Seiko300
Seiko300
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Wish it was as easy as making a petition, but it's a lot more complicated than that my guy.
From my understanding, a lot of the issue stems from dedicated servers and the discrepancy between survivor view and killer view, from a technical standpoint it takes a while for signals to travel from your computer to the dedicated server back to my computer and as such we won't ever be seeing the same displayed image or the same thing as each other at any given moment.
This means that when I as a ghostface main grab you but you had seen me last second and already let go a full second earlier then that means I feel cheated, but to you it looked totally normal.
This is the problem of latency, it can never be completely solved and it's a pretty complicated issue but the devs are working on minimizing the effect as much as humanly possible to the point that it's no longer noticeable, and therefore no longer a problem.
It's just about waiting.
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Two problems with this:
One, the killer that transforms into survivors. This idea has been a suggestion since 2016, it's not a new one, and the community as well as developers are a bit torn as to whether or not it would actually work and be viable. I personally think it's worth a shot even as a potential secondary ability but a lot of people would shout me down saying "swf" so I usually don't bother these days. The last time I heard the devs comment on it I think they said something along the lines of they don't have the tech and / or funds to pull this killer off, but I don't know how true that statement is anymore these days.
More importantly: there are way more cool killers that shapeshifting could go toward, like The Thing from John Carpenter's The Thing first and foremost, but also another suggestion I've seen is the T-1000 from Terminator 2. Which is why I say give it a shot, those characters would be super cool to have in game (but I definitely would say no on the mimic, sorry, not my type)
Two: The killer isn't human and / or humanoid. It used to be an established rule the killers all had to be or have been human at some point in their past, though that was tossed out the window when Demogorgon made it into the game. That being said the rule still applies just a lot more loosely, killers can be human or humanoid but we've yet to see a killer that's full blown something else, much like a giant mutated insect. This is why we never got to see that Spider Killer with 8 legs that people wanted for so long back in 2016
The reasoning behind this is about the same as for the first problem, every killer currently uses about the same model and animation rig, if they do something that isn't human they're going to have to create an entirely new rig for a single character which is really costly. Especially considering the potential that they'll never be able to re-use the same rig for any future characters.
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@Kall said:
https://forum.deadbydaylight.com/en/discussion/comment/1371303#Comment_1371303
Make Casper the 'friendly' ghost the killer and you got a deal!
Ah, bruh. Don't make fun of my dreams 😭
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@Buttercake said:
Tiny box Tim the survivour?
After an unnamed friend lost his hands and was unable to pick up Tiny Box Tim, he was left to guard and defend, to prevent the demons from coming back for him. Sacrificing himself in the darkness for his friend, he was saluted, before finally being left behind...
"Thank you Timey Box Tim. I was always thinking of you, even in the darkest of times."
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@BoiltOver said:
Indoor maps can be done well, Lerys rework proved that. But Hawkins, Game, and Midwhich are all bad so.
But I don't think they should stop, especially not before giving a haunted mansion map :[
I've always wanted a haunted mansion map I'm not gonna lie, a huge building with multiple floors, maybe a cellar, secret passages, trapdoors, literally the works.
It'd probably be impossible to make the way I envision it, but hell, I'd take something that's even a 10th of what I described.
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Don't ever buy original chapters if there are licensed chapters you are even considering purchasing.
You can ALWAYS earn the original chapters like Demise of the Faithful and Cursed Legacy by buying them with the in-game currency iridescent shards. If you're playing Dead By Daylight on an even semi-consistent basis, you will eventually earn the shards you need to get both characters for those chapters. Whereas you can never earn licensed chapters and they must be bought either through the full DLC or individually through auric cells (which I believe is more expensive).
This alone is a compelling enough reason to get The Nightmare on Elm Street DLC imo. Of course if money isn't a factor and you're more than willing to spend on the original chapters to support the devs and the game, you're more than free to do so, all I'm saying is that eventually at some point down the line you'd have enough shards to buy those characters for free.
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@P0PG03S said:
You forgot one thing.
PH is 115%, while Deathslinger is 110%.
And this is where it ends.
People keep bringing this up and acting like it's the end all be all of the discussion but I just want to point something out (not that I've voted for either side [yet])
Deathslinger is purposefully balanced in such a way that making him a 110% killer makes undeniable sense, nor does it impact his chases all that much. It's a factor for sure, but this is done because there's no reason to have that 5% extra speed on survivors when considering the whole point of his ability.
To make myself more clear, Deathslinger is 110% because his power has an effective range of an entire 18 meters in front of him, you don't need to catch up with anybody if you can shoot them with a harpoon and pull them toward you. Whereas Pyramid head's Punishment of the Damned requires you to be much, much closer to even have the chance of hitting them at all.
And sure you've got the whole "can hit through objects and assets" shtick but I also want to point out that it's not like Deathslinger is hard punished by those same objects and assets. In the same way that Pyramid Head can mindgame by walking behind a survivor using rites of judgement to guarantee either a shockwave hit if they drop the pallet or a normal m1 if they decide not to drop it, Deathslinger can do the same thing by straight up shooting them at close range before they get to the pallet at all.
Certain loops themselves are even less safe for Deathslinger because he can just shoot over obstacles and assets, hitting a survivor and reeling them or himself around. A perfect example of this are the cars on autohaven wreckers, I love playing Deathslinger on Autohaven because the loops around cars are low enough that I can land an easy shot off even if they crouch. Basically ignoring "obstacles and assets" in a similar way that Pyramid Head can.
Not casting my vote, in fact I'll probably never vote throughout the entire lifetime of this thread, but just something I wanted to point out.
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1370279#Comment_1370279
I don't give a ######### if you brought up matches you played dude, because you clearly throw out your opinion about how you feel about it, how you think it should be in the game because of what you feel. You're claiming that it's not okay to let go, which is a statement of your opinion.
Don't act like just because you didn't bring up specific matches that you aren't putting your opinions out. No I'm not putting words in your mouth. Maybe it wasn't worded in the best way, but the point is you're telling somebody that it sounds like a "personal" problem when you're sitting here trying to argue for a change and give opinions, like your feelings aren't something that's involved here? Bullshit dude.
You say it's a "problem" and that's exactly what I'm talking about. Just because you think that it's a problem, doesn't mean you're entitled to have everybody agree with you. There's several people in this thread and all the other threads of a similar nature I see, I also see the same things being said. Yet, you ignore them, insist it is, and then when they offer counter arguments you once again you just act like their concerns don't exist. You obviously are arguing for a "personal problem" of yours. I think it's even more funny now that you've taken my comment and decided that I meant that you referenced matches that you play, when that's not what I was talking about. I'm saying you are advocating for your feelings (which is what I meant by people ruining the fun of your games).
And look up Cathy Newman. She's famous for her line "So what you're saying is..?" You'll probably find the search results funny.
Reason I said that, is because I get plenty of people just trying to take my messages to the extreme, like a time I jokingly commented "The hopes and dreams of survivors" as an answer to a thread asking what everybody likes to eat while playing killer, and somebody stalked through my comment history and pulled that up as an example of how I'm a killer main and don't care about survivors' fun or something.
Of course it's my ######### opinion you nut, that's what the forums are for to provide feedback based on the experiences (and yes, feelings) of a collective community to balance or create future content based on said given feedback. Not to mention, it's my thread so of course I'm going to let my opinion be known, if you want to create your own thread about how stupid you think the rest of us are for wanting to punish players who ruin the collective chances and experiences of a group of random survivors, you are free to do so.
"My opinion", that's about as obvious a statement as telling me the sky is blue and expecting me to say otherwise, like I'd actually deny that.
What I find "hilariously ironic" as you so eloquently put it, is you disregarding the opinions of others who agree with me and pretending that they don't exist. By framing the conversation and singling me out as if I'm prioritizing my experience over others you deliberately paint me as a selfish figure on purpose, disregarding the entire fact that I'm one of many who have called for these changes for the collective good of solo players who don't have the benefit of an SWF at their beck an call.
Just a couple weeks ago:
@Rydog said:
I don't understand why Behaviour doesn't punish hook suicides the same as disconnects. It makes no sense and legitimizes griefing, because it amounts to nothing more than a penalty-free DC.
Just had a game where two players -- red rank players! -- suicided on-hook inside of the first two minutes. Then, somehow, I'm the one who gets de-pipped for it. It's unbelievable how maliciously negligent Behaviour is with certain aspects of this game, and this is most certainly one of them.
@MrCookie said:
So I just played a game on Hakwins against Demogorgon. Jake got hooked with 4 gens left and everyone else healthy. A demo left a portal near the hook and left the area. I went for the unhook but before that I wanted to destroy the portal so I start destroying the portal and Jake starts killing himself! And he did. Just because I started destroying active portal with no demo around. So is there anything to do against that? I can't report it because it's not against the rules though I think it's compeletely unsportsmanlike, and I would rather he just disconnected, at least he would have been actually punished for that.
The only thing to prevent it is to play SWF but I only play solo like many others.
@Hex_BoopTheSnoot said:
Title says it all. I've had two games back to back now of people killing themselves to avoid the DC Penalty. This is basically the same thing has disconnecting so it should bring the same consequences.
@Dzeikor said:
There should really be done something againts them since dc penalty is not helping and it really seems to be no real downside doing that, dragging down the whole game down,please make some kind of punishment for this kind of survivors.
@xodeusism said:
Like, why? Is that one's way to evade the penalty for dodging a match by leaving, pulling the plug, or even disconnecting due to bad network? Seriously. Its annoying as hell. And I know how to fix it.
Make survivors killing themselves on hook reportable. Like make a new segment in the report tab that's dedicated to survivors that kill themselves on hook.
Multiple games where we could've won the match easily are ruined by survivors running up to the killer, t-bagging, and wait to be hooked. Whenever I play killer and I see someone do this, I slug them.
Please, BHVR. As a killer main, whenever I do the archives or survivor dailies or feel like taking a break from killer, I would -VERY- much appreciate this being introduced. And I think a lot of other players would, too.
I imagine its already built in as "Unsportsmanlike," but it probably gets too difficult to tell if they did kill themselves on hook or not. That's how bad this behavior is. (No pun intended..I think)
At least consider it since you re-enabled disconnection penalty system. Thank you.
Most all of these threads have hundreds of views on them and plenty of comments to boot, and it's not like these are the only threads that exist either. So I'm directly calling you on your bullsh*t @Huff saying that I'm prioritizing my own experience over others. When I quite literally stand with a large portion of the community who are currently and have been repeatedly calling for these changes. I'm not the first, and nor will I be the last.
I don't know how the hell you can see "selfishness" in my creating this thread when the entire thread is about punishing individuals who abandon 4 other players in a match because they're salty. In essence prioritizing themselves over four other people, believing they're entitled to a win, a better team, or even just a better start to their game, and I'm the one who's selfish and entitled? That's such a ridiculous leap in logic that I will never understand, Evil Knievel couldn't make that goddamn leap.
As for how you were treated on other threads by other people, how about you check that ######### and leave it at the door when coming into an entirely brand new and unrelated thread?
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@Huff said:
I just want to point out how hilariously ironic it is that OP will say things like "that sounds like a personal problem," while complaining about people ruining the fun of his matches, and also ignoring the fact that there's several people bringing up similar points (remove the struggle system, struggling is annoying because it damages equipment/thumbs, sometimes you will die even while pressing the button, wanting to suicide on hook to give team mate hatch, etc.).
At some point, you have to wonder how much reasoning it will take to make somebody realize that punishing somebody for dying early on hook, at least in DbD's current state, is not a good idea.
And don't even get started with that "so what you're saying is.." kind of BS, Cathy Newman. What I said is what I meant: it's just not a good idea in DbD's current state. I don't need my words twisted around into some sort of garbage about how I think it's a good thing for every player to just kill themselves and disconnect every game.
I never, ever used my own matches for reference at any point during the entirety of this threads existence.
Try throwing words in other peoples mouths. If you had been paying attention the whole reason I created this thread was because I saw other people talking about it and I created an easy solution to combat the problem. I even linked another thread where the OP was asking for penalties to be applied to those who killed themselves, which is what sparked my idea. I only ever used general statements about how killing yourself makes the game less fun for everyone else in the lobby.
It's a problem, problems need to be fixed, here's a potential solution. That's the short of what I have said. If you happen to disagree, please come up with your own alternative solution rather than saying "we should all just live with the problem, it is what it is".
Also, who the ######### is Cathy Newman??
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1364865#Comment_1364865
LOTS OF AUTHORITARIANS LOVE BURGERS.
(I'll admit, authoritarian wasn't the word I should have used)
My whole point is, you can't tell people "if you don't keep playing, you'll be punished". That attitude is no more healthy than what you're complaining about. You start telling people they have to play when they aren't having fun (and you know as well as I do, fun comes and goes in this game, sometimes mid match), people will just stop playing.
Instead, compensate those who now have it harder.
What? I never said they have to play.
In all reality 5000 bloodpoints isn't a big price to pay for suiciding on the hook and leaving the match, and in fact neither is a short 5 minute ban timer in the grand scheme of things, in which case you can walk out of the figurative door of your trial whenever you feel like it! Just uhhhh... Don't forget to pay the toll, that's all.
Punishment, compensation, potato potato is what I say. As long as something happens.
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Hey, I'm all for suggestions, so far I hadn't seen too many solutions until I made this thread, so it's serving it's purpose! We're brainstorming, I like that.
@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1364839#Comment_1364839
See? Now THAT is a sensible, non-authoritarian BS idea. Now we're onto something.
I have no idea what you're talking about, I'm a patriot through and through. I love democracy, burgers, the colors red, white, and blue (especially in conjunction), bald eagles, anything fried, the imperial system, the grand canyon, and everything else that comes with living in the sweet US of A
Authoritarian is the last thing I'd be
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1364820#Comment_1364820
You're quoting me as saying things I never said.
Trolling is an art - it's not supposed to be obvious. You're failing in that too.
Well obviously you never said it, it's supposed to be implied that's how this works. I'm inferring that you agree with me because you agreed that it's not healthy.
What's wrong with that statement?
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1364805#Comment_1364805
I didn't say it was healthy. There - you lost again by putting words in my mouth.
Easy.
So you agree that suiciding on the hook should be punished? Because naturally if it's not healthy and not in the best interests for the community, then you agree with me.
So we agree.
Nice. ez.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1364779#Comment_1364779
https://forum.deadbydaylight.com/en/discussion/comment/1364757#Comment_1364757
I'll just repeat myself.
And no, you didn't. There is literally no version of this where you can win. The second you bring up forcing people to play the game, you lost. Period, end of story. Go argue with someone you can outwit. Spoiler: It's not me.
Alright, I'll play you're game:
Yes I did. In no universe can you ever prove that purposefully quitting in the middle of your matches is healthy for the community and should remain unpunished. The second you bring up sacrifices the fun of the other four individuals in your lobby because you yourself "don't wanna lose" you lost. Period. End of story. Argue with somebody you can outsmart, because spoiler alert: it's not gonna be me.
If being assertive is all it ever took to win an argument, I'd be a goddamn master.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1364716#Comment_1364716
Why is everyone elses fun my responsibility? I queued up to a game, stop acting like I signed a contract, lol.
If I see something (which 99% of the time is team mate related and not killer related) that I don't want to deal with, I'll play as normal and dip on my first hook. You can't punish people for it beyond what already happens (lack of bloodpoints, pip loss etc) and you can't force people to stay in your game. You're like one of those people who says "NO KILLER! FACECAMPING IS BAD BECAUSE IT KILLS MY FUN!". Like...that doesn't mean anything. All you're doing is whining. Your fun really holds no value whatsoever to anyone else playing. They are playing for their own fun, not yours. Get over yourself.
This really isn't an argument you can win.
Except you did sign a contract, in fact that's exactly what you did to a T.
As soon as you booted up Dead By Daylight for the very first time from day 1 you agreed to the End-License User Agreement or EULA and Terms of Service from BHVR (that really long body of text that nobody reads)
Here's a link in case you're curious:
Dead by Daylight is an asymmetrical multiplayer (4vs1) horror game where one player takes on the role of the savage Killer, and the other four players play as Survivors, trying to escape the Killer and avoid being caught and killed.Here are two terms that you are technically violating when you suicide consistently and repeatedly to get out of matches early:
Quote:
"While participating in the Game, you also agree to comply with certain rules of conduct that govern your use of the Game (“Rules of Conduct”), for example you may not:
- Interfere with the ability of others to enjoy playing a BHVR Service or take actions that interfere with or materially increase the cost to provide a BHVR Service for the enjoyment of all its users.
- Exploit errors in design, features which are not documented, and/or bugs to gain access that would otherwise not be available or to obtain any competitive advantage."
The important parts to recognize to these Terms of Service are the beginning statements which as you can see are separate rules or codes of conduct to be followed separated from the rest of the statement because of the legal grammar being used created by a comma or an "and" & / or "or"
...Soooooo.... Did I win the argument? Did I do it?? 🤣
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Awwwwww.... can't fall back on the classic Decisive Strike crutch anymore?
What a shame...
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As far as I'm aware, the community design-your-own-cosmetic-contest (which will probably be a yearly thing) are going to first go into the free track of the rift before releasing on the store. This gives as many people as possible the opportunity to earn them for free, and basically for the community to share it's own ideas (artists and the like) with as much of the rest of the community as much as possible.
So I would guess you'll have to wait for Tome 4 to get that one, there are some 20 days left in this rift, and there's a few weeks before the next rift releases which I think that drops at the same time the Mid-Chapter Patch does.
So there's your timeline right there (if I'm not mistaken)
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1364648#Comment_1364648
YES! That's what I meant! Bug fix when?!
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You already answered your own question, it's already there it's just bugged.
If you're asking for when the bug fix will ship, all I can tell you is soon™
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@0mikeya0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1364368#Comment_1364368
You said "if you have a legit reason to suicide, you may as well DC," therefore my comment
I didnt read the part about> you only get banned if you abuse it... That is not even true because I got banned everytime I got kicked out of the game randomly... that includes the first time too.
I've only DC'd twice my whole DBD experience. That was before they brought on the penalty
If you got banned after disconnecting one time you should be sending a support ticket in because that's a bug or glitch and that should not be happening.
I've had to disconnect (I assume) multiple times in the past because my computer overheated and I get a blue screen after sustained intensive use of a couple of hours, but this happens rarely to me maybe once a month or every two months if not longer. The only way to solve it that I know of is to shut down my computer completely and restart it, and this can happen right in the middle of the game so I'm assuming when I do this I'm disconnecting from the match because all programs are being shut down and ended.
My point being, when this happens to me I get right back into DBD and I'm none the worse for wear, because I DC so infrequently (and only ever for IRL reasons or computer mishaps, never for in-game reasons) I've never gotten a ban.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1364477#Comment_1364477
I'm on console, you need to hit the button quickly otherwise it doesn't matter if it's consistent it will kill you. Unnecessarily tapping the button is just going to wear it out causing a new controller to be bought - people complain about the current method already causing this why speed up process? Glitches do happen fairly often, I've seen others complain on Facebook and Twitter about it as well as it happen in streams. Whether it's a glitch or someone making a mistake doesn't change people should not be penalized for it. Change the mechanic first - like a simple "stop struggle" - then penalties can be considered. It's not all on purpose. They didn't immediately put in DC penalties, they first changed to dedicated servers.
Ah, my bad, well in that case I can't empathize at all.
That being said that's much more a problem of "fix how struggling works" than "don't punish people who kill themselves early". They aren't mutually exclusive changes, you could fix how struggling works on console and still punish people who decide to suicide early.
And like I said before, it's all about improving the struggle mechanic as a whole, to make it more interactive and engaging, especially as opposed to removing it completely.
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@Tactless_Ninja said:
Next chapter they'll first tease with a helium canister. Then a balloon. Then several balloons. Then the reveal!
It is Carl the Cashier! Back for REVENGE! The helium and balloons are scanned. He calls for a price check. They're void. That's when he pulls out the axe.
@Heartbound said:
Chapter 17: The Angler's Release
New Killer: The Floppy Fish
Angered by being thrown back by the angler at a young age, this small fry still feels the pain from the hook in its mouth. So many friends lost to the humans above. They will know no mercy.
The Floppy Fish slaps survivors down and flops them on the hook. By flopping all over the map at very high speeds nothing is scarier.
Survivor: Ted
Ted forgot to close his tackle box one day and when he came back the worms dragged him into the realm of the Entity where he met The Floppy Fish. Running into the forest out of fear he now tries his best to survive and tell his fishing buddies a whopper of a tale.
Coming soon to a pallet loop near you.
I laughed way too hard at both of these.
@Sonzaishinai said:
They don't do 2 licenced in a row i think so no Chucky :(
There was that thing about a "lava chapter" people found so hopefully a pyromaniac next
That's not a confirmed statement at all, and in fact they have done 2 licensed chapters in a row in the past before.
Chapter XII was Ghostface
Chapter XIII was Stranger Things
EDIT: Multiple times actually. I forgot that:
Chapter VI was A Nightmare on Elm Street
Chapter VII was SAW
Not to mention a month before Chapter VI they released Paragraph II: Leatherface.
and right before Chapter XII, Paragraph III: Ash vs Evil Dead released.
So there's no rule about having multiple licensed properties back to back, and in fact they've repeatedly proven that statement wrong on multiple counts.
The Silent Hill chapter content wise was a lot better than I thought it would be, and I actually am enjoying Pyramid Head a lot, but I had hyped myself up so much for something absolutely incredible like Candyman or Pennywise, or Pinhead, maybe the Xenomorph, or hell even Jason became a more viable candidate than ever before which I was low-key half expecting. I won't be satisfied until the next licensed chapter comes out, whenever that is.
So I'm reeeeeaaally hoping the next chapter is licensed.
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@0mikeya0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1364499#Comment_1364499
I don't think you understand what I am arguing here.... I'm kinda jumping in your argument above with the person who has Zarina as their pic.
Then... could you explain?
@Sonzaishinai said:
I don't think this is the right way to punish players who do it. If you punish hook suicides people will just alt tab and afk
I would suggest rewarding then if they choose to stay
Something like a desperation bonus
+10% bonus bp if you've been hooked and +20% bonus if you're on deathhook
Survivors need more bloodpoints anyway
This is also a fine and acceptable solution, though I fear the incentive wouldn't be enough for some people. For those individuals harsher penalties are necessary to get the message across to stop pulling this kind of bullsh*t
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1364477#Comment_1364477
You are the one who keeps repeating yourself into believing suiciding on hook is a workaround TOS, when the devs have already said Suiciding on hook is not bannable. You wanna add a punishment because you, yourself don't like it.
I've been in many matches where people simply gave up. I escaped. Does that mean that I had a bad experience? No. I escaped and got my points. End of story.
Again, I would rather someone suicide because their favorite show came on tv, than to have to deal with an afk person or someone trying to sandbag. That's the last thing I'm going to say about it.
This is for the most part a new conversation, the devs have never officially commented on this in the past at least to my knowledge.
I want to add a punishment because I'm seeing a lot of people creating threads and comments complaining about it, but without the constructive rhetoric to suggest a solution to the issue. Which is what I created this thread for.
You're personal anecdotes aren't sufficient evidence to represent the entire community, and I can just link to you a thread of people who have many many more anecdotes of being screwed over by people who decided to suicide rather than see the match through.
@Reinami said:
As both killer and survivor i find it absolute bullshit. Happens in a good chunk of my games. When someone does it, either because they don't like the killer or they don't like that they were first downed. It completely ruins the game, basically guarantees the killer will win, and also makes the killer lucky to black pip. It's bad for everyone in the game and there is no excuse to not treat it the same as a D/C
If their favorite show was about to come on, and needed to rush to their tv right away in that moment, it would be far more efficient to disconnect immediately and turn their PC off right away rather than look around or wait for the killer to find them and hook them so they could kill themselves.
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@0mikeya0 said:
@Seiko300 Why would one DC when they could just let the killer kill them? I'm not understanding your logic. I'd rather leave a game without a ban so I can move on to the next game. Whether the reason is legit or not, it would be silly to take the ban lol. I mean, its as simple as that.
If you don't DC on a frequent basis you won't get banned.
The logic doesn't get much more simple than that my guy.
It's there for a reason, it's there to be used, it's just not there to be abused that's the only difference.
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@felipao_brabo said:
let me kill myself if I want to, I can't dc anymore, at least let me kill myself.
nope.
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@bm33 said:
I've had more times than I can count that survivors don't rescue me until right when I'm going into struggle but something happens (hit, they glitch, who knows) and I don't hit the button because I was expecting an unhook and instead die. I die during struggle all the time because even though I'm button mashing the game randomly doesn't read it and I die with plenty of time left to struggle. This happens WAY too often to punish survivors for it. Until they change the struggle mechanic to something like having option of "let go" where it isn't the game glitching and killing you there shouldn't be a penalty.
That sounds more like a you problem than anything else. Button mashing isn't something that you should be doing when struggling and you're far more liable to mess up struggling if that's what you're doing. The important part of struggling is to maintain a consistent rate of tapping the spacebar than anything else. As far as I'm concerned, the system itself works perfectly fine at reading when you're struggling and when you've f*cked up as long as you're doing it properly. If it didn't this would be a far more widely spread reported issue than it is.
On top of this, you should be prepared to struggle because there's a whole second or two of wind up where the entity rears back before it strikes you with its spider claws. Regardless of whether or not someone is nearby for a save, you should in that moment, be prepared to struggle by already hitting space bar.
So your solution is an easy one, maybe don't do those things? Stop button mashing, and actually struggle when you're supposed to regardless of who is close by, both of these are rookie mistakes that don't need players to be accommodated for.
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1364437#Comment_1364437
Disconnecting is bannable. Suiciding on hook isn't bannable or against the rules.
Even if the person suiciding wants to do it for non-legit reasons, it could be them trying out their "luck" because as I've already mentioned there are things within the game that revolve solely on luck. Offerings, Perks, Attempting to unhook yourself.
Giving penalties to someone because they ended their match sooner is wrong. When we have people going afk (both survivors and killers), we have people who just want to meme or beg to farm, or we have people who want to sandbag and show a 'toxic' behavior rather than playing the game. Nobody wants to be in those matches, so unless you intend of punishing those people as well, suiciding on hook is fine.
Oh, since we're repeating ourselves, I'll just copy and paste what I said earlier:
"So you're admitting people suicide consistently to actively avoid being punished? To avoid being banned? and not for "legit reasons"?
Hmmmmmm.... I wonder what that means when players use workarounds to avoid punishments from TOS.."
Again, if you're not willing to DC because you could be banned that is your own fault for abusing the disconnect feature during your games and not budgeting your own time correctly and ruining the experience consistently for the others in your matches.
If you're doing it for luck you should still be equipped with more than enough time to struggle. As I've already previously noted, there is a brief window of time between when you're in first hook state and when you're in second state struggle phase. This is purposefully implemented to allow players more than enough time to properly react and begin struggling in time.
Ruining the entire match for four other players and prioritizing yourself over the normal pace of the game is wrong.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1364390#Comment_1364390
No. Read what I said. I am admitting that it is INTENDED, for reasons of how the game works (things in the game) and sometimes people who do it who have legit reasons (outside of the game).
They can't possibly punish everyone. I'd rather have someone suicide than someone go afk for instance. At least I KNOW, I don't have to waste my time going to try to save them or take a hit for them.
If you had a legit reason you would disconnect. If you can't disconnect for a legit reason because you've been disconnecting too often, that is your own. damn. fault.
You're right, they can't possibly punish everyone. But they can discourage those actions by implementing new mechanics that deter players from repeatedly killing themselves on the hook.
If you have a legit reason, then you won't mind whatever punishment BHVR decides to throw at you because you won't be playing anymore, you've got that "legit reason" in the real world to pay attention to. Unless... your reason isn't actually as legit as you say it is?
Much in the same way that if you did happen to get a five minute cooldown punishment for DC-ing for a "legit reason" it's not like you're going to be playing for the next five minutes anyway because your focus has been shifted to your "legit reason" so it won't matter.
For example, like going to the movies with friends "we're gonna miss the beginning if you don't get off right now!" "fine! I'll disconnect and we'll go" a five minute penalty does not impact you in the slightest because you're going to the theater to see an hour and a half or more long movie.
@Mhew said:
https://forum.deadbydaylight.com/en/discussion/comment/1364369#Comment_1364369
No, i didnt signed anything, so i will keep doing it, till the devs do something about the suicides or a Freddy rework. Simple as that
Yes you did actually. As soon as you booted up Dead By Daylight for the very first time from day 1 you agreed to the End-License User Agreement or EULA and Terms of Service from BHVR (that really long body of text that nobody reads)
Here's a link:
Dead by Daylight is an asymmetrical multiplayer (4vs1) horror game where one player takes on the role of the savage Killer, and the other four players play as Survivors, trying to escape the Killer and avoid being caught and killed.Here are two terms that you are technically violating when you suicide consistently and repeatedly to get out of matches early:
Quote:
"While participating in the Game, you also agree to comply with certain rules of conduct that govern your use of the Game (“Rules of Conduct”), for example you may not:
- Interfere with the ability of others to enjoy playing a BHVR Service or take actions that interfere with or materially increase the cost to provide a BHVR Service for the enjoyment of all its users.
- Exploit errors in design, features which are not documented, and/or bugs to gain access that would otherwise not be available or to obtain any competitive advantage."
The important parts to recognize to these Terms of Service are the beginning statements which as you can see are separate rules or codes of conduct to be followed separated from the rest of the statement because of the legal grammar being used created by a comma or an "and" & / or "or"
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1364368#Comment_1364368
DC'ing can get you banned. Suiciding on hook does not.
So you're admitting people suicide consistently to actively avoid being punished? To avoid being banned? and not for "legit reasons"?
Hmmmmmm.... I wonder what that means when players use workarounds to avoid punishments from TOS..
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@Johnny_XMan said:
Lol no.
As annoying as it is when someone suicides, this is the wrong way to go. Why? Because it punishes the people who have legit reasons for doing it.
It's also not something that happens often enough that I think even needs that much work put into.
If you have a legit reason to suicide you may as well DC.
If you have something that actually requires your immediate attention, you can and should DC, rather than taking the time to find the killer, get him to down you, wait for him to carry you to a hook and then for you to struggle multiple times before you die.
That is far more time consuming and less efficient than simply hitting "disconnect" which for an average player who isn't toxic, they won't get a penalty for disconnecting because they aren't repeat offenders.
So anybody who kills themselves on the hook hardly has a "legit reason" especially considering most of these guys are actually playing legit up until the point they get downed and hooked. They're vaulting windows, dropping pallets, running loops, using their exhaustion perks, they're actively trying to escape up until the point that they get caught.
That doesn't sound like "legit reason" to me, far from it. That's nothing more than a lame excuse
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@Buttercake said:
https://forum.deadbydaylight.com/en/discussion/comment/1364344#Comment_1364344
If everyone agreed, no one would do it. It's okay to let go.
Because sometimes something irl takes precedence over a stupid video game and you need to leave, that's why you're not permanently IP banned for life because you disconnected once, but over a sustained period of time of repeated offenses.
Ergo, it's not okay to let go.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1364310#Comment_1364310
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.
Again, bringing the point back to improving the feature by making it more engaging and interactive not tossing it out completely as if there were never a point to it in the first place. There's a reason it's there and acting like it's pointless is just doing Dead By Daylight as a horror experience dirty and a big a disservice.
@Buttercake said:
It's not against rules to give up on the hook. So where do you get penalizing people?
Common sense?
It's not necessarily against the rules, but it's heavily discouraged to disconnect (especially consistently) which everyone has universally agreed on by this point, and by killing yourself on the hook you are essentially avoiding the new punishments implemented to deter players from disconnecting from their matches. Why shouldn't you be punished for purposefully leaving your team out to dry??
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1364295#Comment_1364295
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.
+1000000000
I wish more people thought this way because it makes undeniable sense. You're playing a game for its experience in its entirety not JUST the good stuff like getting constant 4K's or escaping all the time. The good times wouldn't be as good if you never had anything bad to compare them to
And it's true, no game ever encourages just cutting out in the middle of a game and ruining it for everybody else, and a few games straight up don't allow it at all heavily punishing those who leave early. This is the standard
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/162599/easy-solution-to-hook-suicides
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.
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.
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@RayrafLPP said:
https://forum.deadbydaylight.com/en/discussion/comment/1364130#Comment_1364130
Nah it was me confusing words: three gens done
Told you @Orion
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I would say the experience of playing Clown is probably better and definitely a lot smoother but that doesn't necessarily mean and translate to "he's actually in a good spot". Though it's a bit difficult to tell at the moment, I would still say he's one of the worse picks on the roster which pains me to say because I really like the Clown as a character and the core concept of his ability and playstyle
The removal of the slow doesn't change any of the problems people have pointed out he suffers from in the past: he's got no map pressure, map mobility, reloading during a chase forces you to lose ground in one and extends your chases, the bottles can still be woefully ineffective in their primary purpose (as a tool to be used in the chase) at certain loops - it doesn't stop people from fast vaulting pallets (or dropping them [not that it should, I'm just saying these things add up to ineffectiveness at certain loops]).
I would say he could still use some additional changes to combat these problems, something to make the afterpiece tonic more threatening and impactful, and potentially a secondary ability to help with map pressure, tracking, or slowing down a gen rush.
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@PodgeNotRodge said:
https://us.v-cdn.net/6030815/uploads/0A8UOWCQAB8Z/20200618-140212.jpg
A team of 4 (I checked), leaching off the low rank for easy f#ckn games and even though I didnt tunnel, I still get 2 DS slaps by two rank 1's "Go figure", just probably at the end of its timer. I had perks, just didnt show there for some reason (BHVR standard)
And at gate their teabagging, spinning in circles and pointing and I'm left feeling depressed asf and not wanting to play anymore cause they made so many rush saves and stupid plays and I played well. Not to mention how they always leave 10 seconds before I get to them. On top of that, so many sound bugs. PLEASE BHVR, FIX YOUR TERRIBLE GAME.
This is just a really roundabout way of saying DS is absolute bullsh*t and needs a nerf.
Which I think many people can agree with.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1364158#Comment_1364158
I never said it was a lie, I said the math didn't add up and listed two possibilities, both of which depend on the story being true and accurate.
Well I never said you did, I just pointed out that I don't think he made the story up, nor that it was either of the two possibilities you listed because neither seem very likely. And that a far likelier and more simple explanation is that OP mixed up his details since again, the difference was only one generator.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1364143#Comment_1364143
The hatch spawns when the number of repaired generators exceeds the number of remaining survivors. Two survivors left means they would have had to repair three or more generators, not two.
I double checked just now, yeah you're right that's my bad. It could be that OP just recounted the story differently than how it actually happened or maybe a typo and accidentally typed "3 gens left" instead of "3 gens completed"
His story was too close to the actual truth to be considered a lie though, with the difference being only one generator to make it feasible or not. I hardly think it was a bug or a cheat so I'm just guessing when I say OP probably just got the details mixed up
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@Orion said:
Your math doesn't add up. If there were 3 gens left, that means they repaired 2, so the hatch couldn't have spawned yet. That was either an extremely rare glitch or a straight-up cheat.
The hatch spawns dependent on how many survivors are left in the trial and how many gens are completed. With one guy dead and one guy who DC'd that means two survivors were left, which I think means the hatch does appear since 2 generators were done.
And both of them escaped with the key one guy had.
So makes sense to me
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@SweetbutaPsycho said:
https://forum.deadbydaylight.com/en/discussion/comment/1361686#Comment_1361686
I mean I agree with you on the DS part. I'm a rank 1 killer Main and only play survivor for the archives rn and I will switch back to killer once I did all the archives stuff. So I'd rather see DS getting reworked earlier than later and I'm fine with PH staying this way honestly. Like the stronger he is the better.
I'm just saying that I noticed during the time I played survivor in like the mid ranks now (mostly rank 6-16 teammates) I've seen a lot of ppl go back to queue with 1k points max since they got tunneled to absolute oblivion by PH right from the start. Like I imagine in higher ranks where people actually think about how to beat it and have better teamplay even as randoms it becomes far less of a problem. And I mean I got cursed like 3 times in 14 games against him and use urban so yeah if u know what ur doing its not that hard to counter. But in these ranks ppl will get cursed and be it just cause u get a random rank 16 survivor who doesnt understand what he does and how to counter it. And most of these ppl dont even know how to abuse DS I would argue.
And I mean what Valor said yeah he completes 25% of the objective fast and efficiently. But behind that objective also is another player that queued for the game who knows how long and then in worst case gets in once chase and can see himself die in a cage for 4 minutes now cause he got cursed. Like maybe my mindset doesnt match up with DBD but shouldnt everyone be able to gather points and try to have fun rather than just to somehow destroy the other party?
Like I said I dont care if they leave him this way, I'll probs be happier if they do. But out of 14 games I played against him I had like 10 where i looked at the scoreboard and one or two survivors stayed below 2k points. Might not be a huge problem in red ranks I dunno since im not playing there but in mid ranks as solo queue it feels like an absolute disaster. And I mean maybe ppl in those ranks will figure out how to play against him eventually but rn in mid ranks it just feels impossible to escape if the killer uses that tactic since noone can or wants to counterplay it.
It's true we as more experienced players should account for the experiences of newer players who aren't going to be sweating with the rest of us in red ranks. At the same time though, balancing around these fresher players is not something I would ever advocate for.
Gameplay should for the most part be balanced around what the highest tiers of players can do, Dead By Daylight is a game all about adapting, both in the moment during a trial, and for the overarching balance changes that are made over time. It stands to reason that players even in the mid-range of ranks, obviously wouldn't be able to adapt as quickly as those higher up the ranks so it makes absolute sense you'd see those players get demolished in their games when a new chapter has just released. But over time, even they will adapt just like the rest of us.
At the same time most of this branch of the conversation doesn't relate to DS, I would hardly expect these mid-to-low ranked survivors be able to "milk decisive" in the way that I described initially, that's not quite the group I'm looking at when it comes to balancing a problem perk like DS.
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@Xpljesus said:
https://forum.deadbydaylight.com/en/discussion/comment/1361791#Comment_1361791
While what you say is a fair point about finding the gens, I'd still say that it's an issue. It's kinda a problem on all three of the indoor maps already (the game being the easiest to find gens) and those maps have all been out for a long time. Point being, there is already a problem finding gens on indoor maps, so an indoor map that now has ZERO indicators of where gens spawned, and is harder to traverse than any other map in dbd, even though your point about it being new is valid and things will get easier, it's still IMO always gonna be atleast a moderate problem
Yeah, I get what you're saying and you do have a fair point, gens on indoor maps have always notoriously been more difficult to find than on open air maps. However, I'm not sure what can be done about that without ruining the atmosphere of an indoor map, the devs created a great solution with the lit up signs when they added in the rework for Lery's but I don't think that's going to work for every indoor map simply because it doesn't fit the tone or theme of the other map settings.
For my own experience on the rest of the map, I'd seen plenty of gameplay of the PTB and when the new chapter dropped I was already as familiar with the new map as some experienced players, I'd heard about and seen that really op window vault in the back of some classrooms, I knew about the staircases and the crumbling floor that led to the upstairs, certain windows and drop downs that led to the center of the map, gen. spawns, etc.
So for the most part I'd say the few matches I have had there went pretty smoothly because I was adequately prepared and knew what to expect. That's not to say what you've said isn't true, more ways to get up and down between floors and into the center would probably be great, I just think it isn't as bad as some people are making it out to be. I don't think it's the worst map because it's pretty predictable for what it is, it's a square with two levels on the edges. That being said no amount of map knowledge can fix the fact that pallet distribution might still suck, but I'd have to play on the map more times to figure that out for myself
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I'll be honest, I've only managed to play the new map twice (once as survivor and once as killer) so I'm not going to claim I'm an expert on the topic but I will say I always groan when I hear people say "gens are so hard to find!" because that's very much more a intro-to-a-new-chapter problem than anything else.
A few months down the line everyone will have this map memorized because there aren't yet multiple variations for any of the licensed maps. Also, if finding gens is really that big of an issue just run perks like Deja Vu or Detective's Hunch, at the very least for the first few hours or days as you get accustomed to the new map just to learn where the typical gen placement / spawns are.
That's not to say the rest of what you mentioned isn't valid, crappy pallet spawns, not enough entry points between floors or the center of the map are all things that could probably make the map better I won't lie. As well as sound / audio optimization just as a general QoL change.
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As far as I'm aware it's not a PC exclusive, I think people just haven't discovered the code equivalent for your respective platforms yet. For PC people quickly figured out how to adapt the code onto a keyboard and mouse, now ya need to figure out what it is on controllers for Xbox, PS4, etc.
I could be wrong, but I'm sure there must be a way to get it on other platforms.
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@SweetbutaPsycho said:
https://forum.deadbydaylight.com/en/discussion/comment/1361214#Comment_1361214
I mean its a difference between counter and abusing. Like as a killer main i know how frustrating it is to get Hit by ds At key Moments or survs sitting in lockers etc. But countering that by going "ha u can't use ds so now i will kill u off in the First 3 Minutes of the game without u being able to get some points for repair or heal or anything can't be the answer imo. Its countering bullsh. with bullsh. Just makes everything worse.
Please. With all due respect, DS has been "bullsh" for almost 4 years now ever since the Halloween chapter came out in 2016. Can you believe that? A perk created almost 4 years ago has been receiving complaints for its entire four years of EXISTENCE. And instead of changing what has been a problem for 4 years, people insist on fixing the "problem" created YESTERDAY?? That's insane.
DS is problematic far beyond "getting hit by ds at key moments" and boiling it down to such an oversimplification is a massive understatement to the problems it creates even in 2020. To put it quite simply it is no longer used as an anti-tunneling perk like the rework originally intended, it is instead used as a "get out of jail free card" to facilitate extremely aggressive or extremely sloppy and stupid plays, to the point of practically serving as an "extra hook state" as @Valor188917 put it.
Saying DS is "bullsh" is putting it mildly, DS was "bullsh" before, but as time goes on and survivors become more innovative and find new inventive ways to abuse mechanics and perks in ways that weren't intended, DS has become an utter plague. Survivors have learned how to effectively maximize the output of Decisive and milk the perk for everything it's goddamn worth during a trial, and the killer previously could do absolutely nothing about it. and for 19 out 20 playable killers, they STILL can't do anything about it. Just because it's less effective on PH doesn't mean squat for everybody who: doesn't like PH or his playstyle, prefers to play other killers / their own mains, doesn't own the DLC or even just the character at all in the first place, etc.
At the same time, the counter PH has isn't even complete "bullsh" like how you described, since you must be tormented in order for PH to be able to use the ability, and Rites of Judgement can be countered and avoided whether by simply walking around or crouching through (Urban Evasion much??). Unlike killers and DS, survivors can in most cases avoid being tormented and stuck in the cage of atonement.
On top of that, perks like DS (and BT) were never meant to be 100% foolproof in the first place you're never guaranteed to escape a chase or the match just because you chose to run DS and if that were true, then DS would be even more problematic and unbalanced than it already is.
So no, I don't believe it's "countering bullsh. with bullsh." far from it. It's a mechanic that is entirely warranted, and entirely deserved. And for everybody else don't think that for a minute this lets DS off the hook for its eventual nerf because it still needs one, again, for 19 out of 20 killers it is still business casual for survivors who get to abuse this perk.
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@OmegaXII said:
To be honest, every time i see PH tunnelling posts, it reminds me how strong DS and BT is.
@Clevite said:
Tunneling killers are going to tunnel, doesn't matter which character they choose to play.
And sometimes it is the right tactic, and needed to swing momentum.
Kinda like unsafe unhookers are going to perform unsafe unhooks.
@Valor188917 said:
The post just shows how unhealthy these perks are for the game, they are undeniable meta and kill any variety. Nothing beats having an extra-hookstate basically.
@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/1359502#Comment_1359502
Precisely. It's no different imo to the Bubbas that facecamp. Is that the only way to do well? No, and in fact it's generally a worse choice to do that. Are people who like that playstyle going to be attracted to the character? Probably, but that doesn't mean the character is bad.
Besides, you objectively have a better chance to save someone who was caged than you do against a Bubba who's facecamping with his chainsaw revved. Bubba's right there from step one, PHead has to traverse the majority of the map.
I've so far had two survivors I've been chasing run me around the map to the caged person and choose to uncage while we're still in a damn chase. Altruism lemmings don't care what killer's being played either. Gladly hooked/caged the one dumb enough to do that and left the poor survivor with the idiot teammate on the ground to get picked up...no one deserves that #########.
@csandman1977 said:
Give it time. Many pyramid heads are going to stop using cages.
1 BBQ. Bloodpoints are important.
2 Pop. Best slowdown perk.
3 his mori. His built in mori needs the survivir to be tormented. Getting rescued from a cage removes torment. Hooking people keeps them tormented.
The cage is good at certain points in the game. The hook is good for most of the game.
@DrDeepwound said:
Every one of these Pyramid Head complain threads boild down to one thing: "muh DS and BT broke bruh"
I'm not going to read through all the comments up to page 3, but just off the first page all of these are incredibly true and valid points.
BT is powerful, but DS is absolutely broken and borderline unhealthy for the game, the fact that when these two perks finally receive a legitimate counter people get up in arms is extremely telling. Reminds me a lot of how many killers were up in arms over the Hex: Ruin nerf, people don't like it, but it needed / needs to happen.
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Lol, looks like you're alone & on your own on this one OP.
Currently 11 - 1 in favor of no nerf
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I don't mean to sound apathetic (which the poll option "I don't care" makes it sound that way) but they do sound nearly the same.
It doesn't sound any better or any worse, the main melody / tone of the music is still about the same. If anything it feels like a horizontal change for the music, not a significant difference in quality in either direction, just different. Which is fine by me to be honest.
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@Seiji212 said:
https://forum.deadbydaylight.com/en/discussion/comment/1354026#Comment_1354026
While I sincerely hope that pennywise never gets added (he's the construct of an eldritch abomination, and I don't see the Entity playing well with another one), you have some good points. In fact, one of the most often repeated tropes in horror is bizarrely missing and you reminded me of it- the lover's lane slasher. I mean, he doesn't have to have a hook for a hand, but it wouldn't hurt. Also, where's my zombies? :(
I never expected to see a konami crossover, but since we have one now I can hope for some RE content someday. I doubt they'll give us an 8' indestructible bruiser with a rocket launcher, so my personal pick out of the lot would be the Licker. That would be sweet.
Zombie horror is at the very least loosely tied to Dead By Daylight through Bill Overbeck and the Left 4 Dead chapter. I think that's about as far as it'll get in Dead By Daylight, you'd have to get pretty creative with to create a unique Zombie killer, it'd have to be something more than your average typical zombie, something like a Solomon Grundy type character probably.
...Thinking about it more I think that might actually work. Hm, who knows.
Anyway, as for your statement on Pennywise, sorry to dash your hopes of him never making it into the game but it was confirmed a long time ago that the devs are huge fans of Stephen King, and Pennywise is #1 on most wanted licensed characters list for the devs. (Or at least for Mathieu Cote, who is producer / director of the dev team and he's also the one in charge of negotiating these deals with companies in the first place.) So you can bet your bottom dollar that they're going to do EVERYTHING in their power to get Pennywise into the game.
Lore isn't a valid reason to say no to any character, since the devs themselves created the story they can develop and tweak it however they please if they want to make something work and they probably will. Even if some people in the community don't consider it a "satisfactory" explanation, it's their game, soooo.....
Not to mention he's one of the most important and constant community requests alongside the other two of "the big 3" so the devs want him, we want him (most of us), it's really up to whoever owns the license for pennywise. Which is a bit unclear at least to us in the community, we don't know if that means the devs need to go through Stephen King himself, or perhaps they need to negotiate with the studio / whoever produced the movies, we'll just have to wait and see.
But I mean, they did work with Konami, which was something well beyond the imaginations of many in the community, including myself. So anything could happen really.
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Getting stale? Bold of you to assume it hasn't already GOTTEN stale. Which it has.
I've always been one to say that older perks need to be buffed and reworked on a massive scale. Meta and other problematic / controversial perks like Decisive Strike and NOED also need to be nerfed and reworked on their own wide scale.
Something not many people think about though is also the new perks, the ones that have incredibly niche uses and value only in very situational circumstances. Those actually need reworks about as badly as some older perks, almost every single perk from the Stranger Things chapter and forward into recent history, is entirely liable to be placed under scrutiny.
