Reinami
Reinami
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- Reinami
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423646#Comment_3423646
even then you're not always gonna be able to make sure you're at a pallet, and even if u do the killer can swing w timing to down u in between the dh and the pallet drop, which ive found to be way more realistic than i had thought tbh
Right, so then it becomes a 50/50. Are they gonna dead hard, or keep going and drop the pallet? Also, we are talking about good survivors, not ones that hide in a corner and try to run a z wall. They are always going to make sure they are by a pallet.
So, if dead hard becomes a 50/50, that means 50% of the time it works, and 50% of the time it doesn't. And like i said, at minimum, if you don't do anything, just hold w, it adds 14 seconds to a chase. Now if you factor in you can use pallets and stuff, you are easily extending a chase far beyond what it can do. This is why it was problematic. You run a chase, and the first chase is extremely important. If someone just holds w, it takes ~57 seconds to down the survivor. 29 to find them and hit them the first time, 15 to hit them the second time. 5.7 to pick them up (2.7 attack cooldown + 3 second pickup), 5 seconds to walk to a hook, 1.5 to actually hook them. Now if you dead hard, you add 14 seconds AT MINIMUM to that chase 50% of the time lets say. now that 57 second chase just became 72 seconds. You will not physically have time to walk to another survivor even if ou know exactly where they are before 90 seconds happens.
Meaning you will definitely lose 3 gens now. So 50% of the time you should just immediately lose the game unless the survivors mess up badly and you play like an absolute scumbag because you guessed wrong once?
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423571#Comment_3423571
That is IF it's a successful dead hard , which is not guaranteed. So to say that's the bare minimum dh gives you in general is just, nah
It can still be used near a pallet to basically guarantee either a successful dead hard, or a pallet drop.
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@brysoles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422960#Comment_3422960
So I guess it’s fun for you to start like this, get hooked within 10 seconds ingame and most likely get tunnelled? Sure but as someone who plays nurse as killer it’s the perfect scenario if a survivor spawns next to you. No afford needed. :)
You don’t want to understand my point. I don’t complain about Bering the first who gets hooked or even when I get downed 10 secs ingame it’s okay as long as I don’t start with heartbeat right next to the killer. THAT is what I compare about: the spawn point. It doesn't matter if I play survivor or if I play killer but in no scenario a survivor should ever spawn right next to the killer. Near, yes absolutely okay but next to them, no.
It doesn't matter, the point is, you queued for a game that involves 4 other people. And your behavior is ruining it for those 4 people, because you, the 1, are pissed off. That is a you problem. And you survivor mains always talk about what is boring. Hit and run is boring, tunneling is boring, ruin undying is boring, 3 gen is boring, getting chased is boring, not getting chased is boring. Like what in the hell do you want? If this game is so boring why do you still play it?
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414425#Comment_3414425
"Bare minimum 15s" SKILL ISSUEEE
If a survivor successfully uses dead hard, and just straight holds w in in a straight line, and doesn't use pallets or windows, they gain 14.4 meters of distance during the killer hit cooldown. The lunge distance on a killer is 6 meters, this means they need to close a gap of 8.4 meters. The killer moves at 4.6 (average) survivor moves at 4.0. This means that the killer gains 0.6 meters per second when chasing. This means to close the gap of 8.4 meters, it will take the killer 14 seconds. So, ok, i was off by one second. But nobody swings at max 6 meters anyway because of reaction time.
So even in the absolute perfectly timed scenario, it adds a minimum of 14 seconds.
What was your point again?
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@brysoles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422664#Comment_3422664
You're wrong but as someone with a nurse pic I don’t blame you for thinking that. Idc if I get terror radius or heartbeat ~10 seconds after the match starts but there’s a huge difference if I get it after a few seconds or if I SPAWN with heartbeat (and not just terror radius!) like what’s your point?
My point is, you are ruining the game for everyone else because you don't like how things are going. That is pretty immature and childish. And is exactly why they need to be far stricter and start enacting game bans for people who DC constantly.
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@MikeyBoi said:
I wanna play survivor for more then 3 games in a row where I don’t see a boring sloppy hit and run Wraith player 😴😴…As for Hillbilly I have to agree, we need more Billy players but unfortunately he just takes too much mechanical skill for most to take a liking to especially in higher levels of gameplay.
Sidebar.
What playstyle would NOT be boring to you?
1. Camping is the most boring thing
2. Ruin+Undying is the most boring thing
3. Slugging is the most boring
4. Anti-loop killers are the most boring
5. Tunneling is the most boring thing
6. 3-gens are the most boring
7. Hit and run is the most boring <----------------- you are here.
8. Killers Pressuring gens is boring
9. Anti-Healing is boring
10. Killers even playing the game is boring
What style is not boring to you?
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@Mushwin said:
I see a trapper, billy and wraith and get a little hyped, I miss seeing more of the old killers, some of them need a buff, poor trapper certainly does, I guess when enough is enough? do some killers and even survs need to be archived? With survs I see it different, most use old survs to the new ones or faves from licensed chapters.
Everytime i play trapper or billy i get sent to The Game with 4 survivors using BNP who teabag and call me "baby trapper" at the end and talk about how trash i am and how i should kill myself.
And then you wonder why i don't play trapper?
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@Senaxu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422731#Comment_3422731
So you think it would be easier for the developers to replace a player who had a DC with a bot and if this player should then be interested in returning to the game, replace the created bot in order to actively participate in the game again..
.. THAN ..
..the distinction whether the DC'd player had previously pressed the "Leave Match" button?
Of course that would be amazing :D
Ok, so lets say they made this distinction then. So now, when i want to leave the game intentionally, instead of clicking the "leave" button, i just disconnect my ethernet cable, or turn off wi-fi. So now i disconnect because my "internet" went out, but i'm actually intentionally disconnecting.
The point is, it is not possible to tell the difference between a legitimate connection issue, and someone intentionally pulling the plug.
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@caro99 said:
So I’ve been playing DBD for a little over 2 years and I was never the type to DC because what’s the point! You join a game and expect it to go your way all the time, then you throw a fit and DC because it doesn’t. I completely get why they put a penalty on people who DC on a regular basis, but over the past two days my game would freeze and it would say I lost connection it’s happened so much so that I’ve reached an hour penalty. So my overall point here is I’d really hope they can find a way to tell if it was an intentional DC or not.
I love the game and I plan on getting an extremely long ethernet cable to run from my room to the router, but it sucks for people who don’t have that option.
Also I’m not so sure it’s my Internet I mean I can play other games fine like Rainbow 6, or Friday the 13th, even grounded and if my internet acts up I’ll lag but no major disconnects and lagging is rare for me.
Its not possible to "tell the difference" between an intentional DC and an unintentional one due to internet. I'd argue that it doesn't matter either, because both still ruin the game for everyone involved. And if your internet is not stable that is up to you to figure out and stablize.
@Vhillain said:
The true fix would simply be the option to reconnect to ongoing games, people who disconnect are replaced by a temporary bot player that will play the remainder of the game for them as a bot would, and they will be unable to leave lobby until the game is over, given only the options to reconnect or wait. if the player reconnects they will replace the temporary AI and continue with whatever is left (provided the bot didn't die). If they do not reconnect to the game they suffer a penalty. Obviously there would have to be limitations to this to prevent people from reconnecting last second after trolling their team and dodging the penalty, but it would solve a majority of issues if players who legitimately DC for cases out of their control could reconnect instead of being forced out and into a matchmaking penalty, as well as their team being automatically punished because their net hiccuped for one second.
This is the correct answer. The best solution is to allow people to reconnect to the game and make them be replaced by a bot. And then when you DC you are unable to start a new game until the old game is over (even if your bot dies) as punishment (or after a short time limit, lets say 10 minutes, in case its due to someone holding the game hostage).
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@brysoles said:
I’ll be honest: If I start the match with heartbeat (happens every ~5 matches) and I get downed within seconds ingame I don’t wanna play. I don’t even try when the killer directly chases me 2 seconds after spawning. I can’t remember spawning literally next to the killer was a thing in the past. Last week I had a match where I saw the huntress in the camera animation at start. Nah thanks.
So what you are saying is, when the game doesn't go your way for even a second you get pissed off and quit because of it? Pretty mature.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422074#Comment_3422074
The majority of the community seems to truly believe letting killers know of SWF before a trial would absolutely lead to mass dodging, as do I. And that would hurt queue times badly, and trash the matchmaking system too.
Did you just miss the second statement i made or are you just willfully choosing to ignore it?
Also, why not try it out and see what happens for a weekend like they did with bloodlust?
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@TonyXSplash said:
The whole community agrees his add-ons are unfair and need to be looked at. This killer is ruining the game with his unbalanced add-ons. Can we at least get a confirmation of when his add-ons will receive rework.
Should the game be balanced around/for:
- The average Player
- The High level players (top 1%)
- The best of the best players (top 100 players ever)
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@Annso_x said:
I mean besides the numbers probably being too high, would the bonus be seen only after the game? Because if killers can see they're going against a swf before the game it's going to turn into a dodging feast I'm afraid.
Otherwise this doesn't seem like a bad idea, but I'm not sure why it would be implemented in the first place, it's not like killers are complaining about SWF bc of BPs (unlike survivors who get facecamped or tunneled and don't get any compensation for the time they earned their team). I feel like this would be implemented to encourage ppl not to dodge if they knew they're going against a swf, but because that's not the case I don't really see the point tbh, but I wouldn't mind if it was implemented.
They should show SWF in lobby, it wouldn't create the dodgefest you think it would. If anything it would be a boon to solo queue, because if i see 4 solos in a lobby, i'm likely not going to sweat super hard and play out a more fun match. But if i see a SWF i know i probably need to bring my best stuff. The problem is now, i don't know if they are a SWF so i just sweat and bring OP stuff all the time, because i know if i don't and they turn out to be a SWF, i'm done for. So i play hard until i "guarantee" a win by getting someone out of the game fast, then i can play nice.
Additionally, if it DID create a dodge fest, they can prevent that by giving you a dodge penalty before you can queue again that increases over time similar but separate from the "DC" penalty.
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@I_CAME said:
Just do what everyone else does and immediately give up when you realize it's a Skull Merchant. Going next is always preferable to playing against a Skull Merchant. Survivor rewards are so low that there is absolutely zero reason to ever waste your time playing against her.
If you do that on my team you are getting reported and a ticket filed for failure to participate in normal gameplay along with a recording.
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@HoodedWildKard said:
Man killer mains ######### up. Complaining so hard about DH. Now literally every surv is running lithe, SB or balanced landing and it is annoying af.
You know what I liked about DH? You could counter it, SO easily. You can't counter any of these other exhaustion perks and it is driving me up the wall.
Whereas with DH once I figured out who had it, it was the easiest perk in the world to counter. And now I've got uncounterable speed boosts in practically every chase. Love it.
Every other exhaustion perk has a reliable way to deal with it. Dead hard is the only one that created a bad gameplay loop where you get close to a survivor and literally can't attack because you have to "bait" the dead hard. No other perk in the game destroys the main gameplay loop like that. How silly is it from a gameplay perspective that the massive horrifying killer is in range to strike the survivor, but they both have to play this stupid little dance waiting each other out until they think they got the timing right?
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@Qnikudo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418556#Comment_3418556
No problem... I have already done level 2 3 and 4 at the beginning of the tome... And it's a little mistake...
Is there somewhere you can access the layout of the later levels already? If so that would help me in the future for planning these, means i can write them all in advanced. Feel free to DM i guess if you can't talk about it here.
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@Qnikudo said:
Your roadmap
https://us.v-cdn.net/6030815/uploads/UUGTB4TFQUGT/capture-d-e2-80-99-c3-a9cran-28230-29.png
My improve to save 10K more
https://us.v-cdn.net/6030815/uploads/7SL9XS66PCO0/capture-d-e2-80-99-c3-a9cran-28231-29.png
Thanks for your job
I had this exact one and must have miscounted because it came to less. Probably counted the blindness one as a 25k, thanks! i'll update OP with it when i get a chance.
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@Wilx said:
Would it be possible for one or two of the Devs to show us how to play solo queue at the moment? Since the update, many matches have been virtually unplayable. It would be great for Devs to prove to us that it's a skill issue and nothing more..
No shade to the devs at all and i mean this with the utmost respect.
Some of the devs in the past and probably currently stream on twitch. And they quite frankly, are really really bad at the game. I'm not sure if he is still in charge of it, but look up almo on youtube. He has had a number of questionable takes on game balance and it seems clear that it is due to his inexperience in the game. Again, i say this with the utmost respect, there is nothing wrong with not being good at a video game.
Because of this i don't think you'll get what you are looking for even if they did this.
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417659#Comment_3417659
... What? Firstly, where did you get that, secondly, I literally made these points using the EXACT DATA you so triumphantly touted. And, again, I reiterate, who bloody cares what his kill rate is?
Ok, so again, Lets say we all agree (which i don't think is actually true) with the original premise that demo is UNFUN to go against (not necessarily too strong).
In what world would BHVR every make a change to demo when in the current state of things:
- Demo is relatively balanced, albeit slightly underpowered.
- BHVR has a history of taking years to do anything and there are things that have been broken and need changes much more than this.
- Demo is no longer purchasable in the store, so over time his usage will go down until it it is extremely extremely small (unless he comes back which is unlikely, and even if it is, that is when they could go and make changes/reworks as a way to hype the return)
Also, if he is unfun to go against, and given that you mentioned like half a dozen other killers that you lump in the same category, i would like to ask you. Which killer do you think is the MOST fun to go against?
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417655#Comment_3417655
omg just re-read my previous replies, killers not hearing well during chases is an intended mechanic, if an accessibility setting is implemented (which of course would be a good thing), it would reflect that.
Also what are you trying to argue rn (genuinely) ? bc it sure sounds like you're using disabled ppl as an argument against an accessibility setting, which I'm sure you understand is a very backwards thing.
Accessibility isn't an us v them thing, stop trying to make it be. If your issue is actually the lack of accessibility for killers, then go advocate about that instead of arguing about how unfair an accessibility setting bc it came sooner for one side and agreeing about people who claim it's a buff.
Edit: Just noticed your edit about shadowborn: you do know HoH & deaf people relied on Spine Chill before the accessibility setting was implemented ? And now you're complaining against the thing that fixed this problem bc the same problem exists on the killer side ? Like what ? I genuinely can't tell if you believe I don't want accessibility settings for killers (in which case I assure you I do) or if you just use accessibility & disabilities to fight about "us v them" when it's clearly not the place or time.
My point is, anytime killers ask for accessibility features for, i dunno maybe DEAF people WHO CANNOT HEAR ANYTHING? Or for dealing with motion sickness. The answer is: "Well, no, for balance reasons" so i guess deaf people can just go away and not play killer, and people who get motion sickness should have to use a perk forever.
And yet here is this thread discussing an accessibility change that was made for survivors that is an obvious buff to them but everyone seems to think: "its fine because accessibility is important"
Which i agree with, but why can't killer get some of these things too?
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417626#Comment_3417626
I ignored the data because it has no relevance to the conversation. Not only are kill rates from from a be-all-end-all, especially in a game like DBD where the matchmaking system is piss-poor and luck and loadouts often have just as big of or even a bigger influence on the outcome of a match than killers or actual skill, but just because other killers have higher kill rates does not change the fact that I greatly dislike going against Demogorgon on account of how annoying he is both to be chased by and to engage with in a 3-gen scenario. Just because some other killers are broken messes doesn't make me enjoy Demogorgon more. "Strong" and "unfun" are not synonymous; hell, Trickster gets nothing but hate even though his kill rate is the lowest in the entire game.
By your logic:
-I should absolutely despise going against Billy, Pig, and Myers, because their kill rates are higher than Demo's
-My most hated killer should be Wesker because his kill rate is the highest
-Dredge, Plague, and Wesker are all in more dire need of "prioritization" because their kill rates are higher than Nurse's at the top 5%
You can't honestly think that demogorgon is anywhere near the top.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417622#Comment_3417622
lol please do elaborate on how hearing impaired people getting access to information all other survivors already had is unfair because of an intended mechanic that works as intended...
At some point you have to understand an asymetrical game is, in fact, asymetrical. It's like crying about killers being faster than survivors or saying Boons should be broken permanently bc Hex do.
The only biased people here are the ones complaining about accessibility settings bc "boohoo why did survivors get something but killers didn't"
Should hearing impaired people not get access to the same kind of information just because they are playing killer?
How about people who get motion sickness and have to use shadowborn? Are they stuck to using 3 perks too? When are killers going to get some accessibility issues addressed on their side?
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417578#Comment_3417578
Also, your argument quite literally is whataboutism. The very spitting image of whataboutism. Your response to me saying "Demogorgon is oppressive and unfun to play against" is "But what about Nurse?"
Yeah, Nurse is strong. I still hate going against Demogorgon. Way more than Nurse, in fact. Your whataboutism does not invalidate anything I said.
I like the part where i showed you the data, and you ignore that and continue attacking a different point. Pretty sure that's a different logical fallacy.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417570#Comment_3417570
Chase music is louder for killers to give survivors a chance of mindgaming and escaping, which they can't do if the killer hears their grunts through walls. It's been explained before and it was implemented on purpose, while survivors not being able to hear the TR bc their setup sucks or they have hearing difficulties is, in fact, not a game mechanic 🤯
Survivors who are now able to be aware of the TR as much as survivors are supposed to isn't a buff, while killers being allowed to turn down (or off) the music while keeping the sounds the music is supposed to cover would be (unless turning the music down also turns down those sounds, but then might you as well just turn your own volume down...)
Now if you want to advocate for accessibility on the killer side to have visual clues to represent a sound they're supposed to hear, then sure it should be implemented, but it wouldn't be a buff either.
Ah ok, so you are just biased then.
Thanks!
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417569#Comment_3417569
Examine yourself. Do you have any more of an argument beyond fallacious whataboutism?
Also, it isn't whataboutism, it is quite literally prioritization. The devs have shown for years now, that despite being a company with like 1k employees, they can't ever do more than 1 or 2 things at once. And most of the time, that is delegated to releasing a new killer, and then balancing the new killer in the following patch. Midchapters are relegated to changing like 6 perks, because god forbid they make more 3 changes to the game at a time. Rarely do we get a small addon pass with some killers, and we get like a total rework once a year maybe.
Once every 2 years they decide to actually do something and make sweeping changes, but we probably won't see that for another year or so at this point.
The point is, prioritization is important. And there are far far more things that are more important to change, than to change a killer who is arguably underpowered (and maybe unfun in some people's eyes) that isn't actually available to be purchased in the store anymore, and will overtime fade into complete obscurity.
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417569#Comment_3417569
Examine yourself. Do you have any more of an argument beyond fallacious whataboutism?
Yeah i do, the data.
@McDoobz said:
In June, we brought major changes to the game. At the time, we stated that one of the main objectives behind the meta-shifting perk overhaul and base gameplay changes was to improve the overall kill rate (how many Survivors are killed each trial, on average). As stated in our most recent stats post , we did achieve that goal and as you’ll see in the below graphs, the kill rate continues to hover around the 59% to 61% range (up from a 51% to 53% range).
In the context of this new meta, many of you have been expressing that you’d like to see where each killer’s kill rate now stands. So, we’ve compiled the most recent data to share with you.
We’ve created two charts to help you visualize and analyze these stats:
- The first chart represents the kill rate broken down by killer, for all players (all Matchmaking Ratings), for the period of September 2022.
- The second chart also represents the kill rate broken down by killer for the same period, but only for players in the top 5% MMR.
Some things to keep in mind as you consult these charts:
- We rounded up some of the kill rates to make the charts below easier to read (only values ≥ 0.95 were rounded up). Scroll past the charts for exact kill rate values for each data set.
- It’s worth noting that many factors are taken into account when it comes to balancing killer powers and character perks, not only data.
- As always, we are monitoring our overall game balance on an ongoing basis and taking your feedback into account when evaluating whether or not design changes should be made. So please keep sharing your thoughts and experiences with us! We read you daily and relay your feedback to the appropriate people on a regular basis.
https://us.v-cdn.net/6030815/uploads/GOYEKDMA1XC3/microsoftteams-image-2873-29.png
https://us.v-cdn.net/6030815/uploads/QBAVCNOU4QO5/microsoftteams-image-2875-29.png
EXACT KILL RATE & PICK RATE VALUES BY MMR
https://us.v-cdn.net/6030815/uploads/LRXX3PMFOM90/tablekr3.png
We hope you enjoy studying these numbers as much as we do!
Until next time...
The Dead by Daylight team
With "Average" players, demo gets a 55% kill rate and a 57% in top tier games, the devs balance for a 60% kill rate. You can disagree and think that it should be 50%, take that up with the devs. But even if you think that is true, look how far down the list demo is compared to every other killer.
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@NotAnotherDoctor said:
I would love to see a "ban killer" option, I'm not too familiar with League of Legends but I am aware those gamers can ban someone they don't wanna go against.
While I'd love to see something like this come to dbd it'll never happen because no one would want to go against blight or their sweet precious nurse that they care so much for.
If this was the case, then each survivor would get a ban, and you'll just never end up seeing:
Nurse, blight, spirit and "insert other meta killer here". And everyone will just be stuck playing the "5th best" killer. Unless you propose somehow the team of survivors only gets 1 ban. In which case you'll just never see nurse and instead see more blights.
Also it would heavily heavily effect matchmaking. I personally wouldn't mind this if they:
- Actually balanced the game for so many of the trash m1 killers
- Reworked Nurse
- Nerf blight addons
- Made it so you can change killer in the lobby and have it work off of a draft/ban system
- Made it so survivors can't shift+w and predrop pallets (goes with buffing m1 killers)
But those things will never happen.
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@adsads123123123123 said:
How is it possible considering:
- each gen takes 90 seconds
- there is walk time and time to find gens
- Hex Ruin and Thana were slowing gens
- killer was disrupting survivors
- a survivor was slugged half of the time
- survivors were doing tapes
- Only 1 BNP and toolbox
The gen speed to chase ratio IS a problem, but this is a poor example of it for many of the reasons people have pointed out.
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@Seraphor said:
So a good pair of headphones is also a major buff?
As someone who regularly plays DBD with headphones, the TR isn't hard to discern, and the only time it's ever drowned out by other game sounds, is the sound of a sacrificed survivor being pulled up by the entity.
TR shouldn't be hard to discern, it shouldn't be blocked out by any sounds, including that one. There's no reason why one survivor should be able to hear it better than any other for any reason, whether it's their own gaming set up, or their hearing ability, or their choice of background noise. The Visual Terror Radius is that equaliser.
Sounds good, can we make it so you can turn down chase music now? Or is sound only important for survivor?
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417516#Comment_3417516
It takes 0.65 seconds to hit minimum charge and 1 second to hit maximum, and you don't start slowing down until you hit minimum charge. If you're actively holding it to bait something out, then you're either zoning and will only need to hold it long enough to get the bait you want of not vaulting a window or not dropping a pallet, which takes like half a second of holding out Shred at most, or the survivor is actively juking, and at 96.25% movement speed, doing anything other than running in a straight line directly away from you means you're getting free distance.
Outside of that, there really is no reason you should be holding it for any considerable length of time. If you're actually going for a shot, you should be making a prediction to how the survivor will react rather than holding it for so long, and while that does have some skill, compared to most ranged attacks in this game the prediction is a pretty basic toss-up with a very forgiving hitbox.
Let's use shack as an example. Shack is the go-to hypothetical. You're at the door where there isn't a pallet, and the survivor is running towards the window. You pull out your Shred. Either the survivor vaults the window and gets Shredded because of animation lock, or they juke into you, and you just exit Shred and M1 them. If they run towards the pallet, if they do anything other than predrop the pallet, it's the same story, and even then Shred breaks pallets very quickly so you lose only a small amount of distance, especially if you have Barb's Glasses equipped.
Shred is a very strong and easy to use zoning tool. And putting all this aside, even if the reduction in movement truly were all that bad, Rat Liver is a brown addon that can be run every single game without issue and completely nullifies the distance loss argument.
examine yourself. Why are you complaining about demo, when nurse and blight and SWF exist. Priorities
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416146#Comment_3416146
PT alone is never a problem, other perks alone also is not the problem, the stack of many of them is. I would be fine if BNP getting removed, or that Toolbox can only sabo hooks and cant boost Gens (but definitely a Brown toolbox should be able to sabo 3 hooks instead of 2.5)
Game would be much better if they just balanced around no perks or items increasing the speed that gens are done and reworking them all, and just make it not miserable basekit. Probably do the same for killer, heavily nerf/rework all gen regression perks and balance the basekit better. That way you can actually take different perks.
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@Ayodam said:
Devs said it’s because changing FOV provides a buff to killer’s abilities to kill, which makes sense, whereas the visual terror radius gives no advantage to survivor since it’s information they technically already have. Devs must be careful about adjusting killer gameplay mechanics in a way that inflates killrates because they don’t want them to rise above I guess 65%. They’re between 60 - 63% rn.
In what world do you think an extra 15 degrees of FOV and allowing a slider within that range is going to be such a massive buff to killers?
The only "buff" it provides is that you can see a tiny bit better in terms of scanning, and its harder for survivors to spin you. Spinning is only good against really really bad killers, and survivors don't actually hide these days, they want to get chased.
Better yet, why not test it out on PTB by just giving killers shadowborn basekit and see what happens? Or do a live test like they did with bloodlust and make it a checkbox in the options menu to give basekit shadowborn (for those who don't want to use it) and see what happens to kill rates.
Why be so scared of slightly tweaking a number that should be able to very easily be tested (there is literally a perk in the game already) to determine if it actually makes a difference so that people with medical issues aren't relegated to playing with 3 perks?
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@Jangles said:
WHAT?!?
SORRY I CAN'T HEAR YOU, CAN YOU REPEAT THAT?
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417079#Comment_3417079
Right, because playing as a killer who constantly moves slower than survivors vs. a regular 115 killer who only enters that speed for less than half a second is totally comparable.
Its more than that, the charge time is a second, and you aren't going to launch it literally at a second, because it is super super telegraphed, so you'll need to hold it for at least 2 maybe 3 seconds to see what the survivor is doing (unless you know they vaulted or you are trying to make a read on a pallet like shack or something).
The charge doesn't happen in a vacuum, you aren't charging for the minimum time exactly every single time. I generally need to hold the charge for at least 2-3 seconds to bait the survivor into doing something, or to cancel it. During which time they likely had time to round a corner if i guess wrong.
My point wasn't to compare the killers, my point was for you to see exactly how slow 4% slower than survivors really is. And playing nurse is the easiest way to do it, since i'm assuming you don't have demo otherwise you wouldn't be making such a thread about probably the most balanced killer in the game.
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@Sharby said:
I personally find it to be extremely unfun to play vs, especially in an uncoordinated team. And I've hated it even during the gen-kick meta. But I've seen several praises for it so I thought I'd have a directed conversation about it.
Before the dead-hard nerf, anti-healing builds centered around this playstyle were tolerable because if I had good timing I could force a 2-healthstate chase anyways. I know how to play injured and can usually hold my own even without DH.
After the nerf though, on certain maps, it feels so tiresome having a 0.1s window to react to a silent bell wraith 1-tapping you from around the corner. And its gotten to the point where I usually just go next after they hook me.
The only counter and probably the reason why the strat isn't viable in a competitive setting is just to have all 4 survivors spread out and communicate when they see the killer. This obviously rarely ever happens in solo-queue. And its super frustrating to just watch a team bleed-out from everyone being too scared to touch gens.
I do think the strategy should be nerfed, but only after killers are given an alternative meta. Which at present there isn't one, so I'm very understanding.
Thoughts?
I'm gonna repost something i posted before
1. Camping is the most boring thing
2. Ruin+Undying is the most boring thing
3. Slugging is the most boring
4. Anti-loop killers are the most boring
5. Tunneling is the most boring thing
6. 3-gens are the most boring
7. Hit and run is the most boring <----------------- you are here.
8. Killers Pressuring gens is boring
9. Anti-Healing is boring
10. Killers even playing the game is boring
Meanwhile:
JUST PRESSURE GENS KILLERS.
Exactly what kind of "play style" should killers do, that is a viable way to win, that isn't boring to you? Because at this point, it seems the only acceptable way to play as killer is to:
- Play a standard m1 killer
- Pick a single survivor, and chase only them, making sure to never use your power.
- Don't use any perks
- Once you down and hook that survivor, you need to immediately start running to the survivor that is the absolute furthest away from the hooked survivor.
- Then you repeat.
- But make sure after you hook the second survivor, that the 3rd survivor you chase, is not the one that saved the unhooked person (they might still be healing) but the 4th guy who has only been on gens.
- Repeat, making sure you do them in order, so nobody is eliminated from the game. Then if you actually make it to endgame, you can't camp the hook during endgame, you have to open the exit gates
- Then you have to let the other survivors save and body block, so all 4 escape, and then you have to let them teabbag you at the gate, you can't just run to the other end of the map and stare at a wall. You have to make sure you specifically WATCH them teabag.
- Also don't hit them to force them out, you need to let them teabag you for the full 2 minute timer.
- Also make sure you say: "man i suck really bad" and agree with them when they say "gg baby killer ez"
At some point, i think you need to examine yourself, and decide what it is you really want out of this game. Because there i so much conflicting information about what survivors want from:
- You need to chase more people
- You need to chase less
- Let us do gens
- Stop camping hooks
- Stop camping gens
- Stop proxy camping
- Don't defend hex totems (yes i heard this once)
- Pressure gens better
- Don't tunnel
- Camping in endgame is boring
- GG EZ killer couldn't get kills
Like for real, what the actual ######### do you want?
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@Remedicist said:
https://us.v-cdn.net/6030815/uploads/1NGYWB647SFX/screenshot-20230502-005443-twitter.jpg
Still doesn't seem like we'll be getting cross progression any time soon. I doubt any good news of it will come within the year either.
My theory is that the problem lies with Sony. Sony has always been content with keeping their playerbase only on their console. On the flip side, Microsoft has pushed for Xbox to be more of a platform than only a console, and has added cross progression to games like Sea of Thieves. I cannot speak on Nintendo as I'm not sure how lenient Nintendo is with cross progression.
This puts BHVR in an uncomfortable position where they could probably give cross progression only between Xbox and PC, but cannot do so with Playstation and PC. Therefore, I believe they refrain from doing this in order to avoid backlash from a specific side of the console playerbase and keep this matter fair from their point of view. However, this is just my speculation.
There's probably more to it than that. Personally if this was the case and it was a Sony or Nintendo specific thing but Microsoft/Xbox was willing to play ball... I'd implement cross progression and when people asked why it isn't there for playstation i would tell them that "We'd like to but Sony won't let us, so you'll have to take it up with them" as it would put pressure on them to actually allow it.
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@AetherBytes said:
What build do you use that you made and no one else seems to use (for better or worse), either survivor or killer?
https://us.v-cdn.net/6030815/uploads/26EUAGJKZ1EN/image.png
Pain Train Legion
- Pain Res
- Thrilling Tremors
- Dead Man's Switch
- Flex Perk
The combination of these perks creates some interesting scenarios. When you down a survivor, and pick them up, thrilling will show you where all the other survivors are. If gens are unblocked, pain res will hit the unblocked gen even if a blocked one has more progress, which lets you directly target whoever is working a gen. DMS then blocks that gen and shows you where to go.
Double kicker, is that if survivors catch on to this, and let go so all the gens get blocked by thrilling. The timer on thrilling is JUUUUST short enough, that you can wait out the wiggle, and just as thrilling comes off, you can hook the pain res, and often still hit the combo right as survivors get back on the gen.
This is just what i used on every killer as a "baseline" set. Right now i'm working out some others as the change to pain res makes this combo a bit weaker.
For survivor, i have lately been doing:
- Overcome
- Inner Healing
- Iron Will
- Lucky Break
And it has been working quite well for me escaping from a killer most games.
Have a few killer specific ones i'm working out as well right now, but with the perk changes i'm still testing a bunch of things out.
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416884#Comment_3416884
Moving less than 4 percent slower than a running survivor for a length of time whose frames are countable on one hand is a commitment?
Try playing nurse for a bit, and just spend a few seconds chasing a survivor without using your power, and you'll realize how much slower 4% actually is.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416741#Comment_3416741
Fair enough. Never played as the Demo, only against him (and I don't play enough Survivor to play at too high of an MMR), just that it seems like it's a commitment from a Survivor perspective.
He's full of it, it literally is a commitment because charging the shred makes you move slower than a survivor unless he uses an addon that makes him move at exactly the same speed as a survivor. Missing a shred is also punishing as well and the survivor will gain more distance depending on the circumstances.
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@smartemarte said:
so are you going to nerf sprint burst?
Instead of an ability that could only be used when injured, had to be timed perfectly, half of the time didn't work because of the server lag even if you timed it correctly everyone I come up against now is just using sprint burst....
which literally can't be countered, is 100% guaranteed to work, requires 0 skill and has no draw backs.... I really struggle to understand why you changed dead hard to only work when being tunnelled because it's that unreliable that you just wouldn't pick it now over DS, Off the record etc.
I'd much go up against a survivor with DH and wait 0.5 seconds to bait it out like any good killer would instead of complaining it was overpowered...
like wise when I play survivor now I enjoyed using dead hard because it was extremely situational against a GOOD killer that didn't bait it out, now I have to wait until i'm hooked to get it for my second state so instead i'll just use one of the boring exhaust perks that are guaranteed to work from the match starting ....
Dead hard made you think about when you would use it where as the other exhaust perks are just switch your brain off dull.
If you are looking at a looping aspect, sprint burst doesn't really gain much value, other than making it take slightly longer to catch up. In a shift + w scenario, sprint burst adds a grand total of 4.2 meters of distance extra if you both are holding w. Do you know how short 4.2 meters is? That lunge distance of a killer is 6 meters. "catching up" this extra 4.2 meters, adds a grand total of 7 extra seconds to a chase. This is nothing compared to dead hard giving a bare minimum of 15 seconds extra chase time, and that isn't even accounting for the fact that it extends a chase at the END of a chase, rather than at the beginning where the killer hasn't already invested a ton of time into the chase.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413892#Comment_3413892
Once again, DBD does not have a Ranked mode.
Overwatch has both a Ranked and Unranked mode.
Both of these systems use MMR numbers to determine matchmaking. The Ranked system uses both MMR and SR to determine matchmaking, SR is visible.
The Unranked mode uses a hidden MMR number to determine matchmaking. Now, that sure does sound familiar. That mode also does not penalize people for leaving.
So for the 2nd time in a row you are ignoring my question.
Do you think that mario party, matches players together with MMR?
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@Archael said:
What forum community thinks about it?
Are hexes worth using over other perks? Are those overpowered/underpowered? Some hex mechanics should be tweaked?
For me hexes are just bad except few. Those should be high risk-high reward perks that grants killer huge advantage in exchange of risk of removing etire perk oput of the game. And only few hexes really fits this premise:
- Devour hope which grants enormus advantage building up with fair play, ability to down survivors with one hit AND ability to kill survivors regardless of hook stages.
- Huntress lullaby that makes skillchecks harder, its not gamebraking but huge advantage untill high MMR. And with some other perks or killers makes skillchecks impossible, or almost impossible, this makes survivors to just foget anout gens for some time and destroy the hex.
- Third seal has huge effect on survivors, disabling lot of their perks and some items, pair well with some other perks, like plaything.
There are also perks that are okay, but need some buffs to match those above:
- Plaything. Is okay with removing killer terror radius, tho it also removes abilities requiring terror radius, so unnerving presence will not work here. Tho it shows where totems are.. this kinda remove its purpouse, making it only a secondary objective rather than gamechanging ability.
- NOED. Strong engame perk that gives almost no value through the trial, can be broken even before its active, and its not as powerfull as devour hope, tho its suprise effect is quite strong, yet it has another downside that lits totem for survivors so they can clense it before resquing a facecamped teammate.
- Pendimento can be extremally powerfull... but it require survivors to destroy totems, and can be clensed removing its effect. Using it on every totem for gen speed reduction makes it other effects worthless, waiting whole trial for its whole potential result in never seeing it. If this would allow killer to break hexed and blessed totems it would make it more viable. Breaking hex totems would mean that killer have to bring and intentionally destroy its own perks, with a possibility to remove this one too.
There are also hexes that does not deserve being hex related, are too weak or just bad.
- Blood favour. Blocks pallets after hitting a survivor... seems nice, but its pointless. For one - blocking pallets in a loop where survivor was hit is not only weak, but also counterintuitive, survivor is suppouse to use speed burst after hit to get to another loop, so it actually helps survivors by helping them not waste palets. This perk should also destroy already used pallets and block windows, and even with this i dont know if this deserve being hex. Right now its the hex you DONT want to clense for being able to use soulguard.
- Ruin that was ruined. Its first effect was trully hexlike, now... now it should be just regular perk especially that it disable itself after first death, so survs have no urge to clense it... so why bother? Even as regular perk is quite pointless. Its counter to other killer perks mainly gen kicking perks...
- Thrill of the hunt... its light up only to make is less valuable... This should be regular not hex perk. Having thrill of the hunt lit makes survivors to think - this may be something - and clense it thus remove all its value where that value is not as good... additional time to clense totem is nothing except blessing hex totems, and at top of that you also loose bloodpoints...
Of course those are not all of them, only the examples.
This is not a suggestion subforum, but discussion, so lets discuss, what do you guys think.
For me, most hexes are not deserve to be hexes those are high risk low reward perks.
The only hexes worth anything at this point are:
- Devour Hope: Depending on killer and RNG sometimes this can single handedly win you the game if you get it to proc at the right time. The reality is though, most of the time it is cleansed before it gets much use.
- Undying: Protect your other totems
- Plaything + Pentimento: This is again killer dependent but killers that are quiet can make use of this, but for example demos footsteps can be heard across the map.
- Face the darkness: VERY killer dependent but you can get some use out of it on killers with small terror radius and built in things that survivors have to do: I.E. sadako tapes, pig boxes, etc.
- NOED: I don't really count this as a hex perk so to speak, but it is there.
Outside of those every other hex is useless because they aren't strong enough to warrant being a hex. Hexes are supposed to be high risk high reward, but so few of them actually give the reward or are just straight up weaker than non-hex perks there isn't any point in taking them.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413219#Comment_3413219
Iirc, OW quick play uses a hidden MMR number to match people together.
Overwatch has a ranked mode. I'm talking about a game that, by the definition mentioned, does not have a ranked mode.
Do you think, that MARIO PARTY, matches people together using MMR?
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@foodie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413145#Comment_3413145
I can't tell if you're serious or trolling. I've explained it plain and simple in the previous comment tho :)
I pointed it out to you as well and you didn't answer my question.
Do you think mario party matches people together with MMR?
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@foodie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413121#Comment_3413121
I don't see Arena or Competitive in the screenshot.
Custom game is coop queuing, basically. You're inviting people from your friend list. You're not queuing with random people. Additionally, and ironically, tournaments in DBD are hosted in Custom game.
When a game doesn't offer an official competitive mode, it only has casual.
MMR or skill based matchmaking is used to put you up with teammates and opponents of similar skill, experience, stats, so that, for example, you as someone who has been playing and winning consistently for 1000 hrs don't get paired with someone who is brand new to the game with 2 games on their account and 2 hours of game time. MMR is used both for casual and competitive queues.
Its literally right there in front of you, you just refuse to see it.
Custom = casual
Queue = Competitive.
MMR is there for a reason so that you can have more balanced and fair matches (in theory) why would you have that in a "casual" game? If it was meant to be a casual "party" game it wouldn't have matchmaking that does that. Do you think Mario party queues you up with people using MMR?
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@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413102#Comment_3413102
Queuing in dbd isn't the "competitive mode". This game that people somehow think is competitive is so RNG based and inconsistent that its ungodly and is stupidly unfit for competitive play.
When i go into the game, this is what i see:
Playing as killer
Playing as survivor
Tutorials
Battle Pass
Custom Games
Store
Leaving out the obvious ones that aren't games we have:
- Play as killer
- Play as survivor
- Custom game
Playing as a killer or survivor takes you to the screen that lets you queue up. This queue uses MMR/elo in order to match you with appropriate teammates and opponents so that you have a mostly balanced and fair game. Winning makes that MMR go up, losing makes it go down making your next match more fair based on those wins and losses. (in theory). If this mode wasn't competitive, then there would be no MMR.
The "casual" game mode here, is the custom game, that lets you play with your friends, add any restrictions, pick the map, invite specific people to the game. This mode has no MMR or matchmaking, and is meant to be the "casual" mode that you can play with friends and/or bots.
Queueing up is the competitive mode, and customs are the casual mode.
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@ironblade said:
Regardless what your opinion is, exhaustion perks will and always will be a problem. It only becomes less of a problem if they get nerfed til survivors refuse to use those perks. Dead Hard is still used even after the nerfs thus they're not nerfing it hard enough. Killer regression perks are nerfed to obsolete so killers have to find replacement. Survivors? No, no, no, they get a slap to the wrist nerfs and call it a day. SWF are now abusing Boon: Circle of Healing instantly healing eachother to full health. Dead Hard is still prevalent since they are adapting to it. The perks hasn't changed at all for survivors... again, and they managed to make Circle of Healing stronger. Gg, wp.
Exhaustion perks aren't really a problem, the only one at this point was dead hard. Because they all have a significant downside/heavy activation requirement associated with them. The only exception to this was dead hard, which i still don't think they nerfed the right way, but at least it was given a downside.
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@Pulsar said:
Are we seriously complaining about Lithe, Head-On, Smash Hit, Background Player, Balanced Landing, Overcome, DH and SB.
You cannot honestly think these perks are a problem.
Haven't seen a successful DH since the patch. CoH is kinda bad now, people may not have figured out how to use it.
PR is extremely good. But yes, Overbrine was rightfully annihilated.
Perks should never be "annihilated" to the point of literally being useless. If the perk is that problematic, then it should be reworked entirely, not just nerfed and then left to rot for years until they decide to change every perk again. Otherwise we are left, as usual, with the same 12 perks on both sides being any good, which just creates an endless cycle of metas, some of which are more annoying than others.
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@foodie said:
It's a multiplayer game and many people don't want to go through a match for many reasons, whether that'd be the map or the killer or the teammates, or maybe they get into a server with 200 ping for no good reason, or they want to do a challenge but know it'd be impossible in that match, and they don't want to waste their time, etc.
Most other games don't punish you for leaving, unless it's a competitive match, tournament or event. Since there isn't an official competitive mode in DBD, it doesn't make sense to ban someone for leaving a casual match.
Yeah, sure you can give up on hook, but isn't that like DCing except it takes a bit longer?
You also get the annoying teammates who will drop everything and even get downed, just to hold you in the match and save you while you're trying to give up on hook. And then woah, you're still in the match you want to leave because another survivor decided it to be that way and woah you need to waste even more of your time even get frustrated. Oh, and now the killer won't want to hit and kill you because how dare you not want to go through a match in a multiplayer game. Bonkers!
The options to leave are not great and I understand that some people would abuse it if there is 0 penalty, but if there has to be a penalty it should be for X amount of times you DC in an X time period.
If you don't like that people are leaving, perhaps coop games are better for you. You can't control random people in a multiplayer game. If you feel that your matches are ruined, make the most of them and move on, or leave too and move on.
Something I don't understand is why the Devs removed the compensation players would get when someone DCed. Back in the day, if someone left at 5 gens, the gen amount the rest needed to do was 4 or 3. I fail to remember. I know it was 1 gen if you're the last one. So for example, if 2 people leave at 5 gens, the gen amount that would need to be done by the rest to power the exit gates changed to 2 or 3. That gave a bit of hope to the rest of the players in the match to win. I don't know why it was removed
Queuing in DBD is the competitive mode. "Kill your friends" is the casual mode.
I think they should punish DCs "and hook suicides" much much more harshly, as in, eventually you are permabanned if you do it too much. Just like you would any other online game like CS:GO/LoL/DotA etc.
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@IWasLeft2Die said:
Overall I think most changes have helped the game go in a more positive direction but there are some changes that haven't really been that great. What are some old things you would like to have return?
Some examples of this could be (not saying any of these should come back):
Old freddy
Old hatches
Old hillbilly
Huntress's Old iri heads
Hawkins map
Old ruin
Etc
- Old Freddy
- Old Billy
- Nighttime on coldwind
- old ruin (the gen regression one that was good not the skillcheck one)
- Old pop
- Old self-care (or maybe buff it so at least healing speed reduction doesn't work on it at all, make it the "thing" it does)
- Old maps (pre breakable walls, silly mechanic)
- Old spine chill + Resilience fast vault build.
