ReikoMori
ReikoMori
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@TorQueMoD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422292#Comment_3422292
Did they just have a really huge radius for what they consider camping? Cause that doesn't make sense to me. Are you just saying that survivors would loop the killer inside the radius of the hook to force them to be camping? That doesn't sound like a winning strategy, but the simple condition you could add is survivor on hook has their progression go to half speed if the killer is inside the radius, unless another survivor is also inside the radius. Problem solved.
I don't remember the exact numbers, but it couldn't have been more than I want to say 16 meters was the range they took into account.
As for the strategies there were a few, one was to just try and loop near the hooked survivor. The more effective and common way things played out was that rather than engage in a full chase, two people would go to make the save. Yet, instead of actually attempting to save they just wanted to force the killer into permanent defensive posture. Most players will defend their hooks against poorly thoughtout sudden saves, but what if the survivors never intended to save and just ran away? Not run completely away, but just enough to be on the bare edge of the radius. When the killer would start moving the other survivor would pretend to come in and draw the killer's attention to them faking a save only to retreat before getting into an actual chase. The survivors would keep doing this back and forth and the only way to break it was to completely give up the hook with basically no contest.
Now that sounds like a good thing because effectively camping ends, but the hooked survivor is more valuable to the team by staying on the hook rather than getting off the hook. As long as the killer was kept in that no win situation state, the hooked survivor couldn't die and the last remaining person was free to do gens uncontested. So the game experience became psychological cruddy for the killer because being outplayed is one thing, but basically having the game tell you "your only option is to submit to the whims of your opponent" is another. As for the unfortunate survivor, they would spend as long as it takes for a single player to repair all the remaining gens on the hook which sucks in an of itself. This was then compounded by the fact there was no guarantee that you would be actually saved by your teammates. It wasn't uncommon at the time to have teammates sandbag a person into getting hooked and then just escaping without them. So you spend however long it took on the hook with no definite endpoint because there was no such thing as EGC then.
It just wasn't healthy or enjoyable. A solution shouldn't be functionally worse than the problem and keep in mind the devs have stated many times that while they want to mitigate the strength of tunneling and camping they aren't trying to remove it entirely because for as much as people do hate it they are valid ways of playing the game. Punitive measures that players suggest often are so heavy handed that they are worse than taking the two minute wait. Also just so folks don't read this see it as only dredging up old survivor hate, killers didn't respect or use the system as intended either. People who camped just to grief survivors loved the infinite pause because it allowed them to legally hold someone hostage pretty much until they got ready for them to die or dc. It simply didn't work to discourage anyone other than players who used it as a normal gameplay strat which usually were people newer to the game.
New players who start with killer rather than survivor often default to camping because they haven't really learned how to deal with juggling survivors, looping, traversing maps, etc. on top of learning their powers. It hurt players like that, but didn't do anything for people who camped out of spite.
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@TorQueMoD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422173#Comment_3422173
WTH the forum just deleted my reply after I edited it.
When did they implement hook progressing pausing during camping? I never noticed that.
I don't understand how speeding up gens would not be abused? You would just bait the killer into camping and then finish all the gens faster. It could be abused just as easily.
Maybe they shouldn't stop hook progression entirely when someone is hook camping. They should just make hook progression go at 0.5x when the killer is nearby. Similar to how we all get Borrowed time for 2 seconds after being unhooked.
They tested pausing the hook timer indefinitely at base kit twice iirc.
The first time was all the way back in the early days of the games. During that test instead of using the mechanic as intended they would do two man hook swarms to keep the killer basically "stuck" in camping range of the hooked survivor while the last survivor would just do gens solo. So you ended having weird non games where the killer was forced to make a decision that ultimately was a no win situation. The hooked survivor was perpetually stuck on hook until the end of the game where they still might not even get out because often that survivor was being sandbagged by partial swfs. It was strategically more advantageous to for them to screw another survivor over and then just play the most non committal cat and mouse game near their hook.
Some years later they tried again with basically the exactly same result. At the perk level stopping the timer is gated so that it helps with the camping issue without giving too much room to be weaponized. Problem is survivors tend to not use the perk for some reason. There is argument if the situation would have been as toxic as it was because in testing which is notorious for people being ultra sweaty on purpose. Survivor sentiment from what I have seen leans towards no overall, but the game ruining potential demonstrated during testing was something that seems hard to balance out.
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@Smoe said:
Rocket Launcher will never happen because it doesn't fit dbd thematically, best you could do is give him some haste but that's about it.
A chain tethered spear gun doesn't exactly fit the typical horror mold, but Deathslinger has one.
We're talking about a piece of equipment that is canon to Nemesis so it matters little in terms of thematics.
The reason we don't have it is because it would be a nightmare balance and performance wise. Same reason we only get two zombies, same reason they didn't make The Crusher original character whose power was gonna be busting through walls. The game is quite limited in what it can handle.
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@Legobro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420798#Comment_3420798
Not dead, but I dare you to have fun and win more than a few matches after playing for a few hours
I'm garbage at siege so winning never comes down to my personal output, but having fun I can do comfortably.
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@Sowbug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421493#Comment_3421493
Uhh.... are you serious? Where are the baldi's basics sequels if it has "more clout" roflsauce
Baldi's Basics
Baldi's Basics Classic Remastered
Baldi's Basics Plus
Baldi's Field Trip
Baldi's Unreal Basics
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@Brandon48 said:
Basically is there a certain map or maps you like and if so why? I think each map brings something different to the table whether it be it’s playability, aesthetic, lore, etc but would be interesting to know if there are maps that are universally liked or considered well designed by most.
For me personally I like the Crotus Prenn tilesets, they aren't too big or too small. They work well for doing hit and run and stealth builds. I also like the Game even with its freakish amount of palettes I find it manageable. Yamaoka Estate tilesets aren't too bad either. I love the look of dead dawg, but I hate the main building on that map. The saloon itself is so dumb because every time I get sent there it is by survivor map offering which means I have to deal with Boil Over gaming in top floor
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@TheArbiter said:
Basically have never seen hook logic like this before, must've just been incredibly unlucky but every single scourge hook spawned next to each other on the same side of the map.
https://us.v-cdn.net/6030815/uploads/HW3E8DKF9457/screenshot-28609-29.jpg
That is some very unfortunately luck, but a common complaint about scourge hooks is them spawning all on one side of a map and basically being useless cause they are clustered together.
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@TorQueMoD said:
I've been playing since 2016, and I understand that some might see this as a valid strategy, and against a 4 squad, it'll likely only result in a loss for the killer. But, I play mostly solo queue and it just ruins the match when a killer does this. Yes, the added 2 seconds of borrowed time when unhooking is helpful, but then you're just trading downs. There should be some penalty for the killer when they're hook camping. For one, you could easily measure how long they are near a hook and if they're in a certain radius of the hook for X seconds, you should get a penalty to your movement speed, or whatever Behavior comes up with that they think is fair. It's just ridiculous that there's no detriment to this sort of behavior (no pun intended).
Am I wrong in thinking this?
I play as killer all the time, and I always strive to make the experience fun for everyone.
Pretty much every punishment style method proposed usually fails when it comes to considering the general flaws in dbd and the history of such features being tested only to be weaponized against ALL players rather than bad actors.
A player who is hard facecamping from the start of the game is unlikely to care about such a punishment mechanic. They are already losing bp by doing and they don't care. So anything else won't really change how they play unless you make impossible to do outright. What ultimately happens based on historical precedent of testing in ptbs is that groups of survivors will take a mechanic like that and use against all killers. It usually just ends up as no win scenarios that generally make people trying to play the game normally not have fun. Though what has been tested is stopping and extending the hook timers.
People have floated the ideas of disabling killer powers, teleporting the hooked survivor to a cross map hook, and bunch of other highly punitive ideas. Obviously these sorts of ideas are extremely flawed. The only true fix to camping is to change the entire system of hooks, but that is highly unlikely happen. Outside of that like there isn't a lot of ideas that don't end up being highly discouraging from people using a legitimate tactic vs some a jerk.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421323#Comment_3421323
Never said those tools don't help, they do. Point is solos shouldn't have to use a perk slot for something that swfs have easily at basekit. Unless you're referring to the tools at basekit, which do very little in helping you actually locate your teammates, so I sure hope you didn't mean that. There's undeniably more room for solo buffs that could and should be implemented
What swfs have aren't even within the realms of the game!
You can't make up for that by frontloading features and basekit buffs on to survivors in a fruitless attempt to even out the advantage that swfs have. It makes no sense that you're even concerned about the strength of swfs as a survivor and how to bring solo q in line with swfs which rely on outside factors that can never be equalized. Y'all not playing against the swfs so from the survivor side nothing they have affects you. Killers have to deal with swfs and are the ones who it would make more sense to bring more in line with the fact that swf play is more and more becoming the normalized way that survivors play.
What can the devs give you basekit or feature that equals the inherent advantage of sitting in a discord call with 3 other people doing callouts? The game already from jump wasn't built stand up to that sort thing like when dbd released the game was sold expected to be played soloq only until enough said they wanted to play with their friends without having to hope y'all load into the same lobby. Solo play will never be anyway near as strong as group play and everything added to push solo play closer to group play will only make swf play that much more advantageous. They ain't gonna start making weird diminishing return features that are super strong solo, but trash in full 4 stack. That's how you kill a game dead as a doornail. It is perfectly reasonable and better for the game long term if folks are made to actually use perks as that is what they are there for, to make up for the inherent imbalance between Killer and survivors.
You have a very generous HUD, tons of perks that help you with every aspect of the game, killer design and balance has been greatly paired back in comparison to how they made killers 4-5 years ago. Most killers are designed with so much thought put into basekit counterplay for survivors that they often ship with powers that are clunky and unfun to use with a slate of addons that only exist to mitigate how bad it feels to play that killer. Super fun, decently good, well rounded designs have become the exception rather than the rule. All of these things in an attempt to get soloq to be on a more equal footing with swf and not such a general pain. Yet, the biggest contributor of pain in soloq is other survivors and there no amount of buffs that will fix teams that don't work together.
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@Sowbug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421422#Comment_3421422
Clearly, you don't understand the impact this game had, has and will continue to have on the mascot horror subgenre.
Let me know when Banban got more clout than Baldi's Basics then we'll talk.
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@DaddyMyers_Mori said:
I was thinking about Special infected as a killer, but we already have most of them in game. (their power)
The Hunter - Demogorgon
The Smoker - Deathslinger
The Charger - Wesker
The Spitter - Plague
The Jockey - Twins
So only missing is boomer I guess and Witch is basically Bubba
Plague is both boomer and spitter.
Boomers actively puke on you when you don't hit them. The only thing she doesn't do is draw in a horde.
@LooeDbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421390#Comment_3421390
they could change their contract with valve
I don't think Valve currently values the L4D brand enough to even consider it and they've never been super fond of letting folks work on their ip outside of modding.
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@glitchboi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421326#Comment_3421326
The King of FNAF has certainly played it.
This has no juice whatsoever. I'm gonna have to pass on this potential addition, but it looks fun for folks who down with that sort of thing.
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I've never heard of this. Can't be that hot if even Markiplier hasn't made a video on it.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421318#Comment_3421318
Dunno exactly, something tho for sure
The last time I saw this type of response on the forum we ended with basekit BT and several months of killers just having to take a substantial L in maintaining general pressure strats because turns out people with BT don't care about escaping a potential tunnel situation they care about actively drawing fire only to complain about how much they have to mend after being hit.
Like you've got all the tools necessary to flourish in soloq aside from voice comms at this point. It's not hard to slap on a single perk like Bond or CoH which would provide the info you need to coordinate heals. Getting some kind of basekit "I need healing" ping ain't gonna help you if the tools you already have access to ain't helping. You want things to help soloq, but there ain't much to be done for soloq at this point. Soloq has to adjust to just playing as a team instead of being a 1 v 1 v 1 v 1 v 1.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420973#Comment_3420973
Not even, she just needs the instadown removed and make her stealth more meaningful.
Lock on could instead build up faster and put a Claw Trap onto a Survivor. This would make the threat of it all the same whether youre healthy or injured but not feel as frustrating as the current instadown which feels undeserved 90% of the time
It takes like 10 seconds to build up that exposed, she should never get it as long as you leave the drone's area. I've only gotten the exposed about 2 or 3 times because folks just leave high tail it out of the loop.
I'm not saying it shouldn't be removed or anything, I think it severely borks her power budget and the space could be used to giving her a fun chase aspect to her power or boost her stealth, yet if someone actually gets downed from the exposed feels pretty earned. An unforced error is still and error, you know.
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@Skittlesthehusky said:
hi im back to rambling again but i've noticed that ever since maybe around... 4-5 years ago or so, the environment in community platforms surrounding dbd as well as the game itself have been becoming less and less positive
people are just generally unhappy and tend to treat the game and its content like its a chore or an absolute requirement to stay involved, or feel like they have to be in control of the decisions that are made for the content itself based on what ive experienced over the course of my time playing this game
while i do understand the want to see the game succeed, and some dissatisfaction with some decisions that were made or how players may feel based on the conditions they are in personally, i cant help but just not... understand why people have developed such an unhealthy relationship with the material? so much controversy surrounding game mechanics, cosmetics, maps, and even outright artwork or character lore sometimes..
maybe its just me being autistic/adhd/neurodivergent or whatever and not understanding the true depth of human emotion when it comes to becoming attached to something, but i sincerely wish individuals would understand and try to work on themselves first before forming an opinion or feeling an emotion as intensely as they do
some of you wholeheartedly concern me with your instinct to beat down on another person or someone who's trying their best to manage their product, or to generalize. it sometimes hurts to see 5 thread headers in a row full of negativity and people only mentioning the things they dislike each and every single time i go to browse the forums.. it actually genuinely demotivates me from posting sometimes because i even end up generalizing myself and think "they'll all just have some complaints anyway" when thats not 100% true.
all-in-all, it would be nice to see changes in mindset for once, imho. i feel like it'll do all of us good if we just tried to have fun with what we have and not take things as seriously as we usually do, its okay to let loose and enjoy what you can enjoy
there's nothing wrong with feeling like something is off or being in disagreement with something that's provided to you, but sometimes something's just gotta give, yknow? i cant really see any reason to constantly be infuriated by something and wasting your precious time here on this planet by bothering yourself
anyway! time to disappear off of the forums for another 200 years, i just wanted to share a thought of mine, thanks for reading :)
Like with most long lived games, the positive aspects of it aren't really going to hold the attention of the people playing. Keep in mind that the most players don't engage with the forums or reddits or discord splinter groups in any meaningful way by default. Folks usually don't come to social outlets for DBD until they feel they have to and if you're happy with what the game is at the time then you rarely will have that feeling. So most of us here on the forum usually have vent, rant, complaint we want to express in the hopes that it helps make the game better. Not all of these are done in the best of ways or even in good faith.
As for the Us vs Them mentality, it has been that way pretty much the entire time after year 1. By design the game isn't equal and there are no ways to engage with it that isn't Us vs Them. Often people who don't play one side or the other a majority of the time will tend to be overall less vocal and because y'all generally have I guess one could say perhaps a more compromising view of various issues, people who are only playing the game for one side are gonna aggressively drown you out until you have enough folks being vocal who share your views. The game breeds the community and for as much as it has changed for the better mechanically it is still breeding a vocal community of players who more often than not view those outside of their role as enemies.
Not gonna lie, killer players can be overly sensitive about the state of the game. We spend a great deal more time dealing with the game in a sort of vacuum and the things we want or need to enjoy the game rather fight with it can often feel like they are constantly getting chipped away at by survivor complaints. Is that true? Who knows, but it feels that way and that feeling is often a driver of negativity. Doesn't help when a lot of the complaints aren't construed in constructive ways or when they are about just telling them how we should be playing the game.
Survivors on the other hand get extremely touchy the overall player experience of their side. DBD's a hard game to onboard despite being a very simplistic game mechanically and there just isn't really much of a fix for that. So 9 times out of 10 their early experiences are going to be extremely negative and they'll waste no time letting us know about it. Aggressively. There isn't really a way for them to interact with game that isn't just going to constantly be negative for hundreds of hours. More experienced survivor players often get in the habit of being extremely abrasive about things they don't like to the point of being flat out unreasonable in their requests. Add in the same communication issues they get from killers and you a recipe for perpetual vitriol.
Lackluster content drops also compound on top of that which after 6 years not everything can be a banger. Sometimes you get stuff that you just have to see how it develops, but people are just generally wanting to have fun playing their favorite game, but finding it harder than ever to do so and we get to see that sentiment daily on the forums because people who are still having fun and happy tend to not have time for this place.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421083#Comment_3421083
Stealth killer =/= committing to zero chases, you really have no idea what you're talking about. Also like I've already said, there just isn't anything you can do about in soloq besides playing obnoxiously safe. Not a skill issue just reality
Committing to chases foregoes a great deal of your stealth and if someone wants to maintain their stealth advantage for as long as possible you would do hit and run. I know exactly what I am talking about and you can't do anything about it in soloq, but that I personally don't have that problem and when I do play survivor it is only in soloq cause my friends won't touch this game with a 10ft pole. I would hazard to guess that the vast majority of soloq players aren't struggling with hit and run the way you seem to be.
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@CaptainHustles said:
For me, I'd go with Leatherface and Myers.
Myers feels wayyyyy too tall and bulky. (Plus the hair on the mask is the wrong color) And I'd want leatherface to be a bit chunkier like he is in the movie.
I'd be fine if they stayed the same as well, since they're both pretty iconic in their own way.
Myers is actually a massive character being 6'7'' tall
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420414#Comment_3420414
Hit and run is absolutely an easy thing to do are u serious? You literally just sneak up, injure survivors, leave them, sneak up again, down them. It's effortless downs. But yeah it's a skill issue when I'm injured in a bad spot and there's nothing I can do if a stealth killer sneaks up on me bc I'm in solo. Be serious for once please
I'm being completely serious, but you're complaining about a stealth killer doing what stealth killers do. You have a skill issue that you refuse to accept and address. You would rather see the killer limited to a style of play you're personally better equipped to handle instead of getting better at dealing with the situation. So what is it if not a skill issue
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@Clockwork_Enigma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420443#Comment_3420443
1) I should clarify that the 15% increase is only for the fast vault you initiate off cooldown. This does not apply when you have cooldown.
2) They aren't meaningless. The removal of the Dream World counter is necessary to stop it from countering a Killer power, while the removal of the 50% increase in speed if you AREN'T finishing the last generator is a huge nerf.
3) None of the three Killer perks I buffed (whichever ones you're mentioning) would be pointless. They would serve their functions very well and create interesting builds.
4) STBFL is more than likely the best Killer perk in the game at the moment, if just because of it being the only unchanged meta perk out there.
5) No one likes Lightborn in its current state. Not Survivors, not Killers.
I love current Lightborn because I have IRL eye issues and prefer not to get flashbanged in DBD. How this game is worse than cod and siege in managing to not scorch someone's eyes out is beyond me.
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@Legobro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420791#Comment_3420791
I'm sure map design has a big part to play, I know that has killed other games *ahem* Siege
Siege is very far from dead at the moment.
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@Ayrun_Extra_Virgin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418659#Comment_3418659
On DBD tricky alone, over 60K people have looked up their stats, that is steam only, what would the numbers be, if every platform could have their stats looked up?
"This is not a game for those that like to have highly detailed and tracked stats on the user side". Just because DBD isn't a shooter people don't want to see their stats? People like to see their stats in a game, not sure what classifies as: "a game like that to have highly detailed and tracked stats on the user side." Most of the important stats are already being tracked, it's just making it publicly available via an API that is the problem
What I mean is that for all the times people have asked for more stats in all the years this game has been around, we've never really gotten them. The devs for reasons that aren't quite clear to us as end users don't seem to want to give them to us.
Hence my saying "This is not a game for those that like to have highly detailed and tracked stats on the user side"
After a six or seven years you just kinda get the hint that they aren't interested in that being a feature for us. It's a day one sort of feature we could have had since the beginning and like we just don't. So if seeing global multiplatform stats is something you're really interested then DBD isn't gonna be the game that gives you that unless they've been saving it for the next anniversary reveal. I never said you had to go to shooters to get those sorts of stats. We get less stats than casual minecraft or microsoft solitaire as far as information access goes. That's just how it is
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420405#Comment_3420405
It has been mentioned that you are attracted after fear to someone you see, but this is in real life when there is a woman next to you if you are a man or vice versa
The game tells of a god-like being who kidnaps people from their worlds and puts them through endless terrifying trials.
And then you see thirsty skins in the match as if they had just come out of a party and this spoils the experience with horror
I don't know how some people find it so cool I find it so disgusting (I prefer prude skins and I hope to see more of them)
I may have misunderstood what you are trying to get at so can you give me characters from outside of DBD as examples
Morticia from the Addams Family(Funny, Classy, Sexy, and quite dangerous as all of the Addams family are)
Akasha from Queen of the Damned
The Brides of Dracula(Darcula also a horror sex symbol in his own right)
Sil from Species(Alien human hybrid film for 1995)
Alma from F.E.A.R 2 Project Origin(Specifically Adult Alma, but she spends a lot of time appearing as a child. This game is very weird.)
A great deal of the vampires in Vampire the Masquerade universe, but if I had to pick one I'd say look up Velvet Velour she's a part of clan Toreador.
Cissy Carpenter from the Mafu Cage
Mallory Knox from Natural Born Killers(highly suggest this film)
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@Clockwork_Enigma said:
But the Community isn't Ready For...
Survivor Perks
Sprint Burst
- Nerf: Reduced the movement speed bonus from 50% to 35%.
Lithe
- Rework: Overhauled Lithe to be a more chase-oriented Perk.
- Buff: Added a new effect of increasing vaulting speed by 15%.
- Buff: Added a new effect of making any Rushed Vault turn into a Fast Vault, with a cooldown of 50/40/30 seconds.
- Buff: Removed the Exhaustion status effect caused by the Perk.
- Nerf: Removed the 50% speed boost from vaulting windows.
Balanced Landing
- Buff: Removed the Exhaustion status effect caused by the Perk.
- Nerf: Removed the 50% speed boost from falling from great heights.
Adrenaline
- Nerf: Removed the ability to wake up from the Dream World.
- Nerf: Removed the 50% speed boost if you did not activate the last Generator.
Smash Hit
- Buff: Increased the stun duration caused by the Perk to 4 seconds.
Killer Perks
Crowd Control
- Rework: Overhauled Hex: Crowd Control into Crowd Control.
- Buff: No longer a Hex Perk.
- Nerf: Now only activates on the first window triggered while chasing a Survivor.
- Nerf: Now has a cooldown of 14/17/20 seconds.
Coup de Grace
- Buff: Can now accumulate tokens via hooking Survivors.
Beast of Prey
- Buff: Now activates upon initiating a chase instead of activating Bloodlust.
- Buff: Now has a consistent maximum duration of 20 seconds.
- Nerf: Now has a cooldown of 50/40/30 seconds.
Save the Best for Last
- Buff: Reduced the amount of tokens lost when hitting the Obsession to 3/2/1.
- Nerf: Reduced the maximum amount of tokens from 8 to 6.
Lightborn
- Nerf: Removed the ability to completely block Flashlight blinds. Instead, it now reduces the speed that you are blinded by 50%.
- Nerf: Now only grants the aura reading upon evading a blind attempt.
Nerf to lightborn? Absolutely not.
Lithe buff doesn't even really make since as it is already a chase oriented perk that is good and ever Rushed Action becoming a fast vault doesn't make sense. How do you fast vault a rushing in and out of a locker?
Beast of Prey is something no one would complain about changing as no one uses it now though if you want to really be out of the box buff Territorial Imperative.
The nerf to adrenaline is a terrible idea I'm usually playing killer, but I don't quite need that much help.
Save the best for last is fine you could just give the buff and not the nerf ain't like it is strong.
Coup De Grace should be like this as it makes no since to need to be losing to get a single use lunge extension of all things
Do not buff Smash Hit
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420391#Comment_3420391
What exactly do u think I mean by normal lol? Also just because there's killers designed for that purpose doesn't mean it's a good thing that that's the case lol. Also also saying I'm objectively wrong for saying that never committing to chases is boring and lazy even tho that's more like objectively right, u are one funny guy lmao
I haven't been guy in a while, but I am known to be funny.
Also you are objectively wrong because you're portraying your personal feelings as a rote statement of fact.
@1ettuce said:
Again I'd be fine w any of this if solos could actually heal up but as it is rn hit and run is, or at least can be a pub stomp strat for ppl who want downs but find chasing too hard. Lazy (ig that means that it's not the killers that are poorly designed but whatever I stick behind the specifics)
Literally any playstyle other than looping like a robot can be a pub stomp scenario for solo q. You're also making a value judgement about players who do hit and run which is weird. Hit and run isn't exactly an easy thing to do, a far sight harder to manage than just going for direct downs. If you're getting creased by it consistently then you would be the one with the skill issue not the killer.
@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420400#Comment_3420400
The logic of "there's killers designed to do this so it has to stay viable" is beyond meaningless. It's like it there was a killer that was designed to excel at tunneling. Would that mean tunneling should stay viable? No!!! The killer is just poorly designed lmao figure it out
Killers designed around certain playstyles is pretty much the most meaningful things as if they weren't designed around anything in particularly they wouldn't be any different than a survivor. With that being the case it is better to make those playstyles at least somewhat viable so you don't have killers who are basically dead.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419807#Comment_3419807
You're telling me you're attracted but scared at the same time? How to be attracted and repelled at the same time
When you see monster , you will be nervous, you will not care about his story, because now you are trying to survive on your own
But when you see the Skull Merchant, she looks like a normal person and moves in a way as if she's failed at everything in her life, It will never feel threatened, and even in the actual game, it just stalls the game for as long as possible
It does not seem to me that lust and terror are a great way to explain horror (if you notice all the characters that were scary when you are new to the game, they were not characters related to sex and lust, but they were terrifying in their appearance, strength, voices, and even their story).
Alright so writing this out in a forum post is probably gonna be a touch out of my depth so I'll just link a couple of articles about fear and arousal as a springboard.
Watch the video at the end................Come to learn with us :http://humanbehaviorlab.com/training/Survival-mode emotional states can act as unconscious sexual lures.That should get you and anyone else curious about the link started towards looking into that link more if you want. To answer you question on a personal level is something I can do in a forum post though.
For me, some things are purely repulsive and shocking. Monsters with no inherent feeling of humanity, things that push at the edges of conscious understanding. Things that I can't relate to or even truly comprehend, but instinctively have no choice but to fear. Most killers in this game aren't that, they aren't conceptual beasts that evoke only fear and can't be understood through other more human lenses. Most of these killers are just people who happen to do horrific things or experience horrific things that ultimately change them for the worst. Huntress would split me in half without much thought, but it doesn't change that she is a beautiful woman under the mask. Trapper's brute strength would destroy me and I'm kinda here for that.
Like humans don't experience single feelings, we can and do experience a multitude of feelings all at once. Even our senses are tuned to understand things in broad groups. Like when you smell rotten meat it has a repulsive odor, but it also has those strange notes of sweetness. It's such a common thing that we have the phrase "The Sweet Smell of Death" which basically describes not only that actual sweet smell, but also the strange allure humans have towards death. There is beauty in violence and their is violence in art. The feeling I get when someone both scares and entices me is quite strong, it makes no less invested in my own safety in that moment, but the lingering potential thought of spicy end makes those moments just as memorable as being so terrified that my heart tries to stop.
The horror genre is really good at capitalizing on these sets of mixed feelings to create memorable experiences. DBD isn't locked to one specific franchise or sub genre of horror it is just a horror game full stop. So it has always touched on other emotions than pure fear. Way back in the day Wraith and Nurse got Valentines Day cosmetics that made them a couple. Nurse literally gave Wraith her still beating heart, a grotesque display of affection.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417845#Comment_3417845
Also like lmao this doesn't mean it's normal at all seriously I don't know how u thought this was a point. They've also made knock out, does that mean slugging is normal? Or is that just an unintended side effect? Same with infectious. Same with old dying light and tunneling lol. Just because the devs proceed with making bad decisions doesn't make their decisions good, chases should be encouraged and dropping chase the moment u get an injure should not be bc it's lazy and boring 👍
All of the things you've listed are normal for this game. You just don't like those things and think they aren't normal.
Slugging is a normal and necessary part of the game in moderation.
Tunneling is a normal and necessary part of the game in moderation.
Infectious Fright has never been a super strong it just literally is another form of tracking which is highly normal in this game.
I'm not saying chases shouldn't be encouraged, but I am saying that hit and run also should continue to be a viable style of play considering we have killers WHO ARE DESIGNED PURPOSELY FOR THAT and there are PLAYERS OTHER THAN YOU WHO LIKE PLAYING THAT WAY.
It ain't all about you and whether you feel something is boring and lazy especially when you're objectively wrong.
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@Meathammer said:
https://forums.bhvr.com/dead-by-daylight/discussion/374635/life-of-merchant-fan
I get threats for playing as her but do I care? Nah. I'm still going to camp those three gens
True dedication right there.
@vanGlasse1 said:
I hate hate hate everything about the SM with a burning passion but regardless of that, this treatment you faced is just not right. Props to you for going out of your way and just enjoying what you like (regardless of how I hate hate hate and just can't stand the idea), hope you can still have your own fun in the game and don't have to face this kind of bullshit again.
Oh I'm still gonna play here cause before that game I had one where at the end someone said I actually scared them which made my day.
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@Rudjohns said:
Skull Merchant needs a completely re-work
She is the worst killer in the game right now
I'm sorry if you are getting DDOS just because you are playing as her. I think that is just an example of what people can do just because of a terrible designed killer
I don't like playing against Twins a great deal and think their design is kinda trash, but I don't go outta my way to ddos a twins player if I get caught lacking. Skull Merchant could literally have the power to teleport you to the hook on frame one of the trial and it wouldn't be a reason to ddos.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419758#Comment_3419758
If you read, you would understand that I mean those thirsty people who do not care about anything other than satisfying their thirsty desires. Because of that, Vittorio and the skull merchants appeared as a scapegoat and bait as well.
What about sprite and plague? Well, Spirit is adapted from Japanese mythology and was suitable for the game. If you focus on Spirit, you will notice that it behaves in a confused way, smiling, sad and angry. All of this is expressions on his face, and also that it does not move in an “exciting” move, but rather moves in a somewhat strange way.
the plague? It looks very distorted and holds incense to cover the smell of mold. She is of the (disgusting horror) type and even the way she moves seems to be carrying out a divine command (the entity) and the same way she moves in front of her people as well.
But all this is in the past and look what happens now
Sex appeal has its place in horror as well. Always has. Humans and they monster they create are often used to express concepts around sex and sensuality. People can be attracted to the more seductive qualities that lay within horrifying individuals and some monsters are built around that aspect.
Really all I'm saying is thirst has always been in horror and dbd is fine theme wise. It has something for everyone and if you're not into what is out now, give it time you'll get something you like later. Doesn't have to be huge doom and gloom that dbd's fallen off the pure path of horror. This game could be the most sterile and grim experience possible, like a warhammer 40k game, and people would still find someone or something to thirst over. At least horror has space for that crowd to be serviced without harming anything else.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419621#Comment_3419621
Oh, of course, colorful, light, beautiful clothes, what a fright
Midsommar, Child's Play, Rocky Horror Picture Show, Suspiria, The Neon Demon, Little Shop of Horrors, American Horror Story
Bram Stoker's Dracula, The Shining, Maniac, Baskin, Devil's Rejects
I could keep naming films, but you should get the point. Much can be achieved with bright colors, light, beautiful clothing. It may not be your taste if your response was meant to come off as sarcastic and that is cool, but wanting a game in desperate need of ideas to be limited in ways to express a genre as diverse as horror seems like a recipe for disappointment.
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@Boons123 said:
It seems like a more profitable way to make skins for the thirsty to buy than to make skins that fit their story, and this is evident in the latest killer we got.
And what next they might make a killer who wears nothing but ripped underwear and with a sexual appearance and then call him "wild - ruthless - and others" and this is the worst way to explain the horror of any character
Well, the majority of the community was clear, "We want more terrifying killers," and in my opinion, they should be terrifying in their appearance as well, and the way they move is frightening, and not just their story.
This is absolutely not an attack on the developers
I want to show how much I resent thirsty people who change the identity of the game to satisfy their desire
Terror comes in many forms. Horror is multifaceted and does not need to confirm to a rigid style guide because it is one of the few genre mediums that has always prided itself on being able to color outside the lines that other genres stick to so dogmatically. The vocal dbd community has a big issue with not wanting anything that doesn't fit in their rigid fear formulas.
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@Heytherebigguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419220#Comment_3419220
It's because those are playing survivor from time to time to with their friends, they wanna have fun, this killer is played in anti fun way by 90% of it's players. it was never intended by the devs for any killer to spawn and hold a 3 gen in this game. it's okay to admit you failed as a company and now you have a character who drags every match by 30 minutes until people die or dc.
Her power doesn't offer her anything most of time if you don't put them in high traffic areas a.k.a near gens. When you try to put them in other places survivors just don't interact with them at all. When survivors can completely ignore your power until you force their hand by interfering with their objective you're not going to be incentivized to use it in other ways. Play them mid chase or preemptively at strong loop areas and you're rewarded with long chases with no benefits given. You can try to mind game since you get stealth while being in the drone, but pretty much everyone runs away the moment they hear any drone noise so the stealth is wasted. We only get the haste if y'all take a clawtrap, but setting drones out early hoping for folks to disarm them often results in watching your drones just sit around most of the game. The tracking is useful, but only if you're in a position to make use of it and she doesn't have the innate mobility to do so if you're patrolling across these gigantic maps away from your drone areas then you've got no shot of making a play on all that info.
Y'all want people to play the killer in a "more fun" way while she's not built to do that well. It's more fun for you, but less fun for the other human being playing Skull Merchant because your power often becomes a non factor. If you're playing killer it is because you want to have fun using your unique power and her power can only reach it's current potential by being hardstuck to gens so y'all have to deal with them. This why folks constantly complain to the devs to stop making killer powers that put the actual fun aspects in the hands of survivors as a form of counterplay rather than in the hands of player actually using the killer.
It's frustrating because I really like Skull Merchant and the idea she brings to the table can work if I as a player could spend more time using my power rather than being an average m1 killer because no one wants to disarm drones not on gens or because no one is dumb enough to stay in a loop for ten seconds to get exposed if they can just keep running straight.
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@That_One_Friend said:
Would it be worth it?
We'd lose all of the licensed chapters until the license holders agree to allow the new game to use them, if ever. Do you want another stranger things?
Most likely they'd reset all progression. Good-bye legacies, P100s, cosmetics, etc.
All for what? Some optimization and better graphics? Id rather stick with what we have.
A new game would give them a clean slate to build a new foundation on using the things have learning with this game. We'd get improvement for UI/UX, game balance, sound design, graphics, more design space for both survivor and killer etc. You'd get all the things that usually come with making a sequel to a game and it isn't as if the precedent for transferring, converting, or compensating for content in a previous game doesn't exist.
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@Ayrun_Extra_Virgin said:
Nothing for Windows or Epic games
There are stats for Xbox and Playstation for Apex and COD, don't see how it could be a privacy issue (They could also have a option in game to disable your stats being shown publicly) , I know on steam you can change your profile to private if you don't want your stats to be publicly available via their API
An API can definitely be built after a game has shipped, it's up to the developers
I know it isn't a highly requested feature or anything really related to in-game updates that will help everyday player, but it will definitely be nice to have for the enthusiasts out there that have put 1000+ hours into DBD
The devs keep hard numbers like that close to the vest in general.
This is not a game for those that like to have highly detailed and tracked stats on the user side. The game was never really made for it like we've never had the feature even back in 2016. We did used to get more engagement from the devs via regularly streams where they would tell us some stats when they had them, but those few and far between these days.
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@Mooks said:
I find it weird how people still talk about the weakest killer when there are so many contenders that half the roster is constantly called the weakest killer..
lowest killrate has Nurse - that probably hasn’t change considering her skill floor. Trapper still has great snowball potential.
Everyone's metrics and feelings on the topic of best and worst killers are slightly different.
Generally everyone can mostly agree on who is top 3, but when it comes to who is bottom three it can often be based upon whatever your bias is. Generally Trapper should be weakest overall due to his very weak early game do to needed extensive setup and no real tools to speed it or himself up innately. Trapper can snowball, but that is like saying every killer has great snowball potential. Technically true, but can he do it with consistency without requiring addons?
Killrates are probably the worst metric to look at from our end as we don't really have accurate up to date data on that. It is a lot of extrapolating from old stats provided by the devs or the self reporting dbd stat tracking sites. It's still valuable to know, but I don't put too much stock in kill rates because doing so would mean that Skull Merchant is probably statistically a top 5 killer when she's insanely weak in every area, but setup time.
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@RunningMan said:
so becuae of internet i came to point where i got 72h ban it takes like 10dcs then after 3 days of waiting ive played like 5 matches w no issue.. then i got DC again obv another 72h ban... so i waited like 4 days without playing ... now i played few matches.. got DC again ... and again 72h ban ? ######### makes no sense.. it should reset to 48after 24h...then to 12,6 and so on ...anyone can explain ?
The system doesn't work like that.
It doesn't start regressing for quite a while and definitely not like the first day after your ability to play is reinstated. You need to not DC over a rather lengthy period of time for it to regress and by the sounds of it you have very unstable internet access which means you're not only not going to see that penalty regress, but you're actively making it worse due to what seems to be fairly consistent disconnects.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417837#Comment_3417837
No it's not lmao, actually comitting to chases is playing normally, dropping chase the moment u injure someone is definitely not playing normally
It's extremely normal, so normal they've made perks and killers around the notion of doing it.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417830#Comment_3417830
Literally just playing normally and chasing like wow so out there
Hit and run is playing normally especially when the killer is designed to thrive by doing it.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417766#Comment_3417766
The intentions w those killers' designs is dumb imo. Idc how the player themselves plays but hnr is not a strategy that should be encouraged
A playstyle that shouldn't be encouraged?
Then what exactly do you think should be encouraged cause I doubt you like killers who do zoning, defensive, slug or tunnel playstyle either? Should they just unilaterally encourage running around terrain pieces endlessly and boringly? What playstyle do you see as objectively fun for everyone on both sides?
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@Sharby said:
I personally find it to be extremely unfun to play vs, especially in an uncoordinated team. And I've hated it even during the gen-kick meta. But I've seen several praises for it so I thought I'd have a directed conversation about it.
Before the dead-hard nerf, anti-healing builds centered around this playstyle were tolerable because if I had good timing I could force a 2-healthstate chase anyways. I know how to play injured and can usually hold my own even without DH.
After the nerf though, on certain maps, it feels so tiresome having a 0.1s window to react to a silent bell wraith 1-tapping you from around the corner. And its gotten to the point where I usually just go next after they hook me.
The only counter and probably the reason why the strat isn't viable in a competitive setting is just to have all 4 survivors spread out and communicate when they see the killer. This obviously rarely ever happens in solo-queue. And its super frustrating to just watch a team bleed-out from everyone being too scared to touch gens.
I do think the strategy should be nerfed, but only after killers are given an alternative meta. Which at present there isn't one, so I'm very understanding.
Thoughts?
Certain killers are literally designed around hit and run and don't function properly when they can't do it. Wraith was always meant to be a speedy stealth based hit and run killer. It is how he generates map pressure and when he can't do that he is pretty limited. Samething with Legion whose power is literally built around the concept of hit and run. When they can't do it, they just sort of fall apart. You may not enjoy it, but there has to be limits to the amount you can dictate the way someone plays the game on their end. If a player or killer works better with hit and run gameplay they should have the space to do that. It isn't even like that in terms of kill rates, nebulous as that stat is, that it outperforms.
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@mania_ said:
I play Wesker and I mainly go against 1000+ hour swf. I play him pretty decently and can get a down in under 45 seconds usually. The problem arises when I literally lose a gen every down because I don't have any gen regression perks since I never much cared about investing in the shrine and this month it's been pretty terrible. They literally sit on a gen as I'm right there in chase with someone injured which I can't leave otherwise they'll just heal up. I still play fairly, but when it comes down to one gen being left I facecamp because why would I want to lose my rank especially if I'm sure the last gen will pop any second anyway? The entire team always comes to save the unhooked person, body block me completely the entire time and never forget to tea bag me as if I couldn't have just tunneled the survivors off hook at the start. The toxicity is just absurd and I want to know if I can ever please survivors enough to not tea bag me and respect my plays? Is it too much to ask for a game where the survivors just leave instead of making fun of me facecamping endgame after they fully gen rush me? NOED is starting to look really nice right now in my loadout and I don't mind tunneling.
You can do nothing to please them enough and you shouldn't try.
Some folks will just be sore winners and the only thing you can really do is just bear with it, stop playing, or play sweaty. Not much else to do considering there is nothing else on offer in DBD ever.
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@NotJared said:
I'm very happy to see Overcharge and Call of Brine got nerfed, but for killers that can traverse very quickly or put pressure in multiple places (Skull Merchant, Wraith, Twins, Hag), these perks are still very strong and significantly unfun to go against.
I don't think any perk in the game should give faster passive generator regression/reward Killer objectives without the Killer having to forward their own objective.
No matter how much they get nerfed, as long as these perks give "free" generator regression for just kicking gens, they will still incentivize gen camping over chase-taking. I personally think this is an extremely unhealthy playstyle to encourage, and would still love to see the perks get reworked even further.
No matter how much they get nerfed, as long as these perks give "free" generator regression for just kicking gens
If they had to kick the gen, it wasn't in anyway free. It isn't as if there are a myriad of ways for killers to cause regression and them regressing the gen is furthering their objective. Killer objectives are prevent gens from getting done for as long as possible and kill as many survivors as possible. They go hand in hand.
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@jamally093 said:
I have seen countless matches where the killer suddenly becomes nice because a survivor put down their item that they probably have twenty more of on that character? I don't get it I really don't if a survivor drops an item while I'm playing killer I just down and hook them they lose the item either way so what's the point of giving them hatch? If I want to give someone hatch it's under certain requirements mainly if they've been sandbagged by their teammates other then that no. So I don't get it why are you suddenly nice to a survivor who placed their item on the ground when they probably can easily get one back maybe even two from the bloodweb.
They've paid tribute so I shall allow them a moment of respite from the Entity's hook.
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@jamally093 said:
I sound stupid I know but I hear it alot most of the time by usually dbd memes that are randomly suggested to me or whatever but it made me think what does it mean?
It means exactly what it says.
Your fun is not my priority, my priority is my fun. Now the issue is the game isn't designed to allow me to only care about my fun, I have to also care about survivors' fun as when I play killer I AM their fun. If I prioritize my fun over survivors too strongly I can expect to get harassed, but if I over prioritize survivors' fun I basically resign myself to losing most games and still getting harassed.
So at some point you have to pick which one you care about more and I learned to care about my fun more than my opponents' fun. It shouldn't be my full responsibility to ensure the game is fun for them, that should be on the devs to make more engagement options for survivors that don't revolve around the killer. When I do play survivor I would like to have fun regardless of whether or not the killer is in the mood to facilitate what is commonly agreed upon as "fun in DBD". I shouldn't be subject to the killer's whims
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@Seraphor said:
But instead of this Alien...
https://cdn.mos.cms.futurecdn.net/eM9EvWyDxXcnQTTyH8c8p5-320-80.jpg
It's this Alien...
https://pbs.twimg.com/media/FhhWULvXoAAO-ev.jpg
https://www.shutterstock.com/image-illustration/grey-aliens-3d-illustration-260nw-1204162405.jpg
AKA your classic 'Grey'.
The game might actually get put into a very bad spot. That chapter would have to do some never before seen, hitherto-fore, 360 no-scope wheremst, smoking on that dark evil pack levels of amazing stuff.
Now maybe it is because by internet logic I'm super old, but Greys haven't been scary since the 90's. Their not even the preferred UFO conspiracy theorist cryptid anymore. They fell off and stayed off.
Also, the game is desperately in need of a killer to release with an absolutely amazing power that is both fun for killers to use and survivors play against with none of the usual "We've given control of best part of the power to the survivor as counterplay" crap.
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@NoHookDC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416398#Comment_3416398
Not really. Because actual DCing has a punishment and can also be reported.
Whereas Hook DCing is an exploit that dodges the punishment and is not reportable. So this flaw needs to be fixed. We don't allow it to continue just because people will normal-DC. That's a horrible argument, no offense.
At least with the current situation matchmaking isn't getting turbo borked by having a massive amount of players in timeout scenarios. This also doesn't account for the times when you absolutely should have the choice to get out of the game with no fault. It ultimately wouldn't do a single thing to discourage the action you're seeking to discourage, but would greatly increase the likelihood of people turning around and either hard DCing or actively sabotaging the game in other ways.
You're talking about adding a punishment mechanic that while it seems localized has a pretty substantial knock on effect to every other survivor on that team due to now having a player who is less likely to be helpful overall on top of now being actively impaired in a way that they can even resort to just finishing the game efficiently to leaving.
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@adsads123123123123 said:
This killer just seems so bad and almost entirely outclassed by Clown. Most of the time I see people play this killer, they barely use his Dream Snares. It's mostly tp and play as m1 killer. The requirement to have to hit a survivor before he can use his power is just absurd and survivors can too easily wake up. He's a m1 killer for most of the match due to this.
Freddy has never been good. His old power was even worse as it just made games painfully long uncoordinated teams and he didn't even have the ability to play the game against coordinated teams. His new power is more consistent and thus he's more consistent and can play the game like a normal killer now. He doesn't need another rework, but he might just need QoL changes to his ability to set snares and how he interacts with the game.
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@VaporLion said:
Ok but with over 30k average players on steam alone and crossplay activated it is not possible to match me with a killer that has a ping below 100ms ? i dont believe that.
Id rather wait longer but have a fair game.
That would depend more on factors like what time you're playing and who is in your region I think. Like maybe you're in a weird geographic deadzone where people closer to you don't like to play at the times you play, but it is peak hours for players further away in different timezones. Also, I don't know if US players even get matched up with anyone on EU servers at all without messing with their steam settings.
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@NoHookDC said:
The game is literally unplayable right now because of this exploit.
- As Killer: First person I find just Hook DCs. Or they Hook DC because [insert Killer, perk, or map they don't like here] was used. Or [Insert using tunneling, camping, or slugging as an excuse].
- As Survivor: First person found, or [insert killer, perk, or map they don't like here] was used, so people Hook DC. Or [Insert tunneling, camping, or slugging as an excuse].
The only time this does not happen is if 3 gens pop before someone goes down. Meaning the only time people don't ragequit is when they are winning by a large margin. Meaning I only get full games as a Killer if I'm losing. What fun. 🙄
It should also be noted that using hooks to ragequit is using the mechanic in a way that's not intended. And also using it in a way that avoids the quitters penalty. What do we call things that do this in video games? That's right; Exploits. So Hook DCing is an exploit.
My Fix:
Make it so trying to escape (and failing) instead stacks a debuff on Survivors for when they get free/are unhooked. Make it slow down healing done to them because they aggrivated their meathook-wound. Or they do any channeled action (repairing, healing, cleansing, booning) slower for a set amount of time.
ANYTHING to prevent people from ruining the game by being massive poor sports!
Also remove the skillchecks in Stage 2; They are impossible to mess up, and just help players DC while dodging the DC penalty.
Note: If you Hook DC, or support Hook DCing; You are ruining the game. This is an unalterable, undisputable fact.
Don't play if you're going to just quit the first instance of things not going your way. Let people who actually play the game, win or lose, queue up without you ruining it.
You still wouldn't solve the problem you're seeking to solve you would just make people actually DC which arguably is much worse in the long run.