Sharpefern
Sharpefern
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@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246250#Comment_3246250
you are though. youve had made it clear under those circumstances no matter if it benefits you or not you will not hook them. dont try and flip flop. you know as well as i do your intention is to quote on quote retaliate because they attemped to do something you didnt like. Thats the problem here. and to top this off.....you are no less petty than the ones you retaliate against. Do you not see this?
Hawk there is a question I want to ask you. Do you think the DC penalty should exist?
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@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246250#Comment_3246250
you are though. youve had made it clear under those circumstances no matter if it benefits you or not you will not hook them. dont try and flip flop. you know as well as i do your intention is to quote on quote retaliate because they attemped to do something you didnt like. Thats the problem here. and to top this off.....you are no less petty than the ones you retaliate against. Do you not see this?
I 100% did not. I said I will slug them and that I would play the game with the other three normally. I am not camping the slug, they can get picked up at any point in time. I said if they start participating in normal gameplay I would treat them like anyone else because they become part of the game. But if they are just wanting to quit I am not wasting a hook on that. That hook can be used for the 3 survivors actually working against me. Why should I use an early hook on someone who isnt doing a SINGLE thing to hurt my objective.
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@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246218#Comment_3246218
was mostly talking about grieving other players by forcing them to stay in a match because they didnt play how you wanted them to play. one is part of the game...the other is just being a jerk...you decide
I am not forcing them to stay in the match. I am just not taking them out.
I guess as survivor I am keeping them in by saving them but thats literally one of the parts of the role and if survivors werent supposed to be able to make that decision for their teammates they would have a mechanic like they do for healing where you can prevent a heal or pick up by pressing shift..
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@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246208#Comment_3246208
and by the same token as a survivor it is their decision to continue struggling or not. its their decision to try and kobe. its only fair if it fits your agenda
I am confused I have no say in a full suicide. As killer I have no say in their struggle. As survivor I do have decisions I can make that I as the non hooked survivor get to make. I can unhook them. I can use reassurance. That is the unhookers decision. And again long as they arent trying to get you killed which with new basekit bt is pretty much impossible its all of this is normal gameplay. Attempting to lose is not.
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@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246200#Comment_3246200
retaliation in any form is breaking the rules
Wait what? Please show me this because I believe if a survivor flashlight saves another survivor and I decide to retaliate by tunnelling them out of the game that is 100% in the normal playset.
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@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246167#Comment_3246167
so you think you get to dictate what a survivor should or shouldnt do? thats not your decision. Thats the point
I am not trying to dictate what they should or shouldn't do. But as killer it is my decision to choose whether I chase, attack, or hook someone. 100% normal for me to ignore a survivor chasing me with a flashlight because they want to loop me because I know they arent doing gens. How is me ignoring the survivor pointing to the hook any different?
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3246003#Comment_3246003
You'd ban people who... aren't even breaking ToS and are using functioning game mechanics? So people are no longer allowed to try their luck at escaping hook, or heaven forbid they be bad at skill checks? I guess we could say goodbye to half of the casual noobs that play in your hypothetical world here.
Good thing you don't have any say over how punishment is doled out in this game lol.
So one of the reportable categories is "Unsportsmanlike". Which is defined as "purposefully losing the game, not participating in or disconnecting from the game early to avoid defeat." This is exactly what non-tactically (trying to give another survivor hatch) suiciding on hook is. Purposefully losing the game. This isnt about players actually trying to kobe, because of the struggle stage. And its not just that they missed two skill checks, they ignored two skill checks. Because missing skill checks by hitting early or late doesnt auto kill you. The player is intentionally trying to die out of the game.
And my player retaliation of isn't breaking this rule at all. Survivors saving survivors is part of normal gameplay. And killers ignoring certain survivors to go for different ones also is part of normal gameplay.
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@Hawk81584 said:
I dont see how this conversation is healthy. Its clearly an omission on several in here basicaly forcing people to quit out of a match if they want to leave by attempting to leave naturally if it doesnt fit someones narrative. This is downright sickening behavior on some of the posts in this topic.
They arent attempting to leave naturally. They aren't attempting to survive or have others survive, their goals as survivor. They are not doing primary or secondary objectives. They are attempting to quit.
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@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/3245346#Comment_3245346
they arent asking for a dc penalty. they are trying to exit the match by means in which actually gives them a chance to not have a dc penalty...you are contradicting yourself
But thats exactly what I am saying.
There is a penalty in place for quitting, the DC penalty. I am saying the penalty is for quitting because its not put there for the accidental DC to internet outage etc. Its there as a deterrent from quitting a match because it messes up the match for the other people.
The player is asking to quit the game, but doesnt want the quit penalty but I am not required to accept this. They can play the game they signed up for or they can quit and accept the consequences of it but I do not need to grant them a pardon from those consequences.
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@Ashes said:
https://forum.deadbydaylight.com/en/discussion/comment/3245495#Comment_3245495
what if the tantrum is just your perception, people have all manner of reasons for leaving. i often have flurries of luck in each direction in solo queue, so most of the time it will be several unwinnable games in a row leading to me DC'ing and closing, or maybe a suicide, if i happened to be hooked right away due to some level of misfortune (or misplay, as a result of my increasingly weary mindset). regardless, if i kept playing at that point, when i feel the game is already lost, then i would probably play absolutely terribly, which might really only make it harder for my team if i stay. 'this is not fun, i'm gonna play something else'.
https://forum.deadbydaylight.com/en/discussion/comment/3245424#Comment_3245424
my point here is that the game is really already ruined, because that person's will to play on is shot, and with the current state of balance, i can see how peoples' willpower gets smashed quickly in solo queue. if this wasn't the case, suicides and DC's wouldn't be so common, but your method is so vindictive and really only compounds the problem. i don't know if killer queue times are long rn or not but if they are, well, this would only be one contributing factor of many.
https://forum.deadbydaylight.com/en/discussion/comment/3245434#Comment_3245434
i appreciate this definitely, and you'd be right to assume that the DC penalty rarely affects me personally, but i'd still refer to my statements above, emphasising player morale vs efficacy as a team member, and the implications that holds for whether a match is already hopeless. further consider those situations where people suicide specifically because of their teammates; maybe a bit rash and impulsive, but seeing teammates that have already clearly given up (hiding in a distant corner running in a circle?) is fairly motivating to pull a hook suicide. i'm always hoping for a fair match-up, but i have often gone through several bad games with top tier killers - nurse>spirit>blight>wesker>nurse - then i start hoping for a trapper or something for an easier game, but then you know what you get, another wesker instead. you can't know what kind of match it will be ahead of time, and balance varies so wildly.
i always feel pangs of guilt while arguing, i'm not here to upset people, but i feel most of these issues, at heart, are systemic to DbD and trying to blame and punish individual players, in many cases, will only push them out of the game entirely. i know it's hard to track the difference between an alt-f4 and a network interruption DC but surely if someone is hitting escape then quit, that should be easy to track, and when a player is doing this particularly frequently, that would form a better basis to work from when administering punishments. hook suicide is a bit more complicated and creates problems in itself for both sides, predominantly the survivors. while there is still the ability to do this, and it might be the only means for a player to 'escape' a bad match, players will continue to do it. focusing your ire on the player for doing it ignores that BHVR has left this as a binary choice for players, where you either struggle on, or give up.
So I do want to emphasize that this post is about early game suiciding on hook. and I know that early game is subjective but if you look at the scenario I initially proposed both sides survivor and killer don't think the surrender is justified, because the survivor is still saving the person on hook and the killer is refusing to hook them again. If either of them agree and is like "okay the game is over" you get out of the match no issue. But if both sides are saying "Dude you signed up to play this match with us and we just started. I mean if you want to quit quit but I am not going to take away the consequences of that for you", especially given that the consequences are a time out of when you can hop into another match and potentially just do this to another set of people, then I don't think they are being toxic or malicious. They aren't preventing you from playing the game or making moves or even quitting but are looking out for the community as a whole because both sides are in agreement that this behavior isnt what they want in the community. They are in agreement essentially of why the DC penalty exists and giving the player who's quitting the option of either playing the game they signed up for or quitting and accepting what the game developers decided the penalty for quitting is.
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Okay I think I am going to get flamed for this but I am not sure that this will be a good change when looking at all levels of play. Some perks are designed that they will not be used at every level or be more powerful on some than on other. And although in general gameplay I would not be opposed to the upgrade to Kinship, I think it would cause issues of being overtuned on the competitive level if it applied to both hook states. The QoL changes you mentioned with the aura I think would be fine. In addition with regards to balance Kinship has a much larger range than Reassurance requiring much less risk in hook timer.
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@Ashes said:
https://forum.deadbydaylight.com/en/discussion/comment/3245061#Comment_3245061
there are a lot of good reasons why vigilante justice is very illegal and you are a good example, because you sound like kind of a cretin and are clearly in no place to make a judicial verdict. some person just wants to leave because the game is making them feel #########, and you think you're not BM forcing them to crawl for a match that they don't want to play. i don't play DbD any more, and it's because of this kind of ######### attitude 'you ruin my game i want to waste your time!' HOW IS HE RUINING YOUR GAME BY LEAVING? it shortens the game, and then you can start another game, long game might give more blood points, but not more than multiple short games. killer gets so much more BP than survivor already and solo queue is a gamble that tends to stack against the survivors.
https://forum.deadbydaylight.com/en/discussion/comment/3245072#Comment_3245072
who the ######### do you think you are? absolute egomaniac, probably also a psychopath. so common to see psycho killer mains with zero concern for if anyone else is actually enjoying the game.
https://forum.deadbydaylight.com/en/discussion/comment/3245344#Comment_3245344
who are you to call them a brat, when this is such a common issue with how poorly the game is balanced. some killers are claiming it's every game, and as if you know the survivor's circumstances entirely, as if you are their ######### parent that has to discipline your children; you clearly look down on people and that's why i think you are probably a psychopath too. if you do leave that 'brat' slugged, what does it achieve? it doesn't fix your 3v1 ANYWAY, so all you are doing is being a spiteful prick to someone who, for all you know, could have had deaths in their family IRL and wanted to blow off steam playing a game! god forbid you might condescend to actually allow your subjects to have some fun, dickhead.
https://forum.deadbydaylight.com/en/discussion/comment/3245363#Comment_3245363
i firmly disagree with you, while i do think you have a micron or 2 more self-awareness than these other cretins, i disagree because most killers have no concern if the survivors are doing badly and making slow/no gen progress. they see that as an advantage only, and my experience, being a vaguely competent looper with 3 skill check failers and hiders on my team = i get tunneled out of the game. multiple hopeless games in a row and then i start playing worse, i start feeling more frayed and frustrated, maybe i will even just DC out of a hopeless game and quit DbD.
when other people leave the game, whether survivor or killer, i simply feel a slight pang of sadness. i feel just a touch of empathy, like awww, that person didn't want to play. i actually think hook suicide is worse than DC, but i don't think either should be punished, certainly not with the current lack of balance that is often snowballed by map/killer combinations. if someone does it every game, that would be immensely easy to track and then you can start thinking about punishment.
I 100% understand having a bad time with DBD and not wanting to play the game for a while and that does feel bad. But if that's the case the DC timer for quitting the game means nothing for you because it will definitely be over by the time you're in a better mindset, cooled off, etc. because if you are queuing up for survivor you have 3 other survivors you are agreeing to work with and the game is balanced at starting off a 4v1. Doing this in a mindset that you just quit because you're hating the match you're in or the game you're playing is disrespectful to them.
If you want to quit the game that is fine and there is a system in place to try to ensure that the next time you play you will be wanting to play. But if you are asking the killer to kill you, you are asking to bypass that system. And I don't think saying "No you are unbalancing the game for the others playing" and requiring you to take the consequences of a DC is outside of reason. If nothing else it gives a cooling off period. And if you start playing that game again, doing gens again etc, the killer will most likely treat you like an opponent again and hook you if able.
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3245190#Comment_3245190
The next match where someone else will do basically a legit disconnect? It's just such a constant problem and it pretty much always throws the game.
Hell maybe even code to treat obvious hook suicides, i.e. 3 self unhook attempts then not hitting a single skill check, as a diconnect with the same penalties. Nobody that eager to get off hook by trying unhook attempts would then miss all the skill checks on struggle phase. Give them a 5 minute penalty and lock the other survivors from losing pips etc.
Because effectively a player suiciding on hook is pretty much exactly the same as a DC. Just a bit more roundabout.
I would agree with this item with the stipulation that the other 3 survivors are still alive in the match. People will kill themselves on hook to give the other survivors a chance to find the hatch.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3245349#Comment_3245349
I had a killer dc last night because of Adrenaline on my death-hook teammate that was being chased when it triggered.
After the last gen took me an extra 30 seconds to do because of needing to lead both zombies away and then coming back. I accidentally managed to get both of them stuck :’)
Like I dont condone DCing from anyone but the game was basically over at that point. Like the times people generally complain about survivors DCing is before they can really play the match putting the other survivors in a horrendous position. I dont generally hear people complain about survivors DCing or killing themselves on hook when there is 1 gen left or its 6 hooks and 5 gens.
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3245279#Comment_3245279
I rarely hook suicide, but humor me for a moment here:
I load into a match. I'm the first one chased. I run the killer for maybe a good minute or two - enough to get at least one gen done. Nobody has DCed which seems to be the only criteria some of the posters in here "allow" as an excuse. I get downed and hooked, and see my teammates are all crouching around doing nothing productive when anywhere from 1 to 3 gens could have been popped.
Based solely on the "your fun isn't my responsibility" philosophy - this match is not fun for me. The killer, and my teammates, are "not responsible for my fun", I am - so I'm going to do what I can to get to a fun match. Not one where I'm carrying 4 people with no chance of progression.
However, the killer doesn't see this the same way as I do in this scenario. The killer doesn't see the teammates memeing around doing nothing. The killer doesn't see that no one is working on a gen nor coming to save me. Thus the killer thinks I'm just ragequitting.
TLDR; fun is subjective, and therefore is not a valid excuse against hook suiciding, just like how many consider it not a valid excuse against certain playstyles. If we all only went off of what was "fun" for us, nobody would play, because losing isn't fun.
The killer is definitely going to notice if you've been on a single survivor for 1-2 minutes and no gens have been popped, if for no other reason than he stayed committed to a 2 minute long chase. Like I feel people are either understand the context that is being talked about or don't.
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@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/3245295#Comment_3245295
because your job is to kill them. not force them to have to dc. its pretty simple
What am I preventing them from doing? They are asking for a DC without the penalty.
And my "job" is to kill the survivors (plural) before they escape. If someone is doing nothing to assist the others from escaping, I am wasting time (downing and hooking them) and resources (the hook they break) which could make additional survivors escape.
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I do want to state that this is not talking about mercy killing a survivor who has been playing the match. Like if a survivor walks up to me at 6 hooks 5 gens and is just like "get me out" I have no issue just killing them. Like they tried, they are getting stomped, they are not having fun, let them go. But this thread is about those survivors who just give up way early on.
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@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/comment/3245287#Comment_3245287
They have literally a button to quit the match. They can use it.
Exactly because what is happening is the survivor is asking the killer if they can end the match for them so they don't receive the penalty. If they are going to quit the game they have to quit the game.
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@BougieBlackChick said:
https://forum.deadbydaylight.com/en/discussion/comment/3245256#Comment_3245256
You’re just showing everyone that you have major control issues and a God complex 🤣🤣🤣
How? Because they are saying if you want to quit the game you have to quit the game and accept the dc penalty that goes along with it. They aren't hindering the killers chances of winning so why should the killer kill them.
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@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/3245256#Comment_3245256
Openly admitting to holding someones game hostage is a direct admission of playing against the rules of the game.
How is this holding the game hostage. There are 4 other people still playing the game. As the killer you can and often do choose who to go after. Why chase or kill someone not hindering your chances of winning. They can play the game.
Holding the game hostage would be like body blocking a survivor in a corner with the exit gates closed. Actively stopping someone from the ability to play the game. In the scenario describe they have full options to play the game but survivors dont get to choose if or when they die as part of the game.
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@BougieBlackChick said:
https://forum.deadbydaylight.com/en/discussion/comment/3245134#Comment_3245134
Thank you for showing some fairness here and calling out the hypocrisy.
It isn't tho. If they would like to play a dead by daylight match, they have the option to do so. They are in one right now. They can heal up, and do anything that they could do in a different match. Gens, Chases, Totems, Saves etc. And if they dont want to play a dead by daylight match they can dc because the dc penalty wont mean a thing to them since they arent going to be playing a game during it. I am not hindering their ability to play or win a game.
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@Beatricks said:
Spawn in. Nurse blinks. Teammate DCs. I get chased. I get downed. Nobody touched gens.
Please, just lets go next instead of forcing people to play a game they have no chance of winning.
Youre mentioning teammates DCing, that makes it a completely different situation and isnt what we are talking about. You remove that segment of your statement you are dcing without dcing in a winnable match.
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@Beatricks said:
Don't let people gaslight you. If you can 12 hook a lobby with no camping and tunneling with an M1 killer you went up against potatoes.
Not true but kinda true. If you lock down a VERY solid 3 gen and have the perks to support it and are okay with the game taking 30 minutes you can do it. Like we are talking eruption, call of brine, and thrilling tremors and being hella patient focusing on just keeping the gens as low as you can until you can get someone out of position and downed.
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3245217#Comment_3245217
Lol so u get mas because they wasted ur time and in response u waste even more time? Letting them bleed out wastes ur time as much as theirs. U should just get ur kills and move on as quickly as possible if ur time and resources are as valuable as u make them appear to be
Like no. There are 3 more survivors in the match. Leaving a guy that wants to get out at the one minute mark on the floor will take up 0 time of mine because on the chance that I kill all three other survivors in the 4 minutes hes bleeding out I can still hook him.
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@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/comment/3245025#Comment_3245025
Yup, I do the same. I wait for 5 minutes to find a match and I get someone rage quitting at 5 gens, sorry but I will down you every time you'll get picked up until you bleed out. If you really have to go, you will DC or don't even queue up.
And in this scenario I am not gonna camp the slug. If they get picked up and actually start to play the game as normal they can and I would honestly prefer that because essentially that means they gave up one free hook state as opposed to the entire game. I am not gonna go out of my way to fully lose the game by focusing them and letting others just do gens to make that players game miserable. I don't want a free win, most of the time, I want to play the game.
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@Nos37 said:
If the killer has iri addons, drops a chase to return to the hook and immediately tunnel the unhooked survivor, then that survivor doesn't bother struggling when hooked again, all at 5 gens... Yeah, I'm going to the next match when I get caught.
If the others unhook me I'll go sit on a gen until I'm caught. If the killer slugs me, I'll hold the Sprint button so the others cannot pick me up before I bleed out. (And yes, that means crow explosions for the killer who slugged me)
Again this isnt the same situation. The post is literally about people who give up in super early parts of the game. If its a 3v1 its a completely different scenario. The scenario being discussed the survivors have not lost the game or in a absolutely terrible position that will take a miracle to come back from but instead the player didnt like how the game started and is giving up on first hook,
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@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/3245048#Comment_3245048
I wander why people are doing this, there has to be a reason as to why people dont want to continue on in these matches......nevermind, it really doesnt matter. Because the idea that we might actually get to the root cause of the issues in the game is just a sense of false hope. This is what happens in games when there is a sense of no chance a win being a possibility. "Strategy" from one side is whats hurting this game more than anything. Well that plus devs slow roll on fixing major problems within the game
So I think were talking about two different things. I am talking about early game insta suicide. This isnt were at 5 gens and the killer has 6 hooks suicide. This isnt the game is over suicide. This is "I didnt like that I got chased first so I want a different game where that didnt happen". Like the game just started bro you havent lost yet.
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3245053#Comment_3245053
So the killer feels it’s their place to implement the dc penalty by slugging? Bit extreme.
I slug when absolutely necessary, I’m not going to slug someone for trying to suicide.
@RoastedGarlic said:
https://forum.deadbydaylight.com/en/discussion/comment/3245060#Comment_3245060
with basekit unbreakable coming you won't be able to do it anymore. In game that I bring reassurance I will definitely spank them with it.
There is a difference between holding a game hostage and keeping a player in a game. Like if that player chooses to actually play the game they can. They are simply choosing not to. The difference between a 4v1 and a 3v1 is insanely huge. Having a game start as a 3v1 isnt a game its a slaughter. I actually think basekit unbreakable will make it better. They can do generators, heal, get chased etc. But two minutes in they decide they dont like this specific match because they got hooked first so they choose not to. The entire reason they are getting slugged is because they are refusing to play the match. Like they are getting a second chance to actually play the game but I am going to focus on playing with the survivors actually playing the match.
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I think a good concept here would be a skip prestige button with a store. So for your example 1.5 million to gain a level. It lists everyone available starting at double bloodweb price but moving up exponentially as you get more of a single item.
For example. if you only cared about alc rings and autohaven map offerings on blight
1st alc ring would cost 8000 BP
2nd alc ring would cost 16000 BP
3rd alc ring would cost 32000 BP
1st map offering would be 7000 BP
2nd map 14000
3rd map 28000 and so on
It would mean that you could buy what you actually use but not really at a faster rate than what the blood web would normally give you.
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3245025#Comment_3245025
That’s just silly. Why does it matter whether they’re gone out of the match or laying on the ground bleeding out until they die?
If someone suicides on first hook, idc..you didn’t ruin my game, I’m here to kill you anyway.
What I have a problem with is survivors who dc on second hook or death hook…why? You’re already dead.
The difference is they are attempting to skirt around the DC penalty but effectively DCing. They are ruining the match for the other 4 players just to hop into a new match.
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@Mr_K said:
Who uses keys anymore? Also so what if one survivor escapes via hatch? You can double pip with a 3K even at gold grade.
It depends on your current grade but yeah. If you want the achievement just to check it off your list. yeah wait for rank reset and get the achievement. But if you are wanting to challenge yourself at Red ranks, the nightmare is your own fault. From Ash through Bronze you can miss 2 emblems and still get merciless. So equips some strong add ons and focus with that.
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In the situations that you are describing 2 competent survivors can get a kill from a killer who doesn't have a one shot down.
Greed is an enemy for both survivors and killers.
The main time I see the Altruism kills aspect is in end game when survivors try and save the last person on the hook. In my thought this isnt Altruism kills this is greed kills. They are taking a risk to get the 4 man out over the 3 man out. But this is also an enemy of the killer. I have seen many a killer lose a secured 1, 2, or even 3k because they greed for more.
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I can think of two QoL solo queue improvements that I don't think would be any punishment for killers and would not adjust SWF at all. They also I think would lower the DC rate
1) Is allowing survivors to see other survivors perk loadouts either during loading screen, during the game, or both. It would help in just knowing Meg has kindred and we'll make it we should probably let her get the unhook. Or David has deliverance and saved Meg lets not get off the gen. This is information any SWF team has and is just basic.
2) Letting the other survivors know a survivor is being chased. We have this for the obsession so clearly its not an issue but no other survivor. They could literally just make the tendrils half the size for non obsession survivors or have the obsessions tendrils be red and the others be white . This would also benefit killers when survivors do the cheeky thing of having the same outfit. In this same vein but more on killer side I think the obsessions aura should be a different color than other survivors but thats not what this post is about.
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Categories I think would be most helpful with all stats only covering the past 90 days
Killers - Games Played
"Best Killers": 1-3 with average kill rate
"Most Played Killers": 1-3 with number of games
"Most Used Perks": 1-3 with % of games
Survivors - Games played
"Survival Rate": percent of games escaped
"Most Used Perks": 1-3 with % of games
"Most Survived Perks": 1-3 with Survival Percentage
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No, killer objects that are auraed for survivors are not effected by blindness. So pig boxes, nemi boxs, sadako tv for tape, pinhead box etc are not effected by anything other than things that are explicitly stating it blocks them.
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I wouldnt say I have a main as much as I have killers and survivors I avoid. I cry whenever I am given a chainsaw killer challenge.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3244198#Comment_3244198
Besides, as I mentioned before, all important noises are an accessibility issue. You don’t get to pick and choose which noises are worthy to be heard.
Then wouldnt that go back to the idea I mentioned of a spectogram for all sound be the answer. I think you aren't grasping that ambient noise is just as important as "important noises" because it provides distraction. and the spectogram is essentially what spine chill does based on the sound of the terror radius, which is louder than any other sound in the game other than the loud noise notification. But footsteps are still going to get washed by the ambient noise which is purposefully placed there to make breathing and footsteps harder to follow.
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@JustWhimsical said:
https://forum.deadbydaylight.com/en/discussion/comment/3244186#Comment_3244186
does it work exactly the same as before, but without the vault speed increase lol, I swear it still tells you when a killer is coming when they are undetectable?
36m it turns on, like whispers. If the killer has a terror radius it fills up as the killer gets closer it fills up based on the volume of the terror radius (ie if the killer has a 10m terror radius and another one has a 32m one. it will fill up ~half way at 5m and 16m respectively) If the killer has a 100% clear line of sight in the 36m range they get a bonus to speeds.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3244148#Comment_3244148
The 36 meter “whispers” feature didn’t exist in the previous spine chill.
Besides, as I mentioned before, all important noises are an accessibility issue. You don’t get to pick and choose which noises are worthy to be heard.
Unless they are obfuscated by design. Otherwise you literally would just have everyone, killer and survivor be vanity mirror myers with it applying to gen progress, hexes and boons too too. Because gen progress is important to everyone, where survivors are is important to everyone, where the killer is is important to the survivors, where boons are is important to everyone, and where hexes are is important to everyone. All of these make noise.
And for vision any grass would need to be removed because they hide scratch marks or traps, half of the wardrobe needs to be reworked, wraith needs an entirely new power.
It doesnt make sense that things that are supposed to be subtle and hard to find, even important ones, should have additional tracking added to them. If its something that is obfuscated for everyone its not an accessibility issue. and I think you vastly overestimate what spine chills volume sensor can do especially given that the size of a terror radius, if there is one, can be as small as 3m and as large as 87m and its percentage based.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3244104#Comment_3244104
That was not a valid conclusion that you just made.
Faint terror radius noises can be obfuscated by loud generator noises.
The faint terror radius would be caught by spinechill anyway because they would be in the 36 m. Like whispers or Spies from the shadows.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3244069#Comment_3244069
That was not a valid conclusion that you just made.
Spine Chill removes the obfuscation from the terror radius noises, and I’m asking for a perk that removes the obfuscation from footstep noises.
The terror radius is a distinct noise that cannot be confused with something else. So it doesnt.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3244047#Comment_3244047
You wouldn’t obfuscate it, just like how spine chill took away all the obfuscation out of the terror radius. Generator noises are purposely loud, to make it difficult (obfuscate) for survivors to hear faint terror radius noises if they are on a generator. And whether or not a killer moves 1 foot closer to you is obfuscated by how tiny the loudness difference is.
Okay so clearly this isnt about accessibility you just hate the perk and have trouble as killer. Maybe you should try Otz video on how not to lose survivors since its not an issue of a perk with a 1% use rate
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3243869#Comment_3243869
All important noises should be accessible. That’s what accessibility means.
Okay I will ask then if you had a visual direction notification to footsteps how would you mask or obfuscate it. Again footsteps are a noise hidden by other things, able to be confused with other things. If you are adding a visual cue for footsteps for accessibility it would need to be as confusing as the cacophony of noises that the killer hears. Otherwise its not accessibility its just a new tracking mechanic, which they already have as a visual in both scratch marks and blood. The sound bar of the terror radius isnt anything new its just a visual representation of something that is already present for people who struggle with hearing something that the game has as clear and unmasked. Footsteps are not like that.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3243586#Comment_3243586
I like how you bring up flashlights but completely ignore how important hearing is while blinded by them. At least try to be sensible on accessibility issues or stay out of them entirely please. Just because you can't think of simple concepts like stereo based indicators that trigger on footstep sound emitters doesn't mean its not an issue, nor that it can't be solved similarly to a heartbeat indicator with fluctuations that coincide with the distance of the TR.
@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3243559#Comment_3243559
You are ignoring the accessibility issue. If certain sounds are important to the game, and some people have difficulty hearing them, then we should have accessibility options for them.
It's not that I am ignoring the accessibility its that the subtle sounds that people need to differentiate are intentionally masked by the other ambient noise in the game. Regardless of you ability to hear differentiating between footsteps over the killers own footsteps or the clacking of the watermill is not meant to be a given. If people are having difficulties hearing footsteps they are also having difficulties hearing the noises that have been designed to be confused for footsteps. That's why what is being asked for isn't accessibility but an additional way of tracking, but a spectrogram would be accessibility because its not giving only the pertinent information but the masking information that is also necessary as well.
This is different from the terror radius as the terror radius isn't meant to be confused with anything else. It is supposed to be a given. Its supposed to be where if present the survivor should 100% hear it and can hear it get louder or softer. That's why a volume sensor would be accessibility. It's not giving anything extra. If it gave an indication of sadako's demanifestation lullaby which is designed to be confusing with the tv static it would be giving something extra, like what it appears you're asking for with footsteps.
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@R1ch4rd_N1x0n said:
Things can change without mention in patches. I am the one who tested the protection hits and I can guarantee you that chains did not used to trigger them. I just re-tested this however and it seems now they do. I will be updating that wiki page shortly. It does say when it was last tested you know...
I apologize if it seems that I criticizing the wiki, I wasnt meaning to, more just recognizing that because its a wiki its not always perfect or 100% up to date, nor do I expect it to be. It is a great wealth of knowledge and I do appreciate it tons. I was more questioning the interaction and if it was as intended or a bug as being broken and healthy seems strange or having a non damaging attack triggering mettle of man just seemed odd and wanted others opinions on it.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3243565#Comment_3243565
Oh you must mean the same notifications that people spam to make it harder to hear when their friend is in chase?
Yeah, like how survivors will also shine their flashlight no necessarily to blind you but attract your attention. Survivors pulling agro from more vulnerable survivors is a key component of the game. Like the only thing I can see them doing that would allow for additional accessibility with sound is adding an optional spectogram, however this is just going to tell you how loud something is supposed to be and I dont really see it being useful for anything other than terror radius and loud noise notifications because of all the ambient noise.
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An example of the accessibility for killers with notification similar to the terror radius is that the loud noise notification give a visual cue and arrow, which they have.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3243413#Comment_3243413
You are trying extremely hard to dodge the idea that the killer role is denied any accessability option when the devs didnt even realize survivors were using spine chill as one until there were complaints from their idea to remove that application. It shouldn't even be tied to a perk for either side, but you refuse to admit that the killer role does not even have a proper bandaid perk and keep trying to come up with compensations that have nothing to do with why they would need assistance via poor hearing. Killers can't run 20 perks just because they have APD, are partially/fully deaf, have tinnitus, or just have poor hearing in general.
Also footsteps are a universal sound that become important the second LoS is broken in a chase, they're not as niche as ghostface's cloak or wraith's snarling. They're needed in every single chase if survivors aren't just running in a straight line, and things like the mandatory chase music, extremely loud chainsaws, extremely loud constant whispering, and so on purposely mask them even further. Again, you either don't understand or you're being purposely selective about an accessibility issue.
The terror radius is something unique for survivors. Footsteps does not compare. They are the same as survivors needing to hear gens that are being worked on or other survivors grunts of pain. All of the ambient sounds that both the survivor and killer hear. I am not ignoring the accessibility issue because there isnt a favoritism on either side.
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I know that Quick Thinking 4.1 is bugged which is basically the same thing only while using Quick and Quiet. So I expect this is as well.
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@Barbarossa2020 said:
Everyone has different ideas of what's toxic.
I dont have an issue with tunneling or camping, as it has it needs, but 70% of survs think standing around in the exit gate being flogs is fine.
So for me i'd start by banning people who think that's fine, and those survs who rage d/c ban them as well.
I also hate when survivors just hang out at the exit gate. But I do understand sometimes. If I am in solo queue and there are others in the trial still unless you know they are safe you kinda want to stay to be able to take a hit if they need it. But thats not always the case. One of my favorite moments as killer was when I was running Nemesis/Rancor as Sadako and even after I killed one of the other survivors with Rancor and seeing in the game the obsession change the Cheryl decided to blind me in a very unsafe part of the exit gate. That was one of my favorite Moris.