Sharpefern
Sharpefern
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- Sharpefern
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So I think its based on context and what looks good on the character. Trickster is actually a really good example. I honestly dont think the ones where he shows a ton of skin are his most popular. Like I think his best skin is the Neon Nights which is his most clothed one, just because it looks the best on him. But the shirtless David is super popular because it looks better than his other outfits. As long as they stay making sense I don't think there is an issue.
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@Okonar_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3264675#Comment_3264675
Thank you for understanding. As you noticed, I didn't slug them to death, when I easily could because by the time I downed all four was clear they had no unbreakables. I smacked each one of them on hook just for banter and that was it. They came to my chat and started being passive agressive and I blocked them and moved on to another match.
Honestly I should've just posted the offering denied. Posting the results makes people come and start drama. If I win, I'm bragging about it. If I lost, I'm baby killah that lost and its crying.
And like I said before I don't think sharing the experience is an issue since most killer mains or swappers have been in the same situation where it doesn't go as well and seeing that it doesn't always work out in the survivors favor can be helpful especially for newer killers. I think a lot of killer mains have a huge issue with SWFs (even if they dont stack offerings against them) which are a core part of the game. Although I don't think showing positive killer results against SWFs will fully change these negative feelings, I do think its a nice change to the constant complaining about SWFs.
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3264555#Comment_3264555
Unfortunately bHVR receives quite a lot of beratement, criticism and anger over stats.
Believe it or not, I has this dude on twitter argue to me that bHVR was trying to excuse themselves our of looking over Nurse because he felt the last batch of stats showed Nurse being on low killrate. ofc because of her high difficulty which we should all know by now. Im confident bHVRs sometimes mute relationship with stats is based on interactions from such individuals.
Even tho I love stats myself.
I agree. I think this could be a thing if people didn't attack or anger just because of it. The forums were on fire that week and were so us vs them. I dont think they want a repeat of that every month.
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@nora_the_explora said:
https://forum.deadbydaylight.com/en/discussion/comment/3264583#Comment_3264583
https://forum.deadbydaylight.com/en/discussion/comment/3264488#Comment_3264488
i'm taking the post so seriously cause u don't like what i'm saying or whats the matter here?? you both were telling me to take accountabily for legit nothing, it looks like u were taking the joke seriously to me.... plus explain why u post something if u don't like people to reply
Nora I think you may have taken the post out of its original context. I see this post as the same idea of a post a survivor might make saying something "They never expect the power struggle" and showing 60 points in benevolence for saves from killers grasp and showing that they escaped when a strong killer had a strong build.
He went into the match knowing he was in an uphill battle seeing a full sabo squad or gen rush setup. Was able to counter one of the offerings but still had to deal with the 2 hook separators. Its more that this is something that if you're not prepared to deal with as a killer it can really ruin the experience of the game. He didnt slug them til bleedout it actually looks like he slugged for a very short time based on the timers and I don't think there was any malintent on the post. It was a flex but I think its also a reminder to killers that this type of squad, although annoying, isn't unbeatable.
Your first post read like an attack on Pebbles for sharing their experience which is why I think several people were harping on you. Even if you didn't mean it that way that is the way it comes off which causes a series of lashbacks between you and them.
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@Pulsar said:
I just dislike him because Nightfall makes my eyes hurt
Nightfall also makes my ears hurt. If I had to listen to those villagers every night crying and screaming I would murder them too.
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I mean it could also just be that at the time of DC it counts as a hook regardless. Because Grim Embrace, No Way Out, Huntress Lullaby, BBQ and Chili, all can be denied with DC as well.
@fake said:
With the Husk- system under development, the game will continue with the DCed survivor leaving the Husk so that the Blood Warden can also be activated.
Join me in waiting for this feature to be finalized!
I am 100% for the bot replacement because it honestly is better for both sides. I am just thinking in between. I wouldnt think it would be a hard change.
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@Firethorn said:
Has anybody tried using a mori on the last player? If it only counts sacrifices where there's still a living survivor(not including the one you're killing), would a mori, using a slightly different scoring mechanism, count?
Mori's will not work on the last person either. Tried with both a Mori and Rancor. Also as for new information if the last person DCs they also will not count.
@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/3260904#Comment_3260904
Pretty sure Moris and Sacrifices count the same for the scoring system.
The only one that doesnt appear to do so is Quitters, since people have reported that a DC will count the 4th survivor.
I just had a game. 4th person DCed did not count. The only thing I think does count is if you hook somone and they DC before they die it counts as both a sacrifice and a DC.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3260861#Comment_3260861
I think they dont quit because if you find a regular Killer who plays for hooks and is not using the most tedious meta you can have fun in Solo even if the whole team dies and they are just hoping from match to match until they find one where they think they can have fun and a real chance at escaping so they still queue trying to get that, a non-sweat Killer with a non-sweat build where nobody gets camped.
But they often don't give it a chance to see if that even happens. Like If you are the first one down and you DC you have 0 clue how the killer is going to play. They might be a camping tunneller. They might 12 hook you. Who knows? You sure as hell don't because you know maybe one of their perks, if that. Like if you DC because youre getting camped or tunnelled fine whatever. I dont agree with it because you will most likely die before the DC penalty and you are giving the killer a free hook to use but hey I can at least get it. But those aren't the people I see. Granted I don't camp and tunnel so that could happen more than I give it credit for but what I see more often than not is a survivor goes down, DC. Or survivor 2 gets caught as you are leaving the hook and chased down, DC. Like bruh comeon, one reset and the game can easily get back to even. It's 1-2/12 hook states. But I much more rarely see killers DCing when the first gen gets popped which is a bigger progress than 1 hook state on 2 different people (mathematically at least I understand survivors lose resources as the game progresses where the killer for the most part does not, hexes excluded).
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To capture and share your gaming highlights, download the Outplayed app on Overwolf
Like this isnt even 5 seconds from the hit let alone the chains breaking.
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This is a repeat ticket for https://forum.deadbydaylight.com/en/discussion/351325/devout-emblem-bug-since-patch-6-3-1#latest I would suggest upvoting wimpy's acknowledged ticket to increase its priority.
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I second this. Its probably to be the same as the devout bug that ignores the last survivor in the trial. Making me think there needs to still be a living survivor inside the trial grounds for them to count the sacrifice. Video shows the task only going from 3-6 and that I had 4 sacrifices on the end screen.
To capture and share your gaming highlights, download the Outplayed app on Overwolf -
@ColonGlock said:
The 3 I will likely never attempt are Michael evil within, huntress long range hatchets, and nurse 3 blink grab
Okay 2 of these are easy to get if you want them.
- Huntress Long range. Bring Blood Warden and when they open the exit gates since survivors never end up leaving because they want you to watch them leave do super snipes. But don't go there to pick them up. They will pick each other up and you can repeat. Reason for Blood Warden is you get vision of them in the exit gates since you need to be hellas far away
- Nurse - show that you are friendly and hit a gen. Do three blinks and grab them off. Let them go and you can just play to try and kill the other three.
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There are still three that I have not gotten but only one of them is really "hard"
- Boon 20 Hex totems. (You almost never boon a hex because of how long it takes unless there is a concern of penti/permamento
- Escape RPD by opening the exit gates 20 times (Its a new achievement and I dont want to send myself there)
- Hemophobia- F#$% this Achevement. Like I was super excited when I didnt get hit on Fathers Chapel one time but NOPE not good enough has to be disturbed ward. I am very close to just bringing a crotus penn offering with a swf and a hatch offering and doing a rapid 3 person dc if I get Disturbed Ward. Its such a dumb achievement that essentially says hey you didnt actually face the killer on this specific map.
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@Clockwork_Enigma said:
https://forum.deadbydaylight.com/en/discussion/comment/3257679#Comment_3257679
I also compared him to Plague, Huntress and Deathslinger with very similar arguments on them.
It just doesn't seem to make sense that Trickster should be slower to begin with when his Power is weak enough to justify a higher movement speed. And a 5% movement speed change would do a whole lot of good for him, but it wouldn't cause him to be oppressive overnight.
And to anyone below or above that think him being 110% is justifiable, please consider the fact that despite his mid-range ability:
- He has slow activation and deactivation time on his power (0.35/1.25 seconds to enter/exit).
- He still moves at 3.86m/s down to 3.68m/s while using his Power.
- He still needs 6 shots to get 1 health state in.
- When using his Power, he is literally extending the amount of time he and the Survivor need to rotate around the loop until an interaction occurs; these interactions include either causing an injury, down or pallet drop from the Survivor's end.
Does this sound like a 110% Killer to you?
Dude I am with you. The only thing I thing I would also change is Iri Photocard keeping putting his movement speed back down to 110%. Its a strong enough add on as is and the extra 5% would be oppressive with that add-on.
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@Sydrax said:
I seek to adept the nurse ,I am ash 2 is it possible to get it?
Someone clarified on another topic that it was people in iridescent rank who couldn't get adept, is it possible to get adept if you are below red rank ?
This isnt the place to ask but I understand.
To get adept on a killer you need to get a Merciless (2 pips). This is easiest in Ash and Bronze as you only need to get 14 points allowing 2 gold or 1 silver. In Silver and gold you need 15 points allowing 1 gold. and in Iri you need all 16 points or 4 iri emblems
The bug as it currently is only counts kills if there is a living survivor in the trial. So the last kill does not count unless a survivor is still alive and has not escaped the trial yet. So you can still get gold devout by having hooked everyone, killed 3 and have 9+ hooks. Based on this you can still get Adept as long as you are not in Iri ranks, only exception being if a survivor dcs on hook as it will count both as a sacrifice and a dc.
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@Random_NPC said:
I mean yeah I agree that the bloodweb bs is by far my least favorite aspect of the game since day one. I doubt they will change that.
This is why I am proposing the change to how grade reset works. As it stands now it forces you to spend a very long time once a month if you play the game frequently enough to get to iri. Having that buffer to the bank would allow you to handle the bloodweb in a more natural fashion in between games while not increasing incentives, changing the bloodweb, or changing the BP cap. It would help to make the frustration of the blood web not be as overwhelming as it currently is during reset. I am essentially asking for more time to spend the points instead of requiring me to spend them all before I play a game with how long it takes to spend that many.
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@Meako said:
In it's current state, Built To Last, refills charges once the item you're using, has fully depleted.
I've been using this perk for a while now and I've come to realise how annoying it is to refill charges in situations I commonly find myself in, hear me out...
If you're healing yourself, whilst using a common med kit with no addons, and you don't hit any great skill checks, the item will fully deplete, You'll be healed and you can immediately go find a locker and refill the item for later use. However, if you're using any other med kit of higher rarity, using a med kit with certain addons, or you're hitting great skill checks, you'll be left with some charges, obviously. This is what my discussion is about. Leftover med kit charges, specifically, when there is a little teeny tiny bit of charge left, that isn't useful.
Please see image below.
https://us.v-cdn.net/6030815/uploads/3SRPSYKM8W6B/capture-perk-jpg.jpg
As you can see, this med kit I used is fully depleted. Had I not circled the almost invisible charge that's left, you probably would have believed so, because I did, before I foolishly leapt into a locker and waited before realising.
Since I'm already healed now, i cannot use the charge that is left, thus i cannot immediately refill the item. I am forced in to a situation where i must be injured again, heal a little bit then jump into a locker, refill the item, heal and risk having charges left, which repeats the cycle. Or i could go find an injured teammate to use the leftover charges on, which isn't very convenient when gens need to be done.
Conclusion
I think we should be able to refill items without the need to fully deplete them. Because it punishes you for hitting great skill checks and for bringing addons, unintentionally? Because if this item isn't empty when you're done, you cannot use the perk, Which leaves you in a situation where you must be injured or heal the injured to refill the charges again. I don't believe it provides any real competitive advantage by making this change, it just removes this annoying problem.
Thank you for reading this.
Literally this is only an issue for Medkits. Toolboxes, Maps, Keys and Flashlights all can be depleted easily allowing you to use this perk. So this is not as much a buff to BTL but a buff to Medkits being used with this perk. Medkits are already a very powerful item so I would think having this stipulation of getting 3x the use out of them is not an issue. It could also hurt synergies with other perks like Inner healing as if you spend too much time in the locker your half empty flashlight might eat a recharge.
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@Random_NPC said:
I don't understand the issue at all to be honest.
You get free stuff and you somehow complain about it because you can't get more stuff?
The overall frustration is that it takes a very long time to spend bloodpoints in the current system. It is not a fun or enjoyable process in the game but is required for obtaining perks, items, add-ons and offerings. I would equate this frustration to if an RPG's shopping mechanic took a long time but you had to go back frequently because of the wallet size. Like you are mentioning "free stuff" but you are earning bloodpoints in game to purchase tools that affect the game.
And my proposed system doesn't get you any more purchasing power, you gain no additional BP with what I am suggesting. Instead it would make it where you are not required to spend an extra long time shopping once a month to allow yourself to earn the in game currency again. It allows you to space out the purchasing between games to alleviate what is generally considered a clunky and frustrating mechanic.
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@Random_NPC said:
Just cut the rank reset rewards in half.
I am trying to give a suggestion that the community would see as a positive change to an issue that they are currently having. I get that you're being contrarian here but just to state it cutting the rewards would be seen as a negative by the community. Like I 100% recognize that this is not the best solution but more that it would be an easy to implement solution that treats some of the symptoms while the core issue continues to get worked on. I don't think that BHVR is unaware of the frustration spending BP is in its current state, nor am I attempting to complain about it, but instead trying to present something that would help the community with this frustration but will also be much easier to implement over altering the entire bloodweb.
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I feel like comparing trickster to artist is not the right comparison. I think the three better comparisons are Huntress, Deathslinger, and Plague.
Huntress and Death slinger are both 110 because they can damage someone on approach from a long range, huntress being infinite, Slinger being 18m. And Trickster can as well... theoretically but not practically. Realistically the only time that trickster is going to get a damage state on a survivor from a considerable distance is either in the middle of a chase when he is already using and being slowed by his power or if a survivor is greeding a gen or save.
But a killer who actually has a power very similar to trickster is Plague, a 115% killer. Her vomit builds up like the stacks of laceration that dont fall off. Yes Trickster can hit the survivor 2 using his power, but plagues damage doesnt provide a speed boost.
Again I think the main difference as to why trickster should be 115 instead of 110 is he cannot snipe damage the same way huntress or deathslinger can. His main power comes from catching people in dead zones which he cannot even do stealthily because of his lullaby. He also is unable to compensate for his loss of speed with PWYF because a single blade costs a stack.
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@Random_NPC said:
You're getting free stuff. Take it an run.
The main reason I bring this up is more of a Band-Aid fix to the problem that they are well aware of in it takes way too long to spend bp. That is an issue all the time but becomes overly apparent and frustrating during rank reset. They are trying to incentivize people into getting higher grades, however if every time they do this they are reminded of this frustration, it can have an overall negative effect over the positive one they are trying to do.
Basically from a development standpoint creating the second bank is a much easier task to accomplish and can alleviate so the BP spending time issue as that gets worked on. Like I said in the first post, ideally the BP spending has a much quicker option, but this would help that issue not feel as apparent.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3257618#Comment_3257618
You have to have to land the initial hit with a single crow otherwise cooldown time is longer than it takes to repel the swarm. And even with a single crow you have a couple second window to actually place and fire your crows before the survivor finishes the repelling action. Due to the nature of placing her crows before firing, she can't re-aim once she places a crow down. The nature of Artist getting damage with her crow swarm is precise, because there's practically no room for any error.
But she also has the fact that if she hits a crow at a short distance she gets instant damage. But regardless I would think the main reason why this is being brought up is there are several loops where the Trickster cannot get damage anyway outside of gaining multiple bloodlust because the rock is too tall to shoot over and killer hitboxes are bigger making a 110 not gain distance on survivors until BL kicks in. And because using his power eliminates bloodlust he cant do what huntress or deathslinger can which is get to a spot where they can shoot and get an injury. because he needs to hit 6 times. so hitting 1-2 blades, resetting the loop, doesnt work because the laceration meter can start regressing before you get into that position again. Like these are meant to be strong loops but not ones that will require 25 seconds to get the pallet out of the way.
The biggest issue I would see to making him a 115% would be his Iridescent Photocard because he would be M1ing, which is easily changed to altering his speed to 110% whilst using this add-on.
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So I am going to agree with the 115 question. So he takes away health states by range but requires to hit with 6 blades to do so and the entire time that you are able to throw you are below survivor speed. I have the same question about his lullaby and why he has one but someone like Deathslinger doesnt. Like I understand thematically, sorta but it just doesnt make sense to me. Like my thought on the lullaby was always that it doesnt guarentee free hits like with huntress. Or even with Sadako and Freddy they have no terror radius during the time. But trickster has the normal 24m terror radius for a 110 killer and a lullaby out to 40m, that varies in volume based on distance.
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3257559#Comment_3257559
Artist does have to hit twice in a very small window with high precision.
Artist needs to hit twice, but ignores all objects in the way and the bird has a pretty large hitbox. Trickster needs to hit 6 times and unless you are decently close you need amazing accuracy because those daggers are tiny and are blocked by sticks.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3253655#Comment_3253655
Okay, I'll ignore you.
He sucks, sorry. His entire kit is rng. From his Box spawns to his Possessed Chains spawns.
Its psuedo-rng. Especially with the box spawn. Its designed to spawn away from survivors and away from you so you can get it pretty solid.
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3253698#Comment_3253698
You can't JUST land a possessed chain, at least when you're trying to interrupt the box solver from far away. If they're behind too many obstacles, or just 1 and your range or spawn angle wasn't good, you don't get it. Even if you spot that immediately and try to fix it by cancelling and trying to spawn a new chain, the cooldown literally takes too long for you to spawn another one in time, you lose the box still. The way y'all always talk about these scenarios, it's like your survivors are always out in the open and close to you to where you could interrupt them without even using your possessed chain.
Yes but you curve. Small obstastcles like trees or rocks can be gone around. Large walls you place the chain behind or to the side. The only real difficulty is if you are in an indoor map. because its much harder to pinpoint the right room.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3253573#Comment_3253573
He's definitely not A or B tier. I'd put him in C.
He's probably the second most annoying Killer to face, right behind Legion. Neither of them are strong, they're just designed really really poorly.
I'd actually be interested in your tier list. I feel like a good pinhead is incredibly hard to deal with but to be a good pinhead you need to be strong on both a micro level for chases and macro level for interrupting or getting the box.
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@Kirahie said:
https://forum.deadbydaylight.com/en/discussion/353537/lethal-pursuer-on-pinhead
I wouldn't worry about it. Survivors will stop the dcing once you break the mmr floor.
I'm pretty sure I have won enough games as Pinhead to do that but I suppose its not possible to actually know :/
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@danielmaster87 said:
You get an early chain hunt once, big deal. Probably the only one you're getting that match. If that's not the case, you're facing bad survivors.
With hoarder and good map awareness you can generally get multiple chain hunts even with good survivors. They just trigger on the down instead of the pickup. You just need to be solid at landing your chains.
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@Remedicist said:
https://forum.deadbydaylight.com/en/discussion/comment/3253559#Comment_3253559
Well, like Pulsar stated, the chain hunt is very oppressive against soloq players with no communication. That's not your fault though, BHVR should have released soloq buffs quite a time ago. Its the reason my main build is Empathic Connection, Empathy, Kindred and Situational Awareness just so I can try and coordinate with my other teammates. Just keep playing and doing your best as you have and you will most likely be put into better matches for you to learn from.
You are a braver survivor than I. I would never run empathetic connection with randoms because I would be 100% certain of getting chases dropped onto me whilst doing gens.
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@Pulsar said:
Don't play Pinhead.
That's it. Your perk combo isn't the issue and changing it likely won't matter.
He can be super oppressive in Solo Q and very annoying to deal with. People are just gonna hook suicide rather than sit through a long game they aren't having fun with.
Really? Like I do get that chain hunt is annoying but he's a low A/high B tier killer. I feel like if I am only playing killers who arent considered annoying I don't know whose left. I guess Hillbilly probably as the least annoying but even that I am not sure of.
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@Remedicist said:
It's not your fault for playing him efficiently. All killers have perks that have the most synergy with their power like Bamboozle for Legion or Iron Maiden for Trickster/Huntress, it's what makes them unique. However, if you wanna make it easier for the survivors and help them have fun, you can do what I do and equip no gen regress or blocking perks. It has made my games way more fun personally and I haven't experienced any survivors dcing against me.
The build I run on Pinhead has Jolt and thats it for gen regression (Lethal, Hoarder, Jolt, and NWO). People generally dont even know I have it when they give up. I am almost certain its because the chain hunt is triggered early and they go down before it stops, meaning little to no gens have been done.
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It really depends on the killer and for survivor solo queue or swf (and what others are running)
Killer- Lethal or Hoarder on Pinhead, Corrupt on Trapper and Hag, Maybe distortion on Nemi (to attract zombies)
Survivor- Solo queue Kindred SWF- Botany or COH both solid options
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In addition Feng is a gamer girl. It makes sense she would cosplay as her favorite video game characters. I get it though and am not a huge fan but I would be more frustrated if they decided to start doing cosplays for Meg, or Mikaela or Felix (Outside the AOT ones) because at least Feng makes some sense.
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@whispersenthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3250186#Comment_3250186
you can proc balanced on any map, can't you? shelter woods is the hardest but you can proc it from the tree in the middle. you have the harvesters on farm maps, hills on autohaven and macmillan maps, main buildings on all the other maps.
there used to be a variant of groaning storehouse where you couldn't proc it if a) no hills spawned and b) basement was in main building, but i think they fixed that
Sorry I apologize. Since it was said that killer builds being map dependent since they are weaker and less effective, albeit not impossible to use, I was suggesting the same thing. The example given was "poop your pants myers" which is much more effective on an indoor map with many line of sight blockers, such as Lery's, but all maps have some line of sight blockers that can strategically be used. Same goes for balanced as there might be 0-3 very spaced drop spots or you can be on the game, hadonfield, midwich or RPD where the perk is a strong exhaustion perk.
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I do wonder how many people will lose bloodpoints on rank reset due to this. Having an almost always downgrade to devout does make it much more difficult
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@whispersenthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3250165#Comment_3250165
I agree with this. I think the bandaid fix would be to make map offerings killer only for this reason, but survivors would cry about it so I dont think it'd happen.
Survivor builds can be map dependent as well. Like balanced cant function on 50% of the maps.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3249861#Comment_3249861
i do get your point
having 8k hours of dbd, you would seek fun, but why not do it with a 4 stack, since you all would be in agreement that losing is fine instead of ruining it for the other 2 survivors that are actually trying to play
So funny you should mention this. One of my friends played a game of killer where they were up against this, shes a newer player and didnt quite understand what was happening.. But in addition to all 4 running head on and having flashlights all 4 had vigil so they got their exhaustion perks back in like 15 seconds. She won but straight up did not have a good time and needed to take a break after that game. I mean being stunned 100 times (possibly not that much of an exaggeration) in a single game even if you win can just be painful.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/3248005#Comment_3248005
That explains it then, both times i got it someone DC.
But its more than that. DCs on hook. It has to count as both a DC and sacrifice. Or if the last survivor DCs I suppose (Maybe)
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@Maelstrom808 said:
https://forum.deadbydaylight.com/en/discussion/comment/3248063#Comment_3248063
First let me say thank you for the mature response and for the kind and thoughtful words. There is no need to feel guilty as there is so much Us vs. Them on these boards it's all too easy to make assumptions.
I don't want to write out a whole thesis on the game so I'll say that I agree with almost everything in your post, the exception being that the difference in what I saw in my games between having a DC penalty, and not having it was night and day. The games ruined for me by either DCs or alternate methods of quitting like hook suicides or afking rose dramatically when the penalty was removed.
I don't like the compounding penalties for DCs. I have not infrequent DCs from my internet so it can occasionally be a problem. I personally would like to see a three pronged solution or approach.
1) a non-compounding flat 20-30 minute DC penalty. It doesn't increase, but it's harsh enough to discourage the attitude of "I don't like this map, I'll DC and grab a drink real quick before I start a new one." If someone is actually angry and frustrated enough to ragequit, it gives some time to cool down. If it's an actual internet failure, it takes awhile, but you know it won't get worse, and if it happens frequently enough to be a real problem with the game, then the player needs to get their service sorted out.
2) when hooked, instead of a "Kobe" phase and a struggle phase, you have two functionally identical phases. You hit skill checks that fill a bar, not unlike the wiggle mechanic. When the bar is full, you get an attempt to pull yourself off the hook at the same chance of success we have now. Failure at any point doesn't progress the hook timer or regress your escape progress, you just don't make progress towards an escape. Have it so if you hit every check you get something like four to six total escape attempts across the two stages.
3) If you afk, on your third crow, a timer starts and 45 seconds later you automatically DC and get the time out penalty associated with that. Maybe have the loud noise notification from the crows audible to all the players, not just the killer, so everyone knows why they DC'd.
Obviously they still need to work on balance issues and the player experience on both sides to reduce people wanting to quit in the first place, but quitting has become normalized, and it really shouldn't be. I'd just rather force people to look at the game for all the good and the bad and decide if they can accept both before they queue up at all. If it means losing a chunk of the playerbase, so be it. That will be a bigger incentive than anything for BHVR to get the issues that drive players out resolved quickly.
Crap, that still turned into an essay.
I like the ideas but...
1) Punishment is too severe and also not. Reason why its progressive is to prevent people from intentionally dcing, while not punishing people who get DCed by something beyond their control. It would also be hurting the streaming community because if they get a hacker they couldnt just DC accept the 5 minute penalty to do bloodwebs whilst talking and continue. They effectively would need to end the stream.
2) So there are a couple issues here that might be able to be addressed but IDK. The first issue is deliverance. This would be a huge buff to an already powerful perk. You would both double the uses and even if you made it just work once you remove the concern of being hooked first. But even if they made deliverance only work on the first stage like opposite of Kinship, the added pressure for killers would be palpable. As the system stands right now if a killer hooks a survivor the first time, when they get unhooked they don't know if its one or two people over in that area, but on second unhook they have a guarantee that its two allowing them to assess macro gameplay. But if they can unhook themselves in stage 2 this makes things more ambiguous which can be a balancing issue.
3) No issues with it. My only concern would be slugs who want to be found because the game is over but the finishing mori should end that.
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@Ashes said:
https://forum.deadbydaylight.com/en/discussion/comment/3246433#Comment_3246433
so either way then, we can assume a thoroughly unenjoyable game. the way you diminish those things to insignificance portrays the callousness of your attitude. in truth you are looking at even less blood points than you state for staying in a stomping as you suggest, or more if there's actually potential to make it into a decent game.
so why do you think people should just accept that lose-lose situation surrounding their entire game, not even just the microsituations you killers always whinge about 'oh boohoo i had to get slapped by that pallet i had no choice he used dead hard for distance'. people quit late in matches too, i've seen survivors throw away 40k blood points because the killer did them dirty at the end, for example by slugging and leaving them on the floor while they search the entire map for a 4K. i think people like you just see a DC/suicide every game and think it's always someone who does it every game but the truth is mostly that people will do it once in a while due to bad fortune, BM and the overall state of the solo queue experience. the assorted DC's/suicides every game is because it's a terrible experience, thus it is so common for people to want out.
https://forum.deadbydaylight.com/en/discussion/comment/3246484#Comment_3246484
you seem to ignore the psychology of the game. if there is no competition, there is no game, so creating unwinnable situations and then insisting that people are obliged to suffer and waste their time is truly absurd. letting yourself die on hook is a game mechanic that you are avoiding to purposefully keep someone in the game.
https://forum.deadbydaylight.com/en/discussion/comment/3246545#Comment_3246545
you lack understanding, unsurprisingly. you're definitely in the wrong to BM people by slugging them, that's just sad.
https://forum.deadbydaylight.com/en/discussion/comment/3246600#Comment_3246600
sounds like the game was already challengeless if the player already lost the will to play.
so now then how exactly does one person giving up ruin the game for each of you, who seem to care so much about your own game and not even remotely about other peoples'? if people are giving up so fast because the game feels hopeless, does that not show fundamental problems with the mechanics of the game, and why is it so common, and why can none of you see beyond the immensely small-minded 'he ruin my game me want spite him back!' the running theme throughout all of what each of you say 'when he BM's it should be a BAN but when I BM i should be celebrated for enforcing the game's intended way of playing!'.
is your standard for other peoples' gaming experience so low that they should accept having no fun and being just annoyed as the standard for gaming? why do you want to impose a different standard on other people than you want for yourselves?
Ashes,
I am not sure you are referring as the killer or as the survivor.
As the killer- I can do literally nothing to prevent someone from killing on hook. Only think I can do is if they are still in the game not giving them the request of getting hooked if they are saved or accidently Kobe. Which a survivor hooking themselves is not a mechanic in the game. Again they are asking me to let them quit without clicking the quit button. Do something be a threat and I will kill you otherwise you can just quit.
As a survivor- I know that a 4 v 1 is better than a 3 v 1 even if the fourth person is literally doing NOTHING. They add pressure just for existing. Because the killer has to keep track of them. So stopping them from dying is a benefit to both me and the remaining survivors.
Either way if the survivor is quitting in a game I, like the devs in the game, would like them to take a break to get into a better mindset. I do not want to play with a survivor as a teammate who just suicided 1 minute into the game to immediately hop into another lobby. Clearly they either do not wish to play the game at the moment or consider certain things that are part of the game worthy of quitting. Either way they are not a reliable teammate.
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@EvieSimpsForCrowLady said:
It's actually pronounced FUNG and not FENG. I'm dead serious. Oh and also Feng is the surname while Min is the name. My life will never be the same.
You're being too casual with Feng by her given name. That is reserved for family and close friends.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246553#Comment_3246553
NEVER feel ashamed to equip the best perk in the game, people just don't understand, lol
I know people are like "but so many perks are better" or "just learn to dodge the flashlights" but if the perk saves you from one or possibly even more flashy saves that you cant or couldn't dodge the value is insane.
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So I agree with what a lot of people said that first this was an outlier match, second that everyone brough no mither and 0 exhaustion perks, and third you are playing trapper with a backpack build and only deadlock as slowdown and no information perks. I dont think this would be near as big of an issue for a killer with chase or stealth potential or perks that helped in chase (enfury, play etc) or information (one of the 30 aura reading perks). Like dont get me wrong I love playing fun builds but when you play a fun build this is a definite possibility.
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I am fine with it. I mean if it starts getting really bad I have a crutch perk I can always use. I am not ashamed to equip lightborn against 4 beamers.
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@Ashes said:
https://forum.deadbydaylight.com/en/discussion/comment/3246411#Comment_3246411
yea pretty much. i disagree fundamentally with the DC penalty and think that a lot of fixes, changes and alternatives that people suggest are just bandaids that do not fix the underlying problems with the game, notably regarding balance. i'm not the first to say it, but treat the illness, not the symptoms.
if you think about your own statement above, regarding suicide on hook as circumventing the DC penalty, but suicide on hook is a game mechanic, so slugging them and refusing to hook is circumventing that game mechanic. kind of a cyclical argument at this point. to me at least, slugging feels more like grief than hook suicide
Ashes,
What I am saying is
1) The purpose of the DC penalty is for people quitting.
2) That intentionally dying is quitting.
If you have an argument with either of these statements the rest doesnt matter.
If you want to quit, fine. DC. If you want to play, also fine, I actually prefer it. But if you are going to not do anything that progresses the game forward I am not bothering with you. If you try and be annoying so I kill you, I will just slug you. This is the same thing I do if a survivor is AFK at the start. I am not gonna just take the free hook, until the crows come.
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@Maelstrom808 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246382#Comment_3246382
Innate penalty? Hardly. Let's compare if you DC with no DC penalty vs you getting steamrolled in a bad match.
DC you lose:
- 5-10 minutes of time (queuing, lobby, loading, a couple minutes of gameplay before you see you want out.)
- Items, Addons, Offerings
- Any BP you would have gained. Getting steamrolled, let's say 10-20k total depending on incentives and offerings.
Playing the match and getting steamrolled you lose:
- 10-20 minutes of time (figure all of the above with 5-10 min of gameplay)
- Items, Addons, Offerings
- You still get all the BP.
So by DCing you lose the 10-20k BP which is practically nothing but can gain a half to a full game in the same time so the BP is practically a wash. So really what is the penalty for you for wrecking 3-4 other people's games by DCing if there is no DC penalty?
So the time of the DC penalty depends on how often you DC. This is why people would rather die on hook over DCing because times can get quite up there, apparently all the way up to 72 hours. Having someone DC because they don't want to be in the game anymore is literally the reason for the penalty. Saving someone or refusing to kill someone who is intentionally trying to die is promoting the use of this penalty because the other players are not going to take them out of the game for them.
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@Ashes said:
i'd like to also point out that DC'ing from a game already comes with an innate penalty in that, your time that you have spent so far in that match is wasted, your addons, items and offerings are wasted, you receive 0 points for all of your previous actions, and then a DC penalty is adding insult to injury. obviously this is going to further incentivise hook suicides, which i still think are more problematic for both teams as a player intent on killing themselves remaining in the game rather than just DC'ing causes the others to all adjust their play.
https://forum.deadbydaylight.com/en/discussion/comment/3246363#Comment_3246363
i've already stated earlier in the thread that i do not agree with DC penalty in general, at least not in current implementation, because it goes too far against people who may disconnect for totally innocent reasons.
So we have a fundamental disagreement which is fine. Like I agree with the DC penalty. I don't think anyone wants accidental DCs to be punished but I think there needs to be a deterrent to prevent people from just quitting games against killers or items etc that they don't like. But I do understand the side that doesn't think it should be a thing and thats fine.
But given that fundamental disagreement we will never see eye to eye on this situation. Because when it comes down to it, intentionally dying for any reason other than tactically (ie giving someone hatch or trying to) is quitting. You are giving up. If there wasnt a dc penalty you could just leave the game and it would be the same as if the killer hooked you or the survivor didn't save you. There would be 0 issue. But there is a penalty for quitting. And I understand and agree with the foundation of that penalty. A survivor trying to die on hook or die period is circumventing that process. Since I agree with the foundation of that process I want them to have to go through the process when they quit as opposed to circumventing it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3246346#Comment_3246346
If a killer did that, talk about cutting off your nose to spite your face.
Had this happen. But if you think about it a killer with no offerings, no add ons loses nothing but the time they spend knocking out the items.
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@Ashes said:
https://forum.deadbydaylight.com/en/discussion/comment/3246126#Comment_3246126
hard for anyone else to judge aside from the person trying to suicide, given that if the game is over for them, how hard do you think they will try after you decide to force them to stay? they will probably cause problems for the survivor team even if they go afk, i have watched my teammates try to heal afk players numerous times and then get slugged themselves, so be honest, you just like having the extra survivor to give you an advantage, right? a free slug without even needing to slug them.
https://forum.deadbydaylight.com/en/discussion/comment/3246266#Comment_3246266
slugging is one of the biggest problems this game has, i rarely saw a hatch spawn for weeks and DC'ed out while slugged in 2v1's several times in my final weeks on the game. you call it sarcasm, but the underlying truth is, you are so full of yourself you would never even consider his opinion, or anyone's, because you have already decided that everyone else's opinions are beneath yours, and that you can do whatever you like and treat people however you like. i'm sure you are well aware of the advantages to the killer, as i have stated above, of keeping a deadweight survivor alive, so don't bs and claim it's just for some ficticious noble goal of teaching people a lesson, as if that's even your place to do. much disrespect to you, for your complete lack of empathy.
Ashes same question. Do you agree with the DC penalty?
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I get your point but its consistency vs chance in a lot of these. Botany is good in all healing circumstance. It provides a consistent 5.5 seconds off a heal. But when you get a skill check with Autodidact a at max ranks it take 8 seconds off a heal. This takes several heals to occur but at that point Auto becomes better than Botany.
Same thing with renewal and resurgence. Renewal has a condition if its not met you get nothing. Resurgence is always there.
Solidarity and reactive healing dont require totems. which arent a guarentee.
Pharmacy can often be used just to leave the trial with a green med kit to add to you inventory.
I do understand what you are saying and do think that these perks could use a buff to be more usable but they do provide unique functions.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/352626/can-you-clarify-something-about-bans
We don't ban unless we have sufficient evidence of a rules infraction. So mass reporting doesn't do anything unless the person that's being reported has actually done something.
False reporting can lead to access to Support being revoked, but this is in extreme cases.
Mandy I have a question to tack on if thats okay. The FAQ for bannable offenses doesnt mention anything on sportsmanlike behavior however its one of the reportable categories. I am not referring to teabagging or tunnelling but things actually in the sportmanlike category. An example would be if a killer brought franklins demise, ensured everyone dropped their item and then DCed to ensure that they didnt get the item when they escaped. Is this category bannable and if not why is the report available for that category?