer.

    I think a more elegant solution is something @TragicSolitude proposed


    ""Maybe what the game needs is an "idleness" timer: the clock starts with 8 minutes on it, and whenever none of the survivors on the map are doing anything productive (not searching a chest, not cleansing a totem, not working on a gen, not healing, not in a chase), then the timer ticks down, and once it reaches zero the game ends (or maybe something else, like any survivor not on a gen gets crows within 3 seconds, or all survivors are exposed, or the killer gets the ability to mori everyone).""


    So the survivors don't necessarily have to be on gens, just that they have to do something productive.

  • KK, thanks guys.. Seems the consensus is it's worthless, so any add-on that improve it are useless as well.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292303#Comment_2292303

    Yes, that is what I said. That is the only thing they can do to control the game.

    And we all agree it's a ######### thing to do.

    ""Also killers get to decide how the game is played, what tactics will be used, etc. So they have a greater chance of negatively impacting a person's game, if said person dislikes the tactics used. What can survivors do to control the game besides play immersed?""

    No, this is what you said. 🤥

  • @Clevite said:

    Sorry, but this is just another thread that further divides the community.

    Simply, nice people are nice and others are what they are.

    I'd argue those that main only one side have a higher rate of ignorance than those that play both sides.

    Also killers get to decide how the game is played, what tactics will be used, etc. So they have a greater chance of negatively impacting a person's game, if said person dislikes the tactics used. What can survivors do to control the game besides play immersed?

    Not that any of this should ever warrant nasty messages

    Survivors could easily hold the game hostage by hiding at some remote location. The only way a killer can is if its one survivor left and he body blocks him from escaping a tight corner. Slugging all the survivors and letting them bleed out is not holding the game hostage; its douchey yes but you bleed out in 4 min.

    I've had 2 occasions of survivors holding the game hostage by hiding; 1 took me idle for 45 min. for survivors to finish the gens and escaping, the other took 15 min but would have taken long if I were not able to locate them hiding.

  • Unfortunately stereotypes exists because they are true, at least to some extent.

  • If you out beat them and 3 or 4K, they insult your mother. If they out beat you and you get no kills, they mock you at the exit gate and then either laugh and insinuate how bad you are, or sarcastically say 'GG WP XD' or some other nonsense.

    If you 2K them, and as long as you never go back and check your hooked survivor or tunnel, then its a genuine GG.

    When I play survivor and the killer beats me, then i say something like he got me good. If our team beats the killer badly, i don't say anything post chat.

    Most of the time though killer or survivor, i gg postgame. I try not to let the prior bad experience let them get to me.

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2289340#Comment_2289340

    The killer doesn't see anything when you window tech them. Also, you do it at the very end of the vault animation.

    Sweet. thanks for the tip. Ill try doing this and see how it fares.

  • @CoalTower said:

    Here's mine:

    https://youtu.be/OGcTPH5M3g8

    Although I don't think that any killer is OP.

    Beautiful loops you ran mah dude. Im trying to figure out how that jukes the killer when you go near the window at a sharp angle when the killer vaults over it at 1:58, and 7:35.

    What does the killer see for his POV?

  • Can't specifically say about trickster since I don't own him, but in my eyes DBD doesn't seem optimized based on how it looks graphically.

    I mean If i compare to Battlefield 1 with 64 player maps, that plays better than DBD on my PC.

    2600X AMD

    1650 Super

    16 GIG Mem

    SSD

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