Rydog
Rydog
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- Rydog
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I dunno if this is reportable, but that killer sounds like they were definitely being a jerk. Did everyone else get out?
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/1326367#Comment_1326367
That would be F'n AWESOME!
I love that you know what that is.
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I would be shocked to see a Hudson Hawk chapter.
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/1326315#Comment_1326315
WRONG! It's space ghost, coast to coast. Bout time he made a comeback...
Lies, next chapter is a licensed Chopping Mall DLC pack.
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This is a reductive way of looking at game mechanics.
You can (and I often do) argue that something like Self-Care sees outsized usage because new players are pushed toward it and told that it is good, when it is very inefficient at its job and teaches bad habits. But there are solid use cases for a lot of strong and mid-tiers perks. I have seen people in red ranks make good use of Urban Evasion, though I personally would never use it.
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Unless I am being chased out or reasonably fear Blood Warden or NOED, I try not to leave until I know all remaining survivors are safe and accounted for, because the killer can see that someone has exited, and they know for a fact that one less player is around to go for a hook save or whatever. By staying in the game, I force the killer to account for my presence, even if I am not actively going for a save. And if I'm near the gate and an injured survivor is running for it, I can bodyblock if need be.
I don't teabag or any of that nonsense, though. Once everyone is safe and accounted for, I'm out.
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I dislike it when I am running Kindred (AKA every match), get hooked, and see multiple survivors beeline it to me and no one on generators. Like, you have perfect information about the game state and where the killer is going. You can see if he is chasing someone. How is at least one of you not on a generator?
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I heard it's either Pinhead, Candyman, Jason, Chucky, Pumpkinhead, Leprechaun, Nemesis, Pennywise, Cujo, Jack Torrance, Sweeney Todd, or Scrappy Doo.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1326253#Comment_1326253
thank you, that sums it up very nicely.
Thanks!
If I'm playing Doctor on Backwater Swamp, you're going to have a very bad time after that surprisingly fast and easy 4-gen pop you pulled off. 😄
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@Bovinity @Mister_xD I'd think the difference would boil down to:
- Killer is carefully guarding the three generators, regressing them, and actively attacking and chasing off survivors who are in his "sphere of influence" (which is what I do in these situations).
- Killer is guarding the three generators, keeping them regressed to an untouched state, and making no attempt whatsoever to attack or otherwise pressure survivors (which would stall the game out indefinitely).
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If EGC was active, I don't think this is actionable.
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Why do people always come up with these subjective "A = B" bargaining equations? Nobody is going to value such a wide range of things equally, from person to person. And then when someone raises an eyebrow, people scream NNNNNNNNNNNAAAAAAAAAAAYYYYYYGGGGGGGGGGGGGGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH KILLER/SURVIVOR MAIN BIAS, ignore level-headed responses, and accuse each other of playing the game wrong.
All of the moving parts in this game are never going to have some "perfect" balance point, even if you hired the greatest game designers who have ever lived. And even if you thought it was perfect, plenty of people would still disagree.
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@Mister_xD said:
any action that increases thelength of the game by a long amount of time without progressing it.
reportable actions would be:
- bodyblocking a survivor in a corner for long periodes of time
- hiding and not doing any generators for long periodes of time (only when every survivor remaining in the trial does it)
- defending a 3 gen without ever committing a chase, therefore not hooking anyone while also not allowing for the geerators to be progressed for long periodes of time
- ...
not reportable actions would be:
- slugging
- bodyblocking a survvivor in a corner during the EGC
- camping
- defending a 3 gen (unless its excessive as mentioned above)
- ...
(those are just a few examples, there are more reportablele and non reportable actions ofc)
the difference between these two is, that the above mentioned actions are something one side can do that the other side cant counter, so they are forced to quit the game if nothing happens, while the below mentioned actions all have a set timer to them that ends the action after a while.
Slugging for the 4k as you brought up as an example is not considered "holding the game hostage", due to the bleed out bar a survivor in the dying state has. once that expires they die and hatch becomes available, forcefully progressing the game.
Is this list cited anywhere? Because I have DEFINITELY three-genned maps really hard and denied the heck out of them to the survivors. But when I do this, I'm also always actively trying to find, damage, and hook survivors, BUT always prioritizing my gen dominance over a risky chase that would take me too far away to keep them locked down.
I would think that if the intention isn't to maliciously hold the game hostage, but rather to press an advantage for a slightly protracted win, it's OK. One of my most exciting recent survivor matches was vs. a Deathslinger who did this to us, and everyone in the game was very committed to getting the win. We lost, but it was a great game of cat and mouse.
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This isn't League of Legends, there doesn't need to be a banlist.
More importantly though, just avoiding certain killers or maps or situations or whatever -- this doesn't help you. You learn to deal with and overcome the difficult scenarios by dealing with them. There are killers I prefer not to face too, but I'm not going to get better unless I do it anyway.
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@hagling said:
https://forum.deadbydaylight.com/en/discussion/comment/1326125#Comment_1326125
oh okay, that's a better example. I still haven't seen that happen but hopefully I never will. thanks for explaining it to me. 🖤
I've thankfully never seen it happen either, but I've heard stories of like, stealthed Wraiths standing in the doorway of single-exit nooks to trap survivors. It's really stupid, and I can't imagine why someone would get a kick out of it.
EGC was introduced in part to prevent survivors from just hiding forever to try to trap the killer once gens were done; the killer can eventually just get fed up and open an exit door to force their hand. Bleedouts from slugging also exist to prevent survivors from hiding in this way (and it also doesn't credit you a kill if you just let survivors die via bleedout, to discourage abuse and force you to hook them like you are supposed to).
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@hagling said:
https://forum.deadbydaylight.com/en/discussion/comment/1326100#Comment_1326100
so your scenario wouldn't be considered holding the game hostage either then, since assuming a killer trapped one survivor in the basement the others could finish the rest of the gens, open a gate, and eventually the EGC would claim the victim? unless you're specifically saying it's only holding the game hostage if the killer somehow traps all the remaining survivors, preventing them from completing the objective and triggering EGC, in which case.. I've never seen that happen, that feels very very specific.
It's because it IS very specific. Imagine you're the last survivor alive, and the killer traps you in some corner of a walled area or whatever, and you cannot physically move past them. They proceed to stand there for two hours and not let you leave. They are now holding you hostage, preventing you from playing the game in a normal way.
Survivors can do this to you as well, which I assume would be considered "working with the killer" or something, if the killer isn't stopping them.
And even if other survivors had free passage to go finish gens and leave, and you were just being blockaded in this way by the killer for the whole match, you would probably have a legitimate cause to report for griefing, because you are being prevented from playing the game in a normal way. I've never seen this happen, and the EGC is designed to end weird endgame standoffs like this once doors are open, but you would have had your game held hostage for sure.
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@hagling Also, in response to the rest of your question -- yeah, if a killer just slugs everyone and waits out the timer, I agree he's being a jerk. It's not a great way to play. But this is not reportable, otherwise some poor CS people would have to spend hours upon hours sifting through really subjective reports of slugging that are "holding the game hostage." From that standpoint, it's better to just have a narrow actionable definition, and a mechanic that closes out the game with a minimum of everyone's time wasted.
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@hagling said:
https://forum.deadbydaylight.com/en/discussion/comment/1326070#Comment_1326070
GRIEFING: INTENTIONAL GAMEPLAY ABUSE
Working with the opposite team to gain an advantage or grief teammates
Targeting specific users repeatedly in order to ruin their game experience
Holding the game hostage
I don't see where it says only your instance applies, source? what would you call it instead if someone's won the game, has all the means to end it, and chooses not to in order to BM? that's at very least a qualification for griefing, but I'd argue intentionally dragging it on when it should be over is taking the game hostage too.
in any case it's reportable.
Here is a confirmation from @Peanits on what "holding the game hostage" suggests -- one of many I'm sure you can find on here: https://forum.deadbydaylight.com/en/discussion/62203/holding-the-game-hostage
It isn't "stuff I don't like that makes the match take longer." It's stuff that actively prevents the game state from ending in an intended way.
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@hagling said:
nah, slugging multiple survivors with the intention of hooking them isn't really it. holding the game hostage is more like slugging everyone then standing over their bodies and letting them bleed out with really no hope of leaving the game unless someone's got unbreakable.
Sorry but no, this is absolute misinformation.
Holding the game hostage, insofar as what is considered a reportable offense, implies that one or more players are acting in a way that prevents the game from being completed in any way other than a disconnect. An example would be a killer or fellow survivor blocking you into a corner and then refusing to move, so that you cannot play the game and can only exit by disconnecting.
Survivors who are bleeding out will die after four minutes, and the game will end. This is specifically why this mechanic exists, to prevent players from taking the game hostage in this manner.
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@S_dxp said:
thank you both of you, im switch from the ps4 to the pc and i have a high lvl and a low rank (4) and i spent maybe 50$ on the in game stuff and DLC too. so i really dont want to buy them again or have to lvl my survivors and killers again it took over a year just to lvl them so yeah having an account in behaviour (like fortnite) will be great! again thank you both for helping me out <3
Hopefully one day this will happen!
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@Sonzaishinai said:
I don't think it's a good idea, you should be encouraged to so something in the match
Beside even if you get tunneled all game you wil probably safety pip
The only way i can see you escaping and depipping is that you did nothing and let your team do all the work or you brought a key
And in those situations you deserve a depip
Also: I have depipped when I avoided the killer all match and completed 3+ generators on my own. If I'm not beelining to unhook/heal and going out of my way to get the killer's attention, I can still depip (especially at red ranks) even if I've done most of the objectives and escaped while other players occupy the killer.
Reverse: Same goes for the guy who loops a tunneling killer all game and enables everyone else to pop all gens. He will depip even though he is the MVP.
The issue is that the game expects a survivor to maintain an equilibrium of a bunch of different things, even when the opportunities don't present themselves or are handled by different teammates. The killer has the luxury of having most of his goals organically align, so when you 4K, you've usually got 3-4 red emblems. I wish survivors were that way too, and this whole thread is a band-aid for the dumb emblem system.
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@Sonzaishinai said:
I don't think it's a good idea, you should be encouraged to so something in the match
Beside even if you get tunneled all game you wil probably safety pip
The only way i can see you escaping and depipping is that you did nothing and let your team do all the work or you brought a key
And in those situations you deserve a depip
This is why, like I said earlier, this should be couple by crow explosion callouts on any survivor who isn't doing anything productive for a prolonged period of time.
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1325934#Comment_1325934
Doesn't matter if it is safety or red pip, my opinion is unchanged.
I respect and agree with your opinion that a dead weight player should not get a pip. But a safety pip means you got nothing, it means you are running in place.
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@pseudechis said:
If you always safety pip just for escape then people will exploit it, hide in a basement locker for the whole game and still be safe at their rank. It would lead to a reduction in game quality not an improvement. Then the complaints will be AFK survivors impossible only 2 or 3 active players.
Although as a killer main if folks want to afk so I can smack and hook them for free while pressuring fewer opponents... then I say go for it.
We talked about this. Scroll up.
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@darktrix said:
No - I don't want some blendette who did nothing but hide all game, leaving others to do the heavy lifting getting a pip because she found the hatch.
A safety pip is not a red pip. I talked about this Claudette scenario a few posts up already.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1325038#Comment_1325038
Isn't that a placebo, though? It's possible to get skill-checks back to back and the events are independent. So, you can still complete event, release and blow the gen with a phantom skill-check.
Yep, could be! My ideas is to limit risk, though it very well might not work out that way sometimes.
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My rule of thumb is that -- unless it's a KILLER SEES ME AND IS RIGHT THERE, GOTTA GO NOW emergency -- the only time I stop working on something is immediately after a skill check.
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Oh, and also, CLAUDETTE is a damn fine survivor of the highest caliber, especially in her blackberry skirt and choice of school jacket. She is especially amazing when she is keeping out of the killer's sight and ON-POINT, always working on gens and unhooking her allies safely, never running Self-Care or Urban Evasion, never hiding in lockers, and showing her teammates that aggressive stealth can be a really strong and pip-rich play style.
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Steve players who don't wear the Scoops outfit are monsters who deserve to be tunneled, who definitely don't deserve Nancy, and who secretly believe some nonsense thing like "Trapper is actually a good killer" or whatever.
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Possible, sure. Probable, no. Unless the killer is an absolute uber-potato of the highest crop, bloodlust ensures that they will be able to catch up to even the most slippery survivor at SOME point, if all they do is chase that one person.
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@illiumred said:
@Rydog Thank you for your answer and the welcome! It’s interesting to see the perception of this from the killer’s side, I had been given the hatch before but never ‘challenged’ by the killer themselves in terms of getting it as the last survivor. It was a completely new experience for me, and I’m glad to see that it’s not unusual!
@Fibijean Thank you for your answer and explanation! I’ve heard of farming before but thought it was only something that happened during the match to all survivors (never knew it could happen to the last survivor standing). I’ve never had a killer farming within the match before, so I was even more surprised that they wanted me to farm as last survivor! Thank you for the reassurance in terms of whether I should be concerned or not, I wasn’t sure quite what this was, particularly definition wise, and was worried that I had involuntary teamed, glad to see that wasn’t the case.
As for the match you had against a Pig, I have had yet to have the snoot booped! Hopefully I’ll have that experience one day, I’m imaging it’s when the survivor points towards the snoot at close range? 😆😱
I wouldn't exactly say it's usual. 95% of games, the killer is just gonna play it straight, but every now and then, you will encounter one who will do something silly or unexpected. @Fibijean mentioned Pig, who is really popular for this because of the whole boop-the-snoot thing. 😄
As far as farming goes, it happens. A lot of times it's because someone needs to do some particularly idiotic and badly implemented challenge. There will sometimes be matches that I specifically go into as killer, looking to farm something, and I'll walk up and start hitting pallets/generators, or knock down a survivor and then carry them around and just spin in circles until they break free, anything to indicate that I'm not going to actually kill them. If a survivor suicides on hook right at the beginning of the match and sandbags their team, 9 times out of 10 I will just let everyone farm so it's not a waste of our collective time.
Anytime I do this, my rule is that everyone gets out alive unless they absolutely insist on being death-hooked (or decide not to leave during the EGC).
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@Perelie said:
https://forum.deadbydaylight.com/en/discussion/comment/1324596#Comment_1324596
Hey that's how the devs treat us. Constant killer nerfs and only ever responding to complains from survivors.
The developers don't live and die by the constant complaining on this forum. They certainly aren't perfect, but they have data that tells the real story a heck of a lot better than our anecdotal gut feelings. The idea that they are reading these forums religiously and basing major balance decisions on our whims is just crazy.
Not that I expect you're going to listen, but I bet if we got through recent patch notes, we will find as much attention paid to survivors as killers. These are not political parties. The game developers are not nefarious villains sitting, fingers steepled, in a smoke-filled meeting room coming up with ways to make their player base unhappy. They are professional creators who want players to enjoy the game that they have made. It is in their best interests to do right by both roles, so that players continue to play and enjoy both roles, so that the player pool does not dwindle.
This is an honest question, but are you young? Do you not have any real-world experience? I know I ask this question occasionally on these forums, and I am not asking it to belittle or gatekeep. But every time I see these kinds of threads, it feels to me like the reasoning of a 15-year-old who has never had any exposure to how the gears turn at a business, so they treat it as though the creators are doing this as some sort of whimsical hobby. I genuinely would love to understand how people jump to the kind of conclusion that I am quoting and responding to.
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@Tricks said:
So I was just wondering how everyone tracking with the rift?
I've completed tier 1 and 2, now with a little xp grinding I've managed to make it to 47
https://us.v-cdn.net/6030815/uploads/MSG4DIZQ7HID/image.png
I was also wondering if it feels a little slower going than the previous rift or is it just me?
Really looking forward to the spirit cherry blossom torso. Shame its so far in to the rift at Tier 9. Cant wait XD
About to hit Rift tier 50 here. I've 100% completed Tome pages 1-2, and I'm 8 nodes into page 3.
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Imagine regarding this game like it's a war between political parties, and thinking the developers share that perspective. Man alive.
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Yes!!
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Add more corn!!!!! It's good for you.
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Oh man, a Dead Rising chapter would be rad.
Or a Chopping Mall chapter, now that I think about it. Now I want a Chopping Mall chapter. Evil death robot killer please!
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@DelsKibara said:
I am in favour of changing the grind to be much less brutal than it currently is, but this seem a little too much.
This is just a list of multiple ideas. I'm not suggesting that they do ALL of these things.
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Cool idea. I think it would definitely need a cooldown.
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@MadLordJack said:
I don't care about the cosmetics, there is no other reward at the moment, so why would I ever prestige a character? I have a grand total of P1 Kate for the bloody shirt. Only prestige cosmetic I wanted. No prestiged killers, no other prestiged survivors. It's too many wasted bloodpoints for no real reward except completionism.
You nailed it.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1324373#Comment_1324373
https://forum.deadbydaylight.com/en/discussion/comment/1324375#Comment_1324375
But that’s the thing, SWF already have these powers.
In my experience as a red rank survivor, most SWF teams aren't remotely this coordinated.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1324236#Comment_1324236
It’s not that powerful.
I constantly have matches where I don’t even know why I bothered equipping it because the other survivors see the killer isn’t camping, but I die on first hook anyway.
I don't care as much about that part as I do the ability to see survivor and killer auras when someone ELSE is hooked. You get to see exactly where the killer is going. If everyone could do that, it would be super-strong.
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The other night, I was playing Huntress on Backwater Swamp, and I just stood around and tried to hit survivors with really long-distance hatchets all game. In post-game chat, I was like "I told you goddamn kids to fix my generators and get out of my swamp. There's gators in here! The locals practice witchcraft, human sacrifice! This month is St. John's Eve!"
They thought it was all very strange, lol.
By the way, welcome to the game and the forums, @illiumred -- let us know if you have any questions!
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As a killer, sometimes I will goof around. If the EGC timer is really close to the end, and I see the last survivor starting on a fully unopened door, I will stand there and go "Sure, if you can do this before time runs out, you can leave."
I am also a sucker for last-man-standing survivors who know they have no hope, and offer me a "bribe" by putting their item on the ground and then kneeling. I almost always let these people go.
Oh, and if I am carrying the last survivor, and I just happen to pass by the hatch by pure luck en route to hook them, I will almost always drop them and let them leave.
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@GrootDude said:
As a survivor main, I don’t personally mind iri head. The downfall is that you will run out of hatchets faster so it is gonna be harder to hit good survivors.
You are named after a tree, this should be your kryptonite.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1324329#Comment_1324329
The temptation will always follow you.
Not even a bit.
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Yep. the grind is absolutely ridiculous. Let's do the math.
It costs approximately 1.1 million BP to bring a single character to 40, or 1.6 million to bring them to 50. At 50, you will spend an average of 56,000 BP on a single web, if you are buying efficiently.
Remember that buying perks off the Shrine of Secrets will obviously speed up this process, and these values are just averages, so you may wind up spending a little more or less (or if you are going out of your way for a lot of rare item nodes). This is without prestiging.
SURVIVORS:
- There are currently 21 survivors, with 3 teachable perks each, plus 14 common perks, for a total of 77 survivor perks.
- In order to bring 20 of those survivors to level 40 to unlock the teachables, it would cost a total of 22 million BP.
- Your 21st survivor (your main) would need to clear 231 perk nodes in order to have all teachables and rank 3 perks unlocked. From level 1, without prestiging, this would cost a total of 6.5 million BP.
- GRAND TOTAL TO UNLOCK ALL PERKS ON ONE SURVIVOR: 28.5 million BP.
- COST PER ADDITIONAL SURVIVOR (LEVEL 40 TO FINISHED): 5.4 million BP.
KILLERS:
- There are currently 19 killers, with 3 teachable perks each, plus 12 common perks, for a total of 69 killer perks.
- In order to bring 18 of those killers to level 40 to unlock the teachables, it would cost a total of 19.8 million BP.
- Your 19th killer (your main) would need to clear 207 perk nodes in order to have all teachables and rank 3 perks unlocked. From level 1, without prestiging, this would cost a total of 5.8 million BP.
- GRAND TOTAL TO UNLOCK ALL PERKS ON ONE KILLER: 25.6 million BP.
- COST PER ADDITIONAL KILLER (LEVEL 40 TO FINISHED): 4.7 million BP.
Mind you, this is the most efficient route possible, assuming you don't even touch your main until after you've unlocked every perk.
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1324225#Comment_1324225
Lmao
I never said the grind wasn't a big issue it is, it's a huge intimidating slog especially for the new players. It's also probably one of those bigger issues we'll see tackled sooner rather than later. However, I myself am still choosing to P3 because I'm still playing, I'm still grinding, might as well put those bloodpoints toward an endgame rather than a "temporary paradise" of all T3 perks on a specific character.
It's not temporary if you never P3!
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1324244#Comment_1324244
Well, it makes many weaker killers actually viable... until the totem is cleansed... which happens mostly before you get 3 tokens...
You sound... unconvinced, lol.
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@WRussoW said:
https://forum.deadbydaylight.com/en/discussion/comment/1324274#Comment_1324274
You can save them for free DLCs...
It's $7 every three months. I mean, I'm not trying to judge or anything, I'm just saying that the shard cost for a piece of content is super, super out of whack compared to just straight-up paying a small dollar value for it, in terms of the time spent earning each currency.