ReikoMori
ReikoMori
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- ReikoMori
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I like coming to here to see what is going on and to complain in the hopes that maybe it'll make a difference. I also just have too much time on my hands and spend it here. I try posting snivy meme responses, but they keep getting deleted.
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Pig needs a buff and possible a consideration made in favor of changing how her ambush works. Right now, it isn't good and no matter how many add-ons they throw at it won't be good as its far too telegraphed. She was the first crouch enabled killer and it shows with clunky transition and could benefit from being brought inline with Ghostface's crouch. I know survivors didn't like it, but Pig being able to directly effect the amount of boxes available to search along with the original tampered timer values just made her feel better to play and fit thematically with the fact that Amanda engineers her games to be near impossible to survive in the movies.
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@cordonrouge said:
Why is it that if you're the last survivor in the game and have 0 hooks, you get instantly killed at first hook? you dont even have that 4% chance of doing something. at the end of the day, if you're the last one either your entire team died, or you were left alone by selfish players, or maybe (as i've had happen to me multiple times) i get downed to protect someone else since im at 0 hooks but they all leave anyway.
"it's a waste of time because even if you unhook, the killer will be camping and you'll die"
not really, as a jeff who runs breakdown, and possibly 3 other hooks gone, i could still have the chance to wiggle off. not to mention the existence of dead hard, decisive strike, unbreakable, and several other game mechanics. the game isnt over at all.
"the killer deserves at least to be guaranteed a kill after all that"
no, not when you arbitrarily decide to change a mechanic for no reason. an already existing one that just randomly doesnt get applied in this circumstance because of the code. honestly it left me confused many times before i realized it was like that, thinking maybe i'd already been hooked once even if it wasnt the case.
besides you can still do this if the last other survivor was killed recently.
once a survivor dies on hook, there's roughly a 15 second animation before the game actually considers him dead, making hatch spawn etc... in this case you can unhook yourself. so why can i do it in this circumstance but not when im alone, just because of terrible coding? (not to mention that this animation problem is an entirely different issue giving free kindred aura reading and denying hatch spawn for the last survivor etc)
it's funny because the insta death isn't even coded to not waste time (another common argument against this), since it just makes you go from hook 1 to 2, then from 2 to death, instead of insta-dying. and also the killer doesnt get to go to lobby until after the 15 second entity animation ends.
and you know what else? in horror media usually a bunch of people die (otherwise it wouldnt be a horror), and if anyone survives at all, it's probably the very last one alive, against terrible odds. so why, in the spirit of horror, cant we attempt a 4% chance that in 99% of games won't change anything, and in the other 1% would give an unexpected and adrenalinic experience for both killer and survivor? end game plays are always the most fun after all.
lastly, if someone were to not attempt unhook in order to be toxic and waste time, you could fix this by:
-*ACTUALLY* making the survivor insta-die at reaching second hook, taking overall not much longer wait time than it takes now.
-making the hook state progress faster, while still keeping the same percentage of progress removed at failed attempt.
-ignoring the fact that it *could* make the players "waste" a few seconds more in the game, when the real time waste is given by lobby times, getting into a match with hackers, joining a game just to be tunneled out in 2 minutes, and all of the other problematic stuff that actually makes you waste time when you play this game. besides, slugging and other accepted game mechanics waste really way more time. and you know what else? if you consider gameplay like this a waste of time you probably should find another game that you enjoy more.
another small lore related point: the entity feeds on survivors' hope right? then why insta kill them at the end. if anything the progress could be faster as previously suggested, as the entity gets more excited while the trial is coming to an end.
I dont know if i should've posted this under suggestions or in general discussions, but i chose the latter since it seems to be kind of an unpopular opinion. i wish BHVR would take this into consideration though, both to remove a mechanic that frustrates me and also to be more coherent since there's mechanics that are way way more situtational and clutch than this one (keys?) and are accepted with no problem.
I'm not gonna waste the time to argue this point by point.
What I will say is that the current design of DBD places an emphasis on survivors helping each other until helping is no longer a viable option. If the killer is able to push survivors to the point where they either exit the trial or risk going down, then it is no longer viable to help someone else out. You're not going to really gain much of anything for going out your way to help, but getting hooked could be the difference between gaining and losing a pip. This is a cooperative game, but not a true team game. If you get hooked and the cost to someone else is greater than the reward for unhooking you then 9 times out of 10 you're just dead anyway.
You doing some dramatic Kobe won't do much to change that because you're likely going back down only for the entity to just kill you herself in EGC. It's that simple.
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https://youtu.be/cV234cslzOA@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2745453#Comment_2745453
Send a video of you only using her traps in creative ways. Basic rules, use a mic and explain each trap. You need to explain why you placed the trap and what your plan is with that trap. Do not teleport to traps that are triggered if you did not specifically plan for them to occur.
Body Blocker Hag says hi.
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I will always maintain the belief that Mikey is the best made killer in terms of license. He carries so much of his original design from the films into both his gameplay, map, and survivor choice. The perks from that chapter are even nice thematically and mechanically, but it is a shame that Ol' Mikey's gettin on in years and starting lag behind the current state of the game.
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@emodeshort said:
She is one of my favorite killers. In my opinion her power design is almost perfect. While nurse is the killer that requires the most mechanical skill, hag is the killer that requires the most game knowledge and strategy. It's really sad to see a killer I like so much get barely be played. she's not even a bad killer, her gameplay is extremely unique, why does she have such a low pick rate?
She's slower than average and requires setup to get the most benefit. Simply put, others are just better at what she does in ways that are easier to work with.
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@AnObserver said:
Repairing, Healing, and In Chase seem the most obvious ones, are there others you'd want to see?
Should something like Mending be distinct from Healing?
Really, all you need is healing, repairing, and chase. That if you want more tactile info then you need to pony up a perk slot.
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@grayon444 said:
I think the whole concept of a virtual reality replacing the real world is stupid.
And the fact that its owned by lizard Zuckerberg is even worse. I dont want him harvesting my information and him knowing my every move. He is evil.
Youtube is already shadow removing videos that speak badly of it. Call me a conspiracy theorist but i think this is why they removed the dislike button. "You might not like it but you will accept it".
If more people bite more into this evil business im going to live off grid.
We are already headed towards a societal collapse so i might aswell be prepared for when it hits.
The metaverse concept is dystopian turbowank for cryptobros and techsavvy wealth hoarders.
On one point, The Zuck doesn't own the metaverse, he owns a company called Meta. You can't own the concept of metaverse, its far older than he is. He can just create his own weird metaverse slice.
This whole dog and pony show is a bunch of grifters fleecing the cryptocommunity until they get bored. In short, IT'S FREAKIN STUPID.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2739799#Comment_2739799
Well that's half true. What you said isn't incorrect but the bigger deal is that Freddy is easy to play and is overtuned but Nurse is very hard to play. Anybody can pick up Freddy and get instant value by using snares and being able to teleport to any gen he wants with a click of a button. Nurse is very micro and needs a lot of practice to get good at.
We're obviously ignoring the weird things with the stats like Nurse being last place because there are explanations for that. But the stats don't lie, in the old ranking system Freddy really did have a 75% kill rate and there's no denying that.
Freddy can only teleport to unfinished gens, takes a dog's age to do as its a channeled ability and has a very long cooldown. His snares are decent in a chase, but still require setup as they too aren't instant they take a little time to become active. Freddy's far from overtuned.
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@theblimp said:
Has the the distance from the pallets you can be stunned been increased recently
The hitbox hasn't increased as far as I know but the way the server decides what is the fairest result is proving to be chaotic neutral at best.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2739779#Comment_2739779
Well the current stats we have aren't filtered by active players. The best stats we had were the old ones filtered by red ranks because those are players who have at least like 100 hours.
Do you understand how statistics work? That's not a dig, I'm legitimately wondering because this isn't necessarily the smoking gun you think it is.
Freddy's win rate in high ranks is higher in relation to the amount of people who play him. If not many red ranks play Fredboi his stats percentages will be higher as there isn't enough players to drag down the average with losses. Nurse and Blight by contrast have substantially lower win rates, but substantially higher pick rates. They're both considered the best killers which draws more players to them which in turn drags their stats down overall.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2739775#Comment_2739775
Yes, that's my point. The point is that most of the players are taken up by new players who will probably drop the game in a week, so how do you get the average player that isn't skewed towards the bottom?
What does it really matter how that data shakes out? What does that have to do with the fact that you've been told directly by one of the people you referenced that your take is way off base?
Moving the goal post won't give you anymore validity to your argument.
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@Chocolate_Cosmos said:
Even the worst killers like Trapper, Legion, Mayers, etc. are MUCH more played compare the Twins while they are much stronger than bottom tier killers.
Buggy, harmed by boons, clunky power design, and less interesting gameplay.
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@TheHunter2529 said:
https://forum.deadbydaylight.com/en/discussion/comment/2739180#Comment_2739180
So basically, whenever you rekindle a totem, it duplicates pentimento and even if the original is cleansed you can continue to get totems as long as you have at least one rekindled totem?
There is not an original Pentimento totem.
Hex Pentimento doesn't exist until you rekindle a broken totem.
So, survivor cleanses a totem, you come along and rekindle, you then have one hex pentimento totem that gives survivors a gen repair penalty. Survivor cleanses another totem and you go over a rekindle it then you have a second pentimento totem that gives a healing speed penalty. If the process continues in that fashion without survivors going back and cleansing the rekindled totems you would get to five pentimento totems that the entity prevents from being cleansed and the survivors have to deal with tons of debuffs.
Now if they break a rekindled totem that totem is just gone forever. Which I believe removes the associated debuff. Though unless you run a full totem build it is going to be unlikely you will get the full five. Even then survivors are incentivized to bless more than cleanse. Which is more time consuming, but worth the benefit of a CoH+Shadowstep boon area.
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It's one of the most altered perks in the game from its original base. It's fine as is at this point.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2739353#Comment_2739353
"Just because Otz was able to play Hag with no perks and still win consistently is more about his overall skill in the game more than the state of the game."
So essentially if you are good at the game and play a good killer you'll win more times than not. I don't get how people have a problem with the fact that you have to be good at the game to get consistent wins. It's almost like killers want every game handed to them like it is at every other MMR level.
If you are good at the game, play a good killer then your chances of winning are better. That's a known fact that no one in their right mind disputes. What is disputed is whether that makes the game killer sided, which it does not. As even good players playing good killers still can find themselves struggling in a lot of situations. It is not about being handed wins, it is about the fact that currently the state of the game is pushing harder than a lot of players and killers can functionally handle. You clearly have a vested interest in pushing that agenda, which is your choice, but do not sit there and actively lie about the conclusions that other people have made.
You don't have to agree that the game is survivor sided in any way, shape, or form. I'm not gonna try and convince you of that as I have no desire to do so. You clearly watch Otz and Scott have come to a conclusion that suits you. Which funnily enough is something Scott also talked about in his most recent video that details Otz's video. How people come to arbitrary conclusions that suits their argument in a way that agrees with their established feelings.
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@km66 said:
Just out of curiosity for the killers who chase one survivor the whole match while all of the generators are popping, how is it satisfying to play this way?
I've been in many matches where the killer will chase me most if not all of the match and end up getting one kill because all the generators are done and the other survivors escape.
Even if I get rescued after one or two hooks, the killer keeps coming after me despite the generators being done allowing all the other survivors to escape. Thus resulting in one kill at the end.
I'm just wondering how this strategy or playstyle is satisfying for someone who plays killer? I'm not a killer main but it seems like a boring way to play. I would think that someone who plays killer would attempt to maximize hooks and kills in a match, but maybe I'm wrong after experiencing this over and over again.
It depends. Like if a player has went out of their way to be obnoxious you might be willing to throw the game to get the dopamine release from killing that one player. Sometimes it is just sunk cost fallacy fear, you've chased this person and over extended yourself to the point most gens are passed the point of no return so you just keep going after them. Some folks just want to watch the world burn for just you, specifically. Those folks are usually a little crazy, comes with the game type.
It's something that is super common to see done by beginning killer players because they don't always know how to best manage their time, but do know if they get one person down it might make other things slow down. I think everyone does this a bit at first, but folks who keep doing usually find something interesting about it.
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@gendoss said:
I wonder if the narrative on the forums will ever change from killer's being oppressed. People like Otz and Scott Jund are finally admitting it because there is just so little evidence on the contrary.
That's quite a heavy spin you're putting on both what Otz and Scott have said and shown.
Otz displayed that at high mmr things aren't a total death march for killers. What they didn't do is prove the game isn't leaning a bit heavier on survivor's side of the line currently. Scott has even spoke about this and proven the advantages and disadvantages for both sides multiple times.
You say there is little evidence when scott sits there and posts evidence on a regular basis. He also posts the receipts for killers are also over performing and has expressly stated that survivors are quite strong right now. Just because Otz was able to play Hag with no perks and still win consistently is more about his overall skill in the game more than the state of the game. If you had the same level of time investment and skill as Otz you could produce similar results. He plays the game very well, a fact that Scott was sure to point out, doesn't mean it isn't challenging or that the game is killer sided. It simply means it can be done and that things aren't quite as bad as what people say.
That doesn't mean it isn't bad at all or that the balance isn't borked because it is. Both of them has spent far too much time detailing their issues with the game balance for someone to sit there and spin a hyper biased narrative.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2723949#Comment_2723949
I never played old Freddy. The wiki doesn’t mention that he had no collision, just that he was invisible to people who were awake?
Old Freddy couldn't physically interact with survivors until they were asleep. It was weird because you couldn't see him and he couldn't attack you, but if he downed someone who was asleep and picked them up you'd just see a survivor floating in the air on their way to a hook. I don't remember being able to bodyblock Freddy when you weren't asleep cause it sorta didn't exist. It was hyper thematic in that way, but it just sort of meant his power was just make people fall asleep so he could actually play the game. Once you were asleep though, everything just took longer to do and his old addons made doing gens excruciatingly long affairs.
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@dugman said:
I was thinking it might be interesting to have a killer that part of their base kit is they are made of a black mist that is intangible to survivors, as in they have no collision with survivors so they can’t body block survivors and survivors can’t block them. Obviously I’m not thinking if this as the only ability the killer has but rather as an unusual side effect for them. On the one hand, not being able to body block a survivor could be disadvantageous sometimes, but on the other hand being able to ignore survivor body blocks can be beneficial sometimes too so it might be a net wash.
I know the tech to do this already exists since killers, for instance, become intangible to survivors after hitting them. This would be a killer who always has that intangibility active, except maybe when they are literally doing an attack.
Thematically I’m thinking a killer that is made of the same black mist that makes up the Entity’s realm. Mechanically you could possiblypair it wit maybe a fast travel ability where the killer turns to mist and streams across the map, or maybe a bit of a chase ability where they can occasionally mist over pallets or vaults more quickly, or even possibly phase through thin barriers sometimes (have to be a bit careful on phasing through barriers though since it runs a risk of putting the killer in a broken spot on the map or falling through the map, etc.) The possible animations for it could be pretty wicked too. 🙂
I’m curious what other sorts of killer abilities might make thematic sense with a killer made of mist?
Freddy used to function like this when he was initially released. It was...a choice. One that enough people disliked that the devs reworked him.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2720903#Comment_2720903
There is nothing that can be done about it without altering things in a substantial manner
I hate this attitude.
DBD is a game of a million moving parts. It is the single most complex PvP game due to how many components there are to each game. To claim that 'there is nothing that can be done' at this stage is an attitude that is either so unbelievably pessimistic that you're just as likely to assume that you're going to drown in a light shower, or belies the intent to never see this problem addressed at all.
There was one, ONE singular test, FIVE YEARS AGO, and a LOT of people are taking that one, ONE singular test from FIVE YEARS AGO as stone-cold evidence that nothing can ever be done in any way.
I think it's in this very thread were an idea was put forward, and @AngyKiller opened up a thread to get some discussion going about a new possible angle to deal with it, and no one is responding.
It's not that it's not possible to fix this problem. It's that 'forum killers' just openly don't want to fix this problem.
I would like to see the problem fixed. It was also two different tests btw.
What you're failing to consider is that the problem of camping is made up of a lot of facets that have to be considered and accounted for. Player behavior isn't going to just change, people who actually want to never change from its current state aren't easily discouraged from what they do. People who rely on it as their go to tactic would be willing to adjust if there was still some semblance of that exists. Defensive players' ability to play the game should be respected and so much of DBD already does the exact opposite in both killer design and balance. The players who don't camp are by far still the majority of killers, but if you create a punitive system that overly messes with general way the game plays then you actively hurt the play experience for the group of players you want others to be more in line with.
DBD is far from the most complex PVP game. How you've come to that conclusion is beyond me considering the wealth of PVP games in general even some of the games found in this specific genre. DBD's biggest strength is that it isn't super complex and it's also one of its worst weaknesses. Camping is an inherent design flaw, it hard to correct without making major changes. You're literally making adjustments to a cornerstone of the gameplay, it is literally the killer objective. The changes you make to it may seem small, but the consequences are usually much greater. The devs have had five years to workshop and test potential fixes, publicly we got to test some of those ideas. Who knows how many others didn't even make it out of the drafts that we won't hear about until some dev stream another two years from now?
To make a holistic solution to the problem you have to be willing to look a core gameplay element and say, "Maybe it is time to rethink how killers complete their object and how survivors and killers interact in general."
That is unlikely to happen as it would mean actually injecting more complexity into the core gameplay. Camping doesn't exist in a vacuum and is a symptom of larger issues that if the larger issues are addressed camping would naturally taper off and both sides would be better off for it.
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Killer is my preferred role, but it isn't hitting the same as it used to. Switched to survivor and got bored pretty fast as there isn't anything mechanically interested to do or think about as survivor so I just don't know.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2718868#Comment_2718868
You have activated my Trap Card™, this video is way more recent (October 2021) than yours and lead game designer does say they dont want to get rid of camping but they notice is way too profitable for such a little investment, especially against Solos and they consider camping a thorn in their side but they dont know exactly what to do yet.
Ain't no trap card been activated.
They don't have any particularly viable ideas to solve the camping issue and people have complained about it for 5 years. In 2020 they flat out said they have no plans to address. 2021 They still have no plans to address it and explain they don't know how to address it. There is no gotcha moment here. There is nothing that can be done about it without altering things in a substantial manner which quite frankly, hasn't been their style when it comes to universal mechanics directly involving objectives.
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It's certainly a map. I don't hate it, but I'm not in love with it.
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@WH1SP3R5 said:
https://forum.deadbydaylight.com/en/discussion/comment/2719415#Comment_2719415
You don't have any grasp on the situation. Don't start any witch hunt on Korean when you don't know the situation. The hackers that are prevalent in korean server is same as ones in Japan and Taiwan....They are Chinese, not korean.
I'm literally watching these on stream right now as I type this. A lot of streamers I've watched recently has migrated to Japan for the same reason or just stopped playing dbd as much.
Honestly, this issue is really rare outside of any server near China. I had 3-5 games of blatant hacking in EU while I played there for 1K+ hours, and so far none in NA but playtime here is far less. Compared to that, I'm seeing at least 3-5 games per day in each streamer I see lol
It's really not rare in NA, its just the majority of the time its survivor hacking more than killer hacking. That said, you might as well be screaming into the void. DBD can't really do much other than work their way through a mountain of reports and try and ban anyone that can be proved to be running cheats. The real issue is that Easy Anti-Cheat is just a very basic anti-cheat solution that is easily bypassed every time they update.
There is really not much that can be done as absolutely nothing has made the company who owns EAC become more proactive. From what I know about, this is a situation that has come up in Absolver and other games that use EAC.
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@AngyKiller said:
I can't take the credit; it's @Firellius idea in the first place. I don't know how to do half-quotes (where you quote only a section of someone's post) but here's the gist:
'If a survivor progresses to the struggle phase from first hook, they are teleported to a random hook, away from the killer.'
So the Killer CAN camp, but only for 1 hook state. This gives them the chance to guard a kill if Survivors are nearby, and allows the to be looped around the hook punishment-free.
The only drawbacks I can see is 'What happens if a Survivor is near the hook when Struggle Phase hits?' and 'What happens if the Killer returns just before struggle phase?'
Either one can have results:
- The Survivor does not teleport if the Killer is not nearby. This way, Survivors don't sprint to a hook, only to watch the hooked Survivor teleport away.
- What If The Killer Returns? This is a good question I can't figure out an answer for. What if the Killer comes back JUST BEFORE 2nd phase, thereby forcing the teleport & making Survivors have to run away now? I mean, it may just have to be a drawback of the system, or even a new way to play around the hooks, because I can't figure out a fix.
Also, as a matter of course; all teleports are disabled in the endgame; the Killer's goal is literally to confirm his kills at this point, and there are no more generators to guard. Survivors don't deserve get out of jail free cards in the late game.
This seems like a good idea on paper, but in practice it would be an absolute mess.
This takes away a fair bit of strategic agency from the killer. Some killers are naturally just better played defensively and suddenly having the one thing that actually forces a survivor's hand teleport randomly is pretty bad. The are also builds centered around things like putting people in the basement and keeping them there specifically because it is usually a more defensible and predictable location. Having someone just teleport out on second hook state isn't good gameplay.
From a survivor prospective, right now the game has a considerable amount of perks that are designed with the current setup in mind that would need to be reworked substantially. Personally, I want my hooked teammates who are getting camped to stay on one hook rather than potentially dragging the killer around the map. If you're getting facecamped, you're still providing a tangible value, but keeping the killer occupied passively. Which means I can do gens, but if you aren't getting saved just teleporting to another hook now that killer is gonna roam around looking for the hook. Which can at times be objectively worse.
Also, the idea that this will bring back chases is a logical fallacy. The situation with chases is quite simply that newer killers aren't actually good in chases and currently chases take too long and are too costly. The amount of time that survivors can make a killer waste after a while of playing is simply too high when you don't have enough speed or power utility to mitigate it. Though a lot of your time is spent fighting the game than dealing with survivors. People who facecamp constantly aren't going to suddenly start conducting chases they'll either find a way to camp or just move to another game, but camping has never been a good strategy. People try and commit to saves that aren't possible and just feed into rather than just letting the hooked person go and focus on pushing generators.
That's the only real quasi-punishment for camping is short, dismal, low scoring games. Remember, you only really need 3 people to do gens efficiently and dbd's not going to score you in any manner that would have you think you're playing a team game.
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@NoOneKnowsNova said:
More posts out there of people complaining about people complaining compared to anyone who is actually complaining about the perk.
It seems to be a discourse primarily on reddit and other dbd forums.
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If it is worth it to try and make the save I will, but if the killer is dead set on not moving then I can't and won't help you.
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/2718857#Comment_2718857
Sorry, I probably wasn't clear: I understand sending the report would not prevent the instant dc penalty, but I was thinking more about whether that dc could be erased from the tally.
As an example, say I dc'd once due to a rage quit or something. 2 matches later I get this happen, so dc again. If in 2 weeks I dc again, my dc penalty would be the equivalent to 3 disconnects. If the hostage game is removed, my record would say I've only dc'd twice, not 3 times. Therefore, subsequent dc penalties won't take that particular dc into account when it comes to the time penalty.
Hope I cleared that up. And, just to assure you, I'm not actually somebody who rage quits; I was using that as an example.
That seems very unlikely in terms of what could be done. I'm not even sure how they would go about parsing that without it being a bit of time sink. I mean the penalty will regress on its own over time so if you're not frequently disconnecting you should really experience escalating time outs.
Like if you go long periods without dcing it resets itself back to just being a 5min lockout. This game is pretty weird about this due to players getting really trigger happy with the leave button, but you're highly discouraged from dcing for pretty much any reason, but if a game is truly being held hostage then you don't really have a choice.
You can try making a support ticket for a proper answer, but in my experience usually it's easier to take the penalty when I absolutely have to dc. It's not permanent and I might dc once every few months if a game is just proper unplayable.
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Bond. It's not meta and it doesn't do anything particularly spicy, but I always run it on survivor.
As Todd Howard says: "It just works"
It doesn't do anything more or less than what it says on the tin.
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Let's just get this out of the way since folks are going to argue this hard.
https://youtu.be/qtk7Q8f59N4This isn't even the first time they've said they have no plans. It's just one of the most recent.
https://youtu.be/uRFGT9JZZZo?t=22Circa 2017, them expressing what is not even reportable, camping.
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@Marc_go_solo said:
This hasn't happened to me yet, but have heard from others, and seen in some videos, how hackers force people to leave the game and incur a penalty, even though it was forced upon them by a hacker.
I understand it may be tricky to stop the penalty for that, in terms of how the system works. However, is there something in place whereby the player who was forced to quit can submit a ticket with evidence of the hack, so although they get the initial 5 minute penalty, after the evidence is reviewed that that dc can be removed from their records, so that the next time they dc that previous problem won't be involved in the stacks towards harsher dc timeouts?
You can report it and supply proof via video (Video is the most optimal form of proof), but I doubt they can reverse the dc penalty since its an automatic response to loss of connection in general.
If you aren't dcing a lot to begin with then you're penalty shouldn't really be in danger of stacking unless you're getting very unlucky with hackers. At that point it really is just best to probably shelve the game and play something else for a while.
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@Limiteddbd said:
Will I get banned if I use an auto clicker to farm shards and BP?
First rule of Fight Club, do not talk about Fight Club.
Second rule of Fight Club, DO NOT talk about Fight Club.
If you have to ask a question like this then the answer is usually, yes you can get in trouble for it.
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@IWFreak said:
It may speak for itself, but it doesn't tell me what Space Billy is...
What is Space Billy?
HillBilly used to be able to use his chainsaw dash to fly into space back in the day. There are also used to be spots on certain maps that had weird collision slopes that would let Billy fly over stuff like cars. It wouldn't be as epic as Space Billy, but it did make for some funny chainsaw snipe clips in old montages.
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@nikodemo said:
hey all, do we know all the perks that attract Nemesis zombies?
For example, does Scourge Hook: Pain Resonance attract zombies?
thanks!
There aren't any perks that attract zombies as far as I know?
They just naturally path towards hooked survivors when they are relative close to that area. If you mean gens nothing really draws their attention save for survivors and even then only within a certain radius.
EDIT: I went and checked. Weirdly enough they will respond to loud noise notifications. So perks that produce that effect will draw their attention. I learned something today.
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@7679194351 said:
I’m ready for Spring trap mabe is coming idk tho 😍
https://us.v-cdn.net/6030815/uploads/3CD1CXAC13AL/2211923e-2b9a-4acf-8dc1-a11a28a1c761.png
This is literally a fake picture. Can we not do this again.
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@DragoonSanddune01 said:
Wouldnt it be neat if each map could grant killer a unique perk when playing on it.
For instance on swamp. give killer lower terror radius but make them have active camo that activate when your not in a chase with delay of 3 second entering it.
For The school yard that has 3 floors ... killers can use specialized locker portal to navigate between floors.
RPD station ... have little gates that holds zombie out to enable killer to let them in and they wander around the halls depend on how many gen were done its 2 + 1 per gen done with a max of 5 zombie .... all they do is make you bleed. ( and being a body blocker nussiance for killer and suriviors)
These were just some example ... maybe on cornfield ... killer can invoke onto scarecrow to place a looming blind onto them creating a terror onto them in a radius ... in other word just things that make map a little more fun to be on as killer that is. and more Tension onto suriviors
This game is barely holding together as it is. We can't even have more than two zombies right now because it causes performance issues.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2716575#Comment_2716575
It shouldn't count as a kill, but it also should either count as an escape for all balance-related purposes or none. Hatches are just their own thing.
If you want to get pedantic for a moment, escaping through hatch has a specific scoring event called Hatch Escape.
It's a separate method of escape. I don't understand where people are getting this notion that hatch is some sort of weird not a kill but also not an escape thing.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2716464#Comment_2716464
Objection! Hatch isn't really an escape either, it's just a coinflip on who's closer first (and even the devs worked that one out so it doesn't affect MMR).
So a hatch escape goes from 4K-0E to 3K-1N-0E.
If a Killer gets someone whilst the hatch is out, they'd (probably) have got them going for a normal escape; but a hatch escape doesn't mean you'd have activated the exit gates and got out.
There is no semantic argument here
You did not kill them and the entity didn't do the dirty work for you as a result of ECG.
If the survivor went down the rabbit hole, they escaped the trial. You can't have it both ways where the final survivor simultaneously escapes and somehow still counts towards the data in favor of Killers.
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@TripleSteal said:
Rank =/= MMR
Rank doesn't equal MMR, but if you're Red 3 you've probably been playing a lot more than the team of survs sitting at Ash 3-! and probably have a better handle on the game.
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@Munqaxus said:
There's a lot of players on these boards that say Killers get punished by camping by not getting Kills. It seems like a majority believe that camping will net you on average, about 1 kill, while the other 3 survivors escape.
Since I like date, I thought I would test this hypothesis by doing 10 camping-killer games a night and showing the data I got. (There is 1 caveat, if there is a hatch escape without all 5 gens being done I count that as a kill. So far I've only had 1 of these happen).
Here's my data for night 1. I am, of course, playing Leatherface.
https://us.v-cdn.net/6030815/uploads/TZ85PMV40IX2/image.png
As you can see, as a camping-killer, I'm getting on average about 3.3 kills a game. I don't really feel like I've been punished at all for camping with kill rate of 82.50%.
(I'll add 10 more games tomorrow night for more accurate stats and will probably get up to about 50 games, depending on if I can handle the boredom).
So, a few things:
This sample size is not adequate to actually prove anything in relation to either the number of actual players or circumstances even broken down into the length of a one session per day. You won't generate enough data points to show a proper trend or extrapolate an average in a meaningful way until you played many sessions.
Counting hatch escapes as kills under any condition is faulty test logic as that is an escape. You can not under any circumstance alter the meaning of a basic function just to suit your end result in research. That is an issue with a lot of people trying to generate data points for this game, making up rules to suit their taste rather than letting things be what they actual are and counting them as such.
DBD has a high variance of skill levels and game understanding that is difficult to account for. If you don't generate the data points necessary to at the least catalogue the relative "rank" of the players then your data set could be skewed more towards players with less playtime and overall skill making bad decisions leading to kills.
It's very irksome to constantly see people run their own "tests" even at a level that is considered high level to generate data, but they make up house rules that only serve to suit the outcome they want from the data or will just make for a poorly handled data set in general.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2715234#Comment_2715234
I mentioned the 3 I personally play. Nurse, Billy, Huntress, Trickster, Oni once he gets blood, and Wraith can all counter hold W in the right circumstances.
Stealth killers too via hit and run... Though not so much once CoH happened.
Seriously... Holding W is counter able for a decent chunk of the roster. Not everyone mind you, but enough.
Also Legion can 100% counter hold W.
Legion can counter W meta, but they can't counter the lack of overt lethality and the massive fatigue penalty of their power.
Makes them great at farming BP, but stressful as heck when you really want to secure a win.
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@Alen_Starkly said:
Could someone please tell me what I need to do to be able to instantly start healing a survivor after unhooking them (skip the delay)?
You just press the button to heal them, but you can't start a heal action until they are fully out of the hooked state. Some people will also just not let you heal them by holding down their shift key/sprint button until they know the killer isn't coming back.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2714895#Comment_2714895
The problem with this is I see so many people complain of “camping” when the killer just isn’t.
I personally don’t have an issue with camping. It’s a legit play style and I don’t think a killer should be in trouble for doing it and with even the most minimum effort and coordination you can get someone off hook.
Face camping is a whole different story. I don’t see how it’s even fun for the killer. Like the OP suggested maybe have the timer paused or at least greatly reduced if a killer is face camping.
@Kyochi said:
This solution can disincentivise hard camping.
If the killer is within 24m of a hooked survivor for more than 10 seconds while not in a chase the hook timer will decrease by 75%. This effect will immediately disappear the moment a chase begins with another survivor.
Hear me out,
Normally the timer for a full hooked state is 120 seconds when a killer is hard camping the timer will keep going normally and normally that doesn't make the game fun for anyone.
My solution is since DBD formula is based on additive if we were to decrease the hooked state timer by 75% after the 10-second mark. Survivors will gain an extra 90 seconds on a hooked state due to the idea of even trying to hard camp. so by formulating this the hooked survivor will gain a total of an extra 80 seconds on the hooked state which allows survivors to pretty much fully punish a killer just because of their hard camp and completely disincentivize the killer to even attempt camping without completely losing everything.
So in conclusion, if killers hard camp the whole game hooked survivor survival for a total of 200 seconds instead of 120 seconds but if played normally the timer will stay 120 seconds
We have already tested introducing timer slowing and timer pausing as a way to stop camping.
Not only was it ineffective at solving the issue, it was actively abused by SWFs to gain a time advantage by keeping the killer around the hooked survivor by not engaging in chases fully. So one person would be hooked, two people who constantly threaten the save but pull out and keep the killer in penalty range while the last survivor would just do gens.
Punitive measures don't work unless you change gameplay to make it impossible to do in the first place. Incentives don't work because people who do it are already not interested in the incentive structure presently available. The current setup isn't perfect, but it is the best compromise as the game can continue as "Normal" and no one is held hostage.
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@Chocolate_Cosmos said:
- It took 76 games to finaly see Deathslinger (the last game)
- The most rare killers were Twins & Hags (0 games out of all 76 games).
- The most common killer was Blight (9 games total so far)
- Second most seen killer was Bubba
- The new Killer (Artist): I only saw 3 times.
Just some small fun stats, but I keep going, lets see how many games it will take to see Twins or Hag + How many more times I will see Blights xD
Artist isn't particularly interesting to play or play against so people aren't using her a ton. It's also Christmas Day.
Twins are on the struggle bus since their playstyle is just not viable in the way it used to be due to boons
Blight is one of a handful of killers who haven't been power crept by CoH or other killers
Bubba's a great killer to play at Christmas XD
Hag's are just rare in general.
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@Murgleïs said:
They know, they have stats. They are perfectly aware of the current state of this broken perk.
But they don’t care. What you have to understand is that dbd is NOT a true competitive game.
- They are no tournaments.
- RNG is a huge part of the game (maps, gen position, hatch position, exit gates position)
- No public ladder (mmr is hidden, why do you think so ?). Current ranks are not competitive, it’s all about farming.
- Nothing is balanced : killers, perks, add ons, offferings. Some are useless, others are god tier.
- The score system of blood points doesn’t correlate with wins / loss
They perfectly know for exemple that is a whole team is using let’s say : Visionary, Premonition, We are going to live forever, Hope (1) VS Decisive strike, Borrowed time, Dead Hard, Iron will (2) then (1) will have a way lower chance of winning than (2). Are they going to buff (1) ? No.
Wake up, if they wanted to balance anything, they would. Nothing is preventing them to do so. They don’t want to. The only thing that matters is if the game is FUN or not. You don’t need a balanced game to have a fun game, it’s very fun for good survivors to stomp killers right now for exemple. So why would they change anything ?
If dbd was truly balanced at a perfect state, it would be way less fun for survivors. It would mean that any mistake from another survivor from your team would cost you way more and that each survivor would have less impact on the outcome. Does that sound fun for killers ? Probably, but killers are a minority. They will never hear our complains, we don’t have the numbers it’s 1 killer for 4 survivors each games. Doesn’t matter if survivors wish you cancer in the end game what, if they call you dog, if they threaten your whole family, devs don’t care. Last time I reported a cheater with video proof (twitch) on their crazy complicated report process they replied THREE WEEKS later saying the video was not available anymore. So I really don’t know what you still bother about this game, enjoy it or move on.
Correction: There are most certainly tournaments for this game. Just not official BHVR setup tournaments.
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@Zolfo16 said:
Why remove? I never said remove.
Kindred is fine! Keep it the way it is. It helps survivors to understand a camping situation and do not give a camping killer more meat. Thumbs up!
I am asking if reworking Kinship (camaraderie) the way i proposed may be beneficial.
The issue with cama is that in solo play people do not know you have it and do not play accordingly, i think that removing the activation requirements would:
- make the perk more viable to solo
- create a perk that protect a camped surv from being camped in the situation where noone is coming to save. No perk does that. And i think it is something that is needed.
If people aren't coming to save you in the alotted time, then they aren't coming to save you period. An extra minute where you're stuck not being able to attempt to save yourself or just die isn't going to make a difference. Though, this perk is already good as is just not in a way that will make it more worthwhile than other perks.
This sort of thing isn't going to help solo players, the only real benefit will just go to coordinated players, which this perk is already designed to do anyway.
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@BigChapAlien21 said:
Was playing a map perfectly fine recently, but then I suddenly started having terrible rubberbanding...but only when I was about to hit a Survivor.
Is this a case of just super unfortunate lag or can cheaters effect your connection now? This happened any time I was about to hit any of these Survivors.
Fun getting a 5 minute penalty for something out of my control.
That's most likely a hack. I would expect to see you having rubberbanding issues just moving around if it were just your connection having a stroke. It's only happening when you get close to hitting someone though..
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@flufinator32 said:
https://forum.deadbydaylight.com/en/discussion/comment/2712895#Comment_2712895
Thanks for the great response, everything you have said makes sense, if punishment doesn't work, has there ever been a possibility considered or tried, to reward a killer who doesn't camp..... not even sure if it would be possible to do so... perhaps incentives would be better received than punishment..... saying it's a killer tactic makes total sense, but what if they could gain something better by following another tactic instead..... just thinking out loud, I love that DBD is continously trying new things
The biggest "rewards" come in the form of perk effects that only work when you're a certain distance away from the hook or BBQ & Chili's aura reading on far away survivors and stacking bloodpoint bonus.
@flufinator32 said:
Also, can I just say, a counter tactic towards a camping killer also only really works if the person on hook chooses to be altruistic and stay on the hook as long as possible for the team to finish gens. 9 times out of 10, they don't do that due to frustration and would rather risk kobe or missing skill checks to die quicker (can't blame them, i've done that). Also, when killers do this, it rewards selfish behaviors within the survivor team and an 'everyone for themselves attitude'... I'd much rather just 1v1 with a killer then instead of entering matches in teams. I guess.... I get that it's a tactic, I just don't think we should just roll over and accept it because it's difficult to improve or resolve, it really ruins the experience and teaches bad non-team player habits to people in a game that relies heavily on team work and strong hunting strategy as part of the experience, growth, reward and fun element of the game. I don't think camping could ever be fully mitigated, some killers/players just like to see the world burn, but I do hope the devs keep trying to find ways to improve this through prototyping and experimentation.
This is a mindset you'll come to terms with in your own way, but a lot of players don't approach this game as a team game and the game itself doesn't mechanically treat it as a team game. While you need other players to do gens in a reasonable time frame and serve as diversions for the killer, ultimately you're only really penalized for failing to escape individually. You can loop the killer the entire game, make all the hook saves, do all the healing and still die at the end being the only one harmed by that result. Dedicated teams perform the best overall, but the game only really cares about whether you specifically survive. Some people take this so seriously that you simply won't get any help from them at times.
As for the killer, right now is not a great time balance wise and a lot of players are sort of choosing the path of least stress which is to get one person out of the game as soon as possible. The game is much easier to manage when you only have to deal with 3 survivors instead of 4 because right now experienced survivors are functionally more capable than they've ever been while killers have had lost a decent amount of strength. There is a lot of nuance to this topic though and different players feel differently.
This game is a bit difficult for new players to adjust to as you can't really practice things in a controlled setting to learn maps and powers without having to deal with other players. If you stick with it and don't let the stuff you can't really control get to you'll get better at it there is a lot of information out there that will genuinely help you improve.
EDIT: I should have mentioned this before, Survivor perks that will help you save someone else who is being camped do exist. The main one you'll be able to pick up comes from Bill, its called Borrowed Time. This perk gives the person you unhook Endurance if you unhook them while in the killer's terror radius. This is the most popular one that has the most beneficial effect as it also helps with tunneling as Endurance protects the person from one hit for a short time.
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@flufinator32 said:
Are there any survivor perks that eliminate the impact of face camping on the team.... ?
I just started playing the game but have been watching YT let's plays on it for a while and am quite shocked to see the degree of face camping at the lower experience levels and ranks.
It really robs new survivor players of the opportunity to learn how to engage in chases with the killer and to learn the maps and loops, especially if you're the first to get hooked and camped, you're pretty much out of the game/ match at that point with little experience being gained.
There are different degrees of camping also, when the killer moves around a little to inspect the surrounding areas - fine totally could work with that, Maybe with borrowed time as a perk? But when they literally stay 1m away from the hook until death is ridiculous... when will we start seeing some survivor perks that will punish the killers for doing this?
Survivors are punished for staying in one place for too long,surely we should be doing something similar to killers when camping so close to hooks.... perhaps a reduction in chase speed for x time if they stay x meters from hook for x time?
Any advice on how to counter this at the moment would be appreciated, it happens a ton on the lower ranks, not sure if still at the higher ones?
Face camping is an accepted tactic in this game. It's not very engaging, but it is just sort of a thing you have to get used to.
The best advice I can give is find a team of players to play with. It takes coordination to save someone when the killer is camping the hook that hard. Even then, it might not be enough simply because the situation isn't in the survivor's favor depending on the killer.
The second best thing you can do if you are seeing someone getting camped is to just stay on your gen and keep repairing. Killers who are dedicated to face camping aren't going to be discouraged by any punitive penalty that could be implemented. Yet, for people who are just trying to force an early advantage by removing a player will be forced to rethink there strategy if they start losing gens.
If you happen to be the one on the hook you have few options; Stay on the hook and give your teammates as much time as possible, try to free yourself with each attempt speeding up your death if you fail, or commit exit game on the hook by trying to unhook and then purposely not struggling against the entity in your second phase (this option gets you back to the lobby faster)
There have been punitve measures attempted, but the results were less than stellar. Like I mentioned before the people dead set on camping are going to camp no matter what, but then we had the unintended issue of survivors forcing killers into chase situations capitalized on the "Punishment mechanic" which turned into a lose/lose situation for the person on hook and the killer.