Avatar

Reinami

Reinami

About

Username
Reinami
Joined
Visits
6,317
Last Active

Comments

  • @Hito420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1377946#Comment_1377946

    i disagree, yes its frustrating when keys are used on killers, but you wanna know whats more frustraiting? doing all you can as a survivor, just to have teammates kill themselves on hook, or dc, is it the killers fault? no, is it the last survivor thats left fault? no, so a key is the last chance for them to live, since you should know as well as i that the doors are usually way too close with majority of the gap closing killers or ranged killers people play these days, or noed (and dont even say they can just do totems, the scenario im putting up is that there wasnt time to do totems, and before im written off as "another survivor main crying" i play both sides, so i know how close the gates spawn and how easy it is to guard them after closing the hatch on certain maps)

    Hook suicides/DCs are a separate problem and i feel should be dealt with harshly. Leaving games or feeding kills in DotA2 or LoL gets you a several day ban if you do it too much.


    It's unfair as a killer though to play extremely well the whole game, and have the survivors RNG a key that i had no way of knowing was possible in the game.

  • @[Deleted User] said:

    The issue with DS is the timer itself, it doesn't matter how long it lasts what matters is when it should be disabled. If a Survivor touches a gen, gets into a locker or if another Survivor is hooked the timer should drop to zero. It should be this way because if you can do any of those interactions you're obviously not being tunneled.

    I feel like this simple change would fix the abuse of the perk.

    I agree, but not getting into a locker. Otherwise you can still get tunneled easily, but just get slugged. It should get canceled if you touch a gen, or heal yourself/another survivor, or if another survivor gets hooked.

  • @LordRegal said:

    Per the title, looking for all tips. I am a red rank killer, but a terrible, and I do mean terrible Huntress. Mostly because her song massively affects my mood and I can’t stand to play her more than a couple times a day. This combination as you may see is causing some major issues with the whole getting 15 hatchets in a game thing. Did the Legion one first try on Midwich of all maps because I understand Legion and use them well. But this Huntress one is going to kill me if it takes forever to get. Any and all tips would be appreciated.

    Get a game and kill 1 or 2 survivors, then just throw hatchets at the last 2, when you down them, pick them up and let them wiggle off. Between this and the first few kills it shouldn't be too hard to get 15 hatchets.

  • As it stands if you were to buy the base game not on sale and buy every DLC, it would cost ~$100. Everything is currently on sale right now for 50% off, making it $50, which is slightly less than full price for a new game that has come out. After that, new DLC comes out every 3 months, usually for around $7-10. If you can't afford to buy a full price game, and then pay $3 a month (DLC every 3 months) then you probably need to get your priorities straight.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1377959#Comment_1377959

    Can you buy her with money?

    Yes?

    Then she's a paid character.

    You do not get her for free. She either costs time, or she costs auric cells (which costs money), or you buy her (with the clown) for actual money. All three of those things is a commodity. Yes. Even time.

    Thats my point. If you seriously have a problem and can't afford to drop $3.99 on a game you likely only paid $9.99 - $19.99 for, then you can buy her with shards.


    EDIT: I stand correct, it's currently on sale for $3.49

  • Kate is not a "paid" character. You can buy her with shards.

  • @kosmi said:

    https://forum.deadbydaylight.com/en/discussion/164412/using-a-mori-or-key-should-have-nerfs-and-penaltys

    I am all for geting keys only in the match but not be able to bring it in the match. Since so many toxic swf bring keys only to gen rush 4 gen and esc. While on the other side so many killers using mori and tunnel for no reason in some games...

    No, it should be the opposite, keys should only be able to be brought in and never found. Otherwise survivors RNG it out of nowhere and win a game they lost just due to luck.


    How to fix Keys:

    • Can no longer be found in the trial
    • Keys now only allow 1 survivor to go through the hatch
    • One the hatch has been opened by a key, the hatch cannot be unlocked again for 60 seconds
    • Keys are now destroyed when the person holding them is sacrificed (specifically sacrificed, mori doesn't count)

    How to fix moris

    • Yellow mori is now base kit and stays unchanged, you can mori the last survivor in a trial. It would be a fun reward for killers who get the 4k and it makes matches end with a bit more variety. Plus yellow mori literally has no purpose.
    • Ebony mori only allows up to 2 kills as opposed to the whole team
    • Green/Ebony mori now work off a token system. Killer gains 1 token whenever a survivor is hooked and loses 1 token whenever a generator is completed. Consume 3 tokens to mori a survivor.
    • Mori is no longer secret (not that it matters anyway)

    This makes it so both survivors and killers and play around the other team's stuff. Killers can prepare for and see a key and perhaps tunnel that survivor out of the game (has drawbacks of course) to remove it from the game. A survivor might see this happening and give their key to another teammate. Keys also can't be RNG'd in the middle of a game so now killers can prepare for it.

    Survivors can now deal with a gen rush by doing generators to slow it down. Also this prevents a killer from being able to hook 1 person and immediately tunnel them to remove them from the game and gives moris a slower buildup, similar to how keys are.

  • @itsDman3504 said:

    Im sure alot of people have seen the tunneling complaints for pyrid and have suggested things like PH shouldnt be able to see cage aura but that would negatively affect non tunnelers as well. I have a proposed change that benefits survivors who dont want to be tunneled and people who play PH normally.

    1: On both sides allow hook perks such as BT, DS, MYC, DH, WGLF, and BBQ to work on cages

    2: Allow cages to spawn closer to PH so its less likely he BBQ's someone right infront of him through a wall because the cage was 120 meters away

    If both of these are implemented i think it would help PH feel much more fun and consistent to play as and to go against. He has no 3 Gen pressure with half his power right now because cages go to the other side of the map but if they spawn closer then PH has a chance to use his ability for a better endgame. It would also allow more unique perks to be used on PH like BW for a cool endgame with his power.

    For survivors they can now use their anti-tunnel perks so they feel as if they have a chance to recover right off the cage. And now during BP events or BPS games they can fill up WGLF more easily.

    I sincerely apologize for any bad punctuation or bad grammar and please let me know your thoughts.

    This is part of the point of PH, is that his power lets him ignore those perks. He is a counter to all of the meta hook perks in the game.

  • They have stated multiple times that tunneling and camping is not against the rules. Unless you go out of your way multiple games to harass the same person. Hell the other day, someone had a "challenge" they thought up where they tunnel/camp/kill/be toxic to a specific survivor each day. Like, one day would be dwight, another day would be Kate, etc.

  • @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/1371924#Comment_1371924

    They should be able to leave - I'll not play a GAME that holds you hostage against your will.

    Edit - if you don't like suicides, go find a four man SWF to exclusively play with.

    If you don't like how other people play, then find a four man SWF to exclusively play with. When you queued up for solo, you queued up to play with randos, for better or for worse.

  • @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/163563/hook-suicide-a-different-approach

    Definitely something a killer main would say and do, since they don't care the least about survivor games.

    I'm rank 1 in both but good job assuming. I think it ruins games in both sides and needs to be fixed. But every thread people argue that they should be able to leave so I am going to show them what it means when it happens every game.

  • @Veen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365166#Comment_1365166

    No I think all your blabbing is worthless to this topic thus having nothing to do with my statement.

    Consider changing your nickname to Captain Obvious. you desserved it for wasting my time.

    False statements are false, if you wanna lie and throw false statements and logical fallacies all it does is prove you don't know what you are talking about.

  • @Veen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365148#Comment_1365148

    You're not adding much besides proving there a rank system in dead by daylight.

    Everyone is aware you know ? It has nothing to do with my statement. but keep trying rookie.

    So you don't think your statement is false?

  • I am merely judging the content of your statement.

    The statement

    Bold but idiotic since no MMR/Rank or anything is affected by a player dying sooner than expected.

    Is literally a falsehood. Claiming otherwise would be a willful lie.

  • @Veen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365112#Comment_1365112

    It's not false since rank is meaningless. Those competitive games ranks have a purpose, DbD hasen't.

    It is literally false. There is a rank, and dying early makes you lose it. How good the ranking system is irrelevant. You sentence was a false statement.

  • @Veen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365104#Comment_1365104

    Remind me the purpose of ranks since rank 15 killers facing ranks 2 (botched matchmaking) is far from uncommon and you have any rewards for hitting high ranks whatsoever ?

    I'm not saying DBDs ranking system is great or anything, but you literally said

    Bold but idiotic since no MMR/Rank or anything is affected by a player dying sooner than expected.

    When that is LITERALLY false, there is a rank that is affected.

  • @Veen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364298#Comment_1364298

    You dared point out competitive multiplayer games policies against a casual multiplayer one. Bold but idiotic since no MMR/Rank or anything is affected by a player dying sooner than expected. Thus PH cages should grants the ability to give up, being hold hostage in games you don't want to be is annoying AF if you already know you're going to die anyways.

    I mean, there literally are ranks in this game, and dying early makes you lose rank....

  • @Hippie said:

    https://i.imgur.com/88cSqmK.mp4

    I was just wondering if this was intentional or not. In my experience against other Killers, those pallet-throwdowns would have kept me from getting injured, but it seems that PH's weapon continues the swing even after he gets hit with the pallet, resulting in an injury (for both parties, haha). Especially on the one clip, where he is a good distance away when he lunges and it reaches through the pallet and hits me anyway. (Also, the other clip looks like I delayed throwing down the pallet, but that wasn't the case -- and my ping was perfectly acceptable in the lobby as well as in-game, so I don't think that was the issue. I could be wrong, however)

    I could definitely be wrong, but it just feels like a bug to me. Especially when I play Killers like Wraith and Legion and get hit with pallets that I try to swing through, without injuring the Survivor (not saying I want that at all, of course!). It feels like PH can swing through any pallet and land a hit no matter what. I feel like his animations don't properly cancel on pallet stun, and his weapon range could possibly be further than other Killers due to a bug.

    Looks like lag probably, on the killer's side he probably clearly hit you before the pallet went down. Look at the way the killer jitters around and such.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364945#Comment_1364945

    Balancing the game is not "punishing people for playing with their friends". That's some bs people spit out cause they don't understand that you can't just have everything. Nerfing Legion wasn't "punishing people for playing Legion". Nerfing the Nurse wasn't "punishing people for playing Nurse". Nerfing Mettle of Man wasn't "punishing people for playing with MoM". Nerfing swf is just helping to balance the game. This whole "punishing people for playing with friends" bs is just entitled nonsense.

    Sure you could buff solos and killers, but let's face reality. Nurse got nerfed. Spirit got nerfed. Billy is on the chopping block. Suggestions for totem counters, HUD icons displaying extra survivor statuses like being chased, and in game voice chat options are being ignored left, right, and center. Anybody who's got a grasp on reality realizes which route they're definitely not going.

    That's not how things work, when you queue with friends you are matched with the same people that are solo against the same killers, you are actively punishing people. Nerfing a killer or something is a false equivalence and a logical fallacy.

  • @SewerSwans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364656#Comment_1364656

    The prices for cosmetics are set by the devs, and the point of allowing cash or a lengthy grind is to make the grind juuuust miserable enough to incentivize payment. This is basic f2p game design. The grind is not optimized for your pleasure; it is optimized to extract money 'this guy removed a burden he placed on me, for a price! what a champ!' is not something I can agree with.

    'rewards you for playing the game' seems to be working out great for OP. The reward of playing a game is the fun of the game. That's what games are for. They don't exist to perpetuate themselves. When the fun of a game doesn't keep you playing, that's because you want to do something else! The point of these systems is to cement playing the game in your daily routine and terminate thoughts of if playing the game is the most fulfilling use of your time. With a chaser of anxiety about losing your money, losing out.

    The 'most fair system' is nothing of this kind. The existence of more predatory systems does not mean this one's clean. To this you can respond 'well, they need to make money'. I would agree. But an imperative to do something doesn't render it harmless, as we see in this thread.

    But the point i'm making is you don't even need to play the game a lot. literally 1 level per day. Thats like an hour a day tops if you do the challenges. It is so easy to do, and on top of that, if you do complete the battle pass, they give you all your points back for free. It's pretty damn fair.

  • @TragicSolitude said:

    So many times I've watched other survivors on the other side of the map with no intention of coming over to rescue me. I'll try to get myself off the hook, fail, and then why should I hurt my thumb or my controller struggling to stay in a match where the three-man SWF obviously isn't concerned about anyone other than themselves? No, thanks, I'm out. No, man, you can't punish people for dying on the hook when second state is such a [BAD WORD] show.

    I and many others have complained multiple times that second state is bad on the joints and bad on hardware. The devs insist on keeping it in.

    Not to mention there have been plenty of times I've suicided on my first hook to give the other person the hatch. Or I'll suicide on my first hook when I see the other survivors could escape but are thinking of trying to rescue me, that way they don't get themselves killed. There are times when suiciding is the team play, it all depends on context.

    Yeah you can. If you get a team of potatoes in a game like LoL or DotA or CS:GO they also don't let you leave the game just because of that. if you do you get banned. Why should you be allowed to leave just because you don't like your team? You literally signed up for getting random teammates by queuing as a solo. If you don't like how randos play, don't play with randos.

  • @malatruse said:

    Here's an idea: if someone dies on hook within the first X minute of the game, everyone else in the match gets additional BP. So rather than having something taken away, the person just loses out on something.

    I'll reference a quote from xQc


    "A QUITTERS BONUS? HOW ABOUT A LEAVERS PENALTY?!"

    Rewarding others for quitting is also abusable. What is to stop me from making a second account and quitting every game on it/suicide in order to get bonus BP?

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364627#Comment_1364627

    I wouldn't suggest removing perks myself. Maybe disabling certain perks like OoO. I'm thinking stuff more along these lines:

    • SWF groups can only bring one of each item type
    • SWF can only use items/addons of a maximum rarity depending on how many members are in the group
    • SWF groups have extra objectives they need to do after generators while solo players can just escape
    • SWF groups get certain parts of their loadout randomized by the entity depending on how big the group is
    • SWF members can't switch their loadout once they're in match lobby, only cosmetics. Loadouts must be set prior to loading into match lobby.

    Right, but that's still punishing people for playing with their friends. The best and most fair way to fix this for everyone is to buff solos and killers to the level of SWF kill squads with coms. And the way you close that gap is by buffing solos to have more information without having to use perks, and then buffing killers to compensate for that.

  • @Shivadeathkiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364700#Comment_1364700

    Again, it's still not a banable offense. We all deal with it, like we all deal with tunneling and camping and whatever else people maybe complaining about at the moment.

    I don't like getting stuck in a 3v1 whether killer or survivor. Not being able to differentiate between a 4% try and quiting is where your argument ends.

    You can't ban people for trying for 4%, a game mechanic from the very beginning.

    And you aren't offering anything to help do so. You're just complaining about it and calling other people's opinions stupid.

    I am offering something, i think they should punish people for doing it. There is an obvious difference between someone taking the chance and someone intentionally doing it 5 seconds into the match, everyone knows it.

    @Shivadeathkiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364700#Comment_1364700

    Seems like a party game to me, since I do play with my friends when not playing killer or soloing.

    By that token is DotA 2 or LoL a "party game"? I play those games with my friends too, but it doesn't change the fact that they are a highly competitive game.

  • @SloppyKnockout said:

    You can't force people to stay in your game. It's a game, they play it for fun.

    https://forum.deadbydaylight.com/en/discussion/comment/1364477#Comment_1364477

    What makes your fun more important than anyone elses?

    Because when you queued up, you signed up to play again. I bring you back to my original point, name a single other multiplayer game with teams that doesn't punish you for ruining the game for your teammates.


    Why is one person's fun more important than 4 other people's fun?


    If you don't find the game fun, don't play. If you don't like how your teammates are playing, play with your friends. if you don't like the perks the killers are using, play with your friends. Those modes exist to allow you to play the game however you want.

  • Not really, it's a matter of terms. Why is it bannable.

    Is it holding the game hostage? I'd argue not, because the game can still actually finish.

    Is it griefing because it sucks when it happens? Probably, but then so does camping and tunneling.

    You can't make up these terms and have it both ways, it needs to have a hard definition, a hard time limit.


    And the worst part is, unless i read the forums, i can't know it's "against the rules" the game is physically allowing me to do it, so as far as the average player knows, it is part of the game, and a legitimate tactic. Just as camping/tunneling is. If they want to remove it, they should make it not possible via game design, only allow body blocking for a small amount of time, then remove collision and allow the survivor to walk through the killer.

  • @Shivadeathkiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364673#Comment_1364673

    No you can't 'force' people. This is not a competition game as far as I know like the other games you listed.

    Everyone I know plays this game casually. No one's entering tournaments and getting money, titles, or prizes.

    Dead by daylight isn't Nazi Germany, it's just a game. And no you can't force casual players to play as you would like them too.

    This is a stupid argument, it is not a party game, and it doesn't matter if you play "casually". All of those games i listed have casual modes. DotA even has a mode called ######### mode. And they STILL ban you if you leave the game early too often in those casual games. The point is, when you do so, you are ruining the game for the rest of you team which is literally against the ToS for DBD.

  • There's the hit and run build of


    BBQ/insert anything here but i like extra bloodpoints

    STBFL

    PWYF

    Nemesis


    You basically go after someone, if they are the obsession you just cloak and immediately gain a stack, then you chase other people, never respect a pallet, if they stun you, cloak and you get more stacks, then go chase someone else.

    Generally you want to hit someone then go chase someone else to make everyone injured.

  • @Shivadeathkiss said:

    https://forum.deadbydaylight.com/en/discussion/154233/please-do-something-about-survivors-suicide-on-hook

    You can't force someone to play a match they aren't having fun in, just so you can score a few points yourself.

    I don't agree or disagree with hook suicide, but it's not banable and we all have to deal with it.

    There's already a DC ban for rage quiting, but if your gonna start demanding a ban on people going for a 4% chance then missing that 4%, I mean really it's a bit ridiculous.

    Just finish your match and move on to the next. Maybe everyone will have fun in that one.

    But you can't force people to stay in cause you need points or pips, they don't play for you, they play for themselves. Everyone's play styles are different.

    Yes, you can force them. I'll post what i did in the other thread:

    They did it with DC penalties, and i'm tired of hearing this argument.


    Name a single other multiplayer game that allows you to suicide/remove yourself from the game while playing ranked.


    DotA

    LoL

    CS:GO

    Rainbow 6

    Every MMO


    All of these games have punishments for leaving games early or intentionally "feeding" (killing yourself on purpose) some of these penalties are extremely hefty. DotA/LoL/CS:GO will actually ban you for several days for doing it, and if you keep doing it your ban eventually escalates to permanent.


    The moment you queued up, you signed up to play a game of Dead by Daylight. If you don't like the game or can't finish it, don't queue up. If you don't like how solo survivors play, play with friends. When you queued up for a solo queue game, you signed up for it.

  • @SewerSwans said:

    This is the purpose of an obligatory grind where you can get your money back. Sunk cost fallacy, anxiety, making the game into work. You just feel it slightly more than most, and you're honest with yourself about it; feel no shame about that. This stuff is predatory.

    First of all, I would suggest a decently long break, and perhaps a new obsession, as another obsessive person. The money you spent on the Rift is not worth this. Very little is. What you're feeling is probably a helluva lot sorer for all this playing, and needs rest to heal at all. Easy for me to say, I know. But I hope some part of it validates or helps you.

    I disagree with them being predatory.

    Loot boxes are predatory. Battle passes are actually pretty fair, especially DBDs. Look at all of the cosmetics we get. Imagine how much we'd have to pay to buy individual ones we want, or even worse if they were in loot boxes.

    On top of that, it rewards you for playing the game. If they were like DotA's battle passes where you can only get to level 100ish for "free" and they continue to give rewards up into the thousands i'd agree. But you can max out a DBD battlepass just by playing the game, you don't have to buy extra levels. Even better, is that the battle pass gives you more points. I only paid for the first one, and the first one paid for my second one, and my second one paid for the 3rd one, and its going to be the same with the 4th one.


    Battle passes, when done well (like DBD and valorant) are the most fair least predatory system of all, because i am rewarded for playing the game and i end up with more content than otherwise for less money. They also give you a goal to achieve which keeps you playing the game. Granted it's Skinner Box type stuff, but i'd argue video games in general are a Skinner Box

  • @douggie123 said:

    I believe that the ranged attack should be buffed a bit. By making it slightly quicker to perform and not as easily dodged as it is at the minute. It is very easily dodged and it takes too long to perform the ranged attack. This needs to be buffed.

    No, that's not good. If they do anything, it might be to slightly reduce the punishment for missing. Right now it is 5 seconds, which happens even if they get hit. I'd argue he shouldn't get stunned as long if he gets hit, because that combined with the speed boost survivors get means that the chase actually ends because they get so far away.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364365#Comment_1364365

    https://forum.deadbydaylight.com/en/discussion/comment/1364373#Comment_1364373

    I can't believe how many people buy into this utter nonsense of "nerfing the overpowered system won't work". That's one of the most direct paths towards balance and saying it won't work is utterly ridiculous. The real issue comes from the fact that most suggested nerfs would end up affecting solo players as well as swf players. However, you can definitely nerf swf themselves in order to help balance the game and very well should.

    Because its a fundamental game design problem. The problem with SWF is they have communication, you can't fix that. Its not quantifiable. How many perks is that communication worth? By my count, its about 13. So should they just not be allowed any perks? If so, what do you do about the other 9 free perks they get? You could make them move slower, or make gens take longer, but but what percentage. How do you calculate what you need to do to fix the problem? Also, anything you do to buff killers to deal with SWF hurts solos.


    The best solution is to buff ALL survivors so that using discord is not a massive benefit over solo survivors, then buff killers to compensate. So much of the fundamental design of the game is based on information. Look at how many survivor perks do nothing but provide information about what other survivors are doing or seeing.


    And if you go about "nerfing" SWF, then all it does is make people not want to play with their friends. The reality is, not every SWF group is a depip kill squad. When i play with my friends, they are terrible at this game and can't run the killer for more than 10 seconds. But i still play with them because it is fun.

  • @perezkarlo37 said:

    Most SWF, even if toxic or not, are normally try hards and giving them the same resources (perks, item slot...) as solo survivors can increase their toxicity, and I thought their comunacation was more valuable than anything else.

    How about when playing survive with friends the members of the group lost the ability to have one or two perks? Something like that.

    LISTEN: THIS IS AN IDEA, NOT A RAGE OR VIOLENT DISCUSSION POST, PLEASE DON'T EXAGGERATE THE ANSWERS.

    This will not work.


    The only way to fix SWF, is to buff solos with more information. Make it so all survivors see the aura of all other survivors all the time, make kindred a baseline perk. Give a totem counter etc. Then you buff killers to compensate.

  • @Mhew said:

    I'm sorry but you can't force me to stay in a match against Freddy. Is the only killer which i suicide at the first hook. He's so broken.

    You signed up for it when you queued up as a survivor to go against any of the killers released so far. If you don't like Freddy that much play KYF instead and establish your own rules there.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364298#Comment_1364298

    Except the games you listed are balanced games with casual AND ranked modes

    dbd is too unbalanced and RNG dependent to be in any way competitive, it’s a party game through and through

    suiciding on hook is perfectly valid

    Those games have casual modes that are wildly unbalanced, and they still ban you for leaving them.


    DotA has turbo and ######### modes, which are extremely ridiculous and completely unbalanced. You still get banned for leaving games.

    LoL has similar modes like ARAM and AURF (when it is on) that have ridiculous balance issues that also ban you for leaving the game

    CS:GO has a casual mode as well that is specifically designed to allow you to come and go as you please.

    MMOs also allow you to do so if you play with your friends, but if you queue for a dungeon, you are expected to finish it.


    This argument that DBD is a "party game" is idiotic. If that is the case everyone would play KYF, because after all, it's a party game right? Party games are games that have very very simple rules and mechanics. Games like Mario Party, Mario Kart, Splatoon. Those are party games, because you can learn the rules for the game in a about 30 seconds. DBD has far too many mechanics and perks and little things like how to optimally play and run specific tiles that makes it far less casual and party than you know. People wouldn't put thousands of hours into a party game.


    Look what happened to smash bros. It started out as a "party game" but the community adopted it and created a competitive scene around it, so much so that later games (ignoring brawl) supported that idea much better.


    The other key difference in these party games, is that leaving one before it finishes, doesn't ruin the game for everyone else. In Mario Party/Mario Kart, they have AI that can take over, and there are also 8 players in a game. It's also not a team based game. I'd argue that even splatoon should have some punishment system, because it is team-based.

  • @clem1710 said:

    I love this killer, you devs did an amazing work with him, but please explain me why his yellow and green addons are good, while his purple and pink addons are absolutely useless (only the iridescent seal of metatron is good).

    That makes no sense. Rarest addons are supposed to be the best.

    This has been par for the course for a while. Demo and Pig's best addons are the brown ones. Deathslinger's best is a green and yellow one. Nurse's best addon is a green one. Ghostface's best one is a green/yellow (arguably the green one isn't even needed)


    The only ones at this point who actually have good iri addons are huntress and clown.

  • @Kagari_Leha said:

    Well, it's been a few months I didn't post on the forum, but now I feel like I have to talk about it : The rift is completely destroying my enjoyment of the game, and possibly, deteriorating my mental condition.

    See, I love the game, it's been more than a year that I play it, and I just love it, and it's very painful for me to admit it, but since the rift was implemented, I started to get more and more anxious. I always was the type who's really obsessed on collecting stuff (collectathons are my nightmare, hello Mario Odyssey) and DbD doesn't make exception. I'm okay with buying only a few and select skins for my characters, it doesn't matter so much too me because I know my financial limits. But with the rift that changed, in an unhealthy way. Since the rift contains a lot of cosmetics, and for a low price, of course I bought it, and I did the first rift without a problem. Then the second one came, and I struggled more to finish it. And then this one came, and this is where it became a lot more messier.

    I really, really started to struggle, even if I never had this much free time because of the quarantine, I started to really feel how slow it was going, and how terribly long some of the challenges were to do because of diverse reasons (character I'm not used to, terrible perks to use, very grindy stuff). And this started to really hurt me, like, for real, I started feeling bad playing the game like usual, because I felt like I should be more efficient, grind more, do that stuff, gain that experience, and it started having repercussions on my personal life too, as I would start to feel bad randomly because I would not be playing the game, and in a vicious cycle, if I feel bad, I can't play games, so I feel even worse because I'm wasting time not doing anything when I could be grinding the rift. It's messing with me so much I started feeling awful for days, and couldn't play for days, and then when I came back and tried to catch up on my late, playing 6 to 7 hours a day, I would feel even worse, and my matches were feeling even more unsatisfying, and I couldn't complete any challenges, and here we go, with 19 days left, and yet I'm only tier 35.

    You could say to me "Well, in that case, don't buy the rift" but as I said before, it's, like, a lot of stuff you get in it, and it almost feels like an obligation to me, because I got my money back during the previouses rifts, and stopping to grind makes me feel terrible because that would basically mean I just thrown my money away, even if it's to support one of my favorite games, admit it doesnt sound really good. Even taking a break from the game makes me feel bad, and if I try to return to the game while I feel bad, it makes it just worse. I know I'm the obsessive type so I'm used to being focused on something, but this truly makes it terrible for me, having to farm for my collection, and knowing that if I can't get to the end of it, it will be gone forever. Plus, I don't have any friend who enjoys the game, so I could at least spend that time with them and feel a little less lonely while playing it (and less frustrating to run in solo-queues as survivor).

    So yeah, I love this game, like, I got 2k hours on it, but since the rift is there, it's been awful to play for me, and it's having consequences on my health, and I fear I'll have to just stop playing it because of it. And I'm thinking about the future too, what about when I'll have a job again ? How will I be able to complete that rift if even now, with 6h per day on the game, I'm still struggling so much ? And I won't have the financial capacities to throw my money for tiers neither. If any dev happens to read it, please, I'm not asking you to give me unlimited free rifts and tiers or whatever, I just ask you please, make it less long, or less grindy, because it's really hurting my experience and I think (even if I hope the contrary) that I'm probably not the only one, to feel like they HAVE to grind it and spend their whole day on it. It's just hurting people who enjoy the game, and want to support you, but the length, the hard and long challenges, and the grinding changes the game in a pure anxious and stressful experience for me.

    I work 10-12 hour days (from home right now) and have a young kid, so i can't play the game until after she is alseep. I get to play the game maybe 2-3 hours a night. And i still am currently level 65 in the rift even though it is about to be over. Add on the fact that i also play other games like valorant which has a similar battle pass, to which i am almost halfway through as well.


    it is not hard to max out the rift. You literally only need to get a single level per day, which can easily be done with an hour or 2 of play a day when combined with doing a challenge or 2.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364292#Comment_1364292

    The devs have already addressed this idea directly on the last Q&A basically saying they never have in the past or present, and most likely never will consider this a potential change in the future.

    Besides, this is a clear over-exaggeration from veterans and other clearly experienced members of the community who have become desensitized to what is actually going on in the game. I have seen so many new players especially from videos back in 2016 freak out when they realize they need to struggle for their lives. Which is the appropriate reaction, that's what it is intended for new players to feel like.

    And yes, I've also seen new players like xQc who are not impressed by the feature at all and roll their eyes at it, in which case the solution should be to make that aspect of the game more interactive and intense, not by removing it completely.

    Except after the first 5 times it happens to you, it wears off, and becomes a chore. I understand their reasoning, but it's a gameplay thing. For gameplay reasons, it's just not fun, nobody likes it, it damages my spacebar, and my hands, people with physical disabilities can't play the game because of it. And most of all, it adds nothing to the gameplay itself beyond those first couple of games.

  • @I_am_Negan said:

    You can't force people to stay in a match they don't want to play

    If my team is doing nothing no gens are getting done and the killer is circling around the hook clueless on what to do why should I stay in the match?

    They did it with DC penalties, and i'm tired of hearing this argument.


    Name a single other multiplayer game that allows you to sucide/remove yourself from the game while playing ranked.


    DotA

    LoL

    CS:GO

    Rainbow 6

    Every MMO


    All of these games have punishments for leaving games early or intentionally "feeding" (killing yourself on purpose) some of these penalties are extremely hefty. DotA/LoL/CS:GO will actually ban you for several days for doing it, and if you keep doing it your ban eventually escalates to permanent.


    The moment you queued up, you signed up to play a game of Dead by Daylight. If you don't like the game or can't finish it, don't queue up. If you don't like how solo survivors play, play with friends. When you queued up for a solo queue game, you signed up for it.

  • @Seiko300 said:

    I'm seeing a lot of threads crop up with a lot of comments frustrated about survivors killing themselves right away on the hook, and it confuses me because there's a pretty simple solution to solve this problem (which I'm not sure people have discussed because I'm not reading through a full 5 or 3 pages of comments on multiple threads)

    When a survivor gets hooked initiate a hidden timer that the system keeps track of how long a survivor has been hooked. If a survivor hits second state and stops struggling before 10 or 20 seconds have passed they get hit with some kind of punishment, say a subtraction of 5000 bloodpoints from your total earned that match or something.

    My first thought was hitting people in BP but the punishment for doing this could literally be anything, it could be treated exactly like DC penalties if the community requested in worked that way, preventing people from queuing and playing again until a certain period of time has passed.

    The timer itself is also subject to any kind of change I just suggested 10 or 20 seconds because it's a short time period meant to deter / discourage / stop players from letting go immediately as soon as possible. But it could be something longer like 30 seconds

    Hell, create a big penalty on letting go right away or quickly after, and a small penalty for letting go at any point before you would have died naturally. Survivors should be fighting to stay alive for as long as possible, providing more incentives like increased BP for doing so is also a good way to combat this issue.

    They should just remove the struggle mechanic, as it solves this problem. Everyone already hates it and its pointless, its probably the worst part about playing survivor.

  • @bm33 said:

    Just remove the cage aura. Killer knows survivor is across map but not the exact location. It will cut down on the tunneling.

    Cage spawns are always the same, its pretty easy to learn them and know where the cage is going before you even do it.

  • @Orion said:

    It's a glitch due to last-second switching that you can technically abuse (exploit) to your advantage.

    I'm gonna go with no on that. It only affects the end screen, also i wouldn't last second switch if survivors would stop cheating and exploiting the issue that allows them to see what killer i am. Have fun using calm spirit against my Nurse, or stacking medkits against my legion/plague you thought was an oni.

  • @tippy2k2 said:

    Using the cage has its own risk/rewards for the killer but when it comes to tunneling, using the cage seems like a bad idea.

    This is of course anecdotal but I have found that way more often than not, the survivors can get to the cage before PH can. Hell, I've had the cage spawn feet away from me as a survivor; I had them uncaged and healed before PH could wander across the map.

    I don't tunnel but if I did, I'd think I'd rather use the hooks and know exactly where my victim is than to roll the dice and hope that I can walk across the map before the other survivors get to the caged person. BT/DS will save a tunneled victim a hit (two at the very most if they happen to get both perks at once) but if I'm a true tunneler, I'll just keep going after them.

    I have been playing PH nonstop since he released, and its pretty easy how fast you learn the cage spawns. I can generally figure out where someone is going to spawn before i cage them and usually can get there in time. Regardless of if someone beats me there, while running sloppy i can usually beat them to the heal. And even if i don't other survivors generally throw themselves at me to prevent me from tunneling most of the time, which means they aren't doing gens.

  • @CaptainNapkin said:

    The new killer, being The Executioner, is a pretty fun killer when put on paper, but when put into practice, is absolutely pure chaotic evil. The killer's "Cage of Atonement" allows it to bypass Decisive Strike and Borrowed Time, though, at the expense of not being able to use Barbecue and Chili or Pop Goes The Weasel.

    Usually, one of these Killers will immediately book it to the Cage once a survivor is in it, making it incredibly difficult to make a safe save unless the cage spawns directly next to a nearby survivor or the Killer paths poorly. This makes the game boring for the survivors involved as the savior is usually not chased, while the uncaged person is being chased so that Decisive can be ignored.

    The reason behind this may be because some the Devs want survivors to use different perks besides the current Meta Perks to change the game a bit, but I want to see opinions.

    Should Pyramid Head be changed to better suit non-tunneling playstyles or other playstyles, or should he stay the same?


    Stop playing with your fake "rulebook"

    http://www.sirlin.net/ptw

    Honestly as a survivor i enjoy getting tunneled. Means i got into their head, and i get to play the most fun part of the game, the chase, and not sit and hold m1 for 80 seconds.

  • @Customapple0 said:

    This should be bannable. It might not be holding the game hostage but it is griefing. Stuff like this, although rare it ruins the experience for survivors.

    So does camping/tunneling, are those reportable now?

  • @Dragonnoid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1362371#Comment_1362371

    How is that not taking the game hostage? He literally took away my entire ability to do anything the entire game.

    Because the game can still actually end, personally i'd argue the other survivors are holding the game hostage by not completing their objective.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1362371#Comment_1362371

    Is bannable. Killers cannot keep a survivor hostage like that until EGC has started.

    It was a big debate about two(?) months ago, and Peanits gave the official answer that a killer body blocking a survivor in such a way is only allowed after EGC has started.

    If I can find the post I'll quote it here, but it's past midnight and I don't feel like searching for too long.

    So what is the time limit then? Can i body block for 60 seconds to deal with DS? Is that holding the game hostage? the problem here is the definition. They can take whatever stance they want because it is their game, but i disagree with @Peanits because there is no hard line. Exactly how long am i allowed to body block for? What if its the last gen, and they are about to do it, and i'm waiting for NOED?


    Also the context on that post is minimal at best. Did the killer do it after the last gen completed? I'd argue that's a pretty fair time to do it, at that point the game is basically over and it's up to the survivors to end the game. Maybe the survivors 99'd the gates, which would mean that hitting that survivor would result in them escaping.


    If BHVR really wants to stop this they need to do it with game design. Make it so the killer can be walked through after they have body blocked someone for X amount of time and not try to enforce arbitrary rules that, unless i read the forums, i have no way of knowing if it is against the rules, because the game physically allows me to do it.

  • Not bannable, your teammates could complete the game and finish it. Holding the game hostage is only if it is impossible for the game to end based on your actions.

1 … 118 119 120 121 122 … 127