Starshadw
Starshadw
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Once again, They clearly stated VOLUME of reports is the key. So it won't be possible to grief anyone with this. Four reports isn't going to hit anyone with a ban - but one hundred reports probably will.
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@dspaceman20 said:
I don't trust it at all. Knowing the community it's going to be really abused because of how petty and selfish we can be. Imagine in a swf everyone reports the killer for camping pr tunneling or if the killer reports every survivor for using hatch or key or flash light blinding them.
I'm all for them limiting and reducing toxicity but this seems like it can bring about more toxicity. What do you think?
I'll just repeat what I said on another thread:
They already clearly stated VOLUME of reports is the key. So it won't be possible to grief anyone with this. Four reports isn't going to hit you with a ban - but forty reports might, and one hundred reports probably will. Basically, if you aren't a toxic jerk, you have nothing to worry about. If you ARE worried about this announcement? You may want to ask yourself why.
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@Northener1907 said:
So i get 4K and survivors were not happy, i get 4 reports.
So i escaped with gate or hatch, killer was not happy, i get 1 report too.
And more reports like that from sad people. And autoban?
Who thought that is good idea, wow! Do you know your community? I do not think that will be going good.
They already clearly stated VOLUME of reports is the key. So it won't be possible to grief anyone with this. Four reports isn't going to hit you with a ban - but forty reports might, and one hundred reports probably will. Basically, if you aren't a toxic jerk, you have nothing to worry about. If you ARE worried about this announcement? You may want to ask yourself why.
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Honestly? I wish they'd just get rid of rank altogether. It's pointless. Instead of implementing a bloodpoint reward by rank, do it by hours played each month. Spend more time on accurate matchmaking, and match people by skill, and leave it at that.
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So frustrating....
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2193844#Comment_2193844
Aww, thank you so much for saying so! It really means a lot.
While I can play the game as intended... decently enough when there's an achievement or archive on the line (I just had to kill someone asking me for mercy at the exit gates to get Adept Clown last match, and I still feel bad about it), I find I'm just having way more fun when I don't kill anyone and instead play extreme tag with them. I'll get my two hooks on everyone and then just start messing with people - or even earlier, if something funny happens. Everyone gets out, everyone gets a lot of points, and everyone had ample chance to play the game - everyone has a good time, and good vibes all around is what makes me happy. If throwing a match gets me nods and item donations at the exit gate, I'll happily throw the match. And hey, the lack of heavy upwards pipping that comes from rarely getting more than Bronze devout keeps me out of red ranks, where I'm likelier to run into less fun, more competitive survivors. (If friendly survivors at the exit gates make my day, clickers and tbaggers do the opposite.)
I've had some fun nonviolent matches today like so - I played Hag, got Rotten Fields, groaned because the entire map is 'Do you like eyesight? Too bad.', and just decided to spam all my traps in the killer shack and chase away anyone approaching it like a grumpy old homeowner. After about three downs without hooking anyone, the survivors started approaching me. David started getting cute and popping all my traps while I tried to reset them, playing chicken with the angry old lady, and Yui built me a shrine of items (including her white warded purple medkit with gel dressings, which was way too generous!) And I had an adept Clown attempt where I rolled Ormond, immediately decided it was not worth trying seriously on such a large map, and spent the whole game chucking yellow bottles at survivors and watching them panic until they realized what I was doing. Then Feng motioned at me to follow her and the both of us stared up in awe at Felix, who had crowned himself king of the map by glitching up onto one of the rock piles.
Really cool hearing from other Pig enjoyers and how they handle the sacred boop. I love that clip of the secret boop cult. I would have been so confused and anxious not finding anyone by that point in the match, haha. I also try to get the last survivor to join in if most of the survivors have turned the game into a boopfest, because it's not fair for me to single them out and only go after one person - feels way too much like ganging up for comfort. If they won't stop running away, downing them and then dropping them next to the other survivors to heal up is a good way to show that you're not aggressive. The ones that keep running away after that usually just want to leave the match and aren't interested in farming or memeing.
There's been times when I stabbed a survivor trying to boop me because I didn't understand what they were doing in time, and I've picked them up and dropped them until they're back on my feet. I think those are my favorite, because not a single one of them has ever run away when given the chance. They just go straight back to boopery. Pig's my second favorite killer because there's this elaborate agreement around her where both parties have a universal language and cues to initiate, and no matter how many times people go against Piggies that are out for blood, they still try to check to see if the next one has a friend switch on her snoot.
Twinsies! I have waaaaaay more fun in matches where it's all about the chases and "tag" than worrying about kills/sacrifices. It's particularly fun for me because I play Plague, so I basically run around vomiting on everyone and whacking them with my censer. LOL
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Friendly rounds (and that doesn't even necessarily mean don't kill anyone, though that's certainly an extra bonus) are a lovely thing, especially given the levels of toxicity in this game (which have been on the rise for some reason).
From the survivor side, I never expect to be allowed to live if I boop the snoot. Some Pigs will walk away from you after a boop, and I've had some who, after the boop, still stabbed me. laugh But I don't care, I love love LOVE the snoot boop - I like to think that maybe the Killers are getting tired of the Entity's Realm and feel a sense of solidarity with the survivors because of it. I wish there were more ways for the Killer and survivors to interact in actual friendly ways (what I wouldn't give for some sort of Killer "wave" emote in-game. I'm a pretty friendly Killer, and my only purpose is earning bloodpoints. I don't care about getting kills. I can walk out of a match where all four escape and still make 25k+, so why not let the survivors make bloodpoints as well? I'd love to be able to wave goodbye to them at the Exit Gate :)
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Nope. I play Killer to have fun and earn bloodpoints. Those are my win conditions. I'd rather run around and make a ton of bloodpoints and have everyone escape at the end, then worry about whether it's a SWF or being sweaty or getting stressed out.
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There's a lot going on in this thread.
I disagree - I believe that it is absolutely possible and necessary for the game to discourage (aka punish) toxic gameplay. Why? Because some people are simply not motivated by rewards, while others find their "fun" in ruining other's enjoyment. Offering incentives to not be toxic won't affect these folks' behaviors. Thus the reason I prefer employing both the carrot and the stick.
The biggest problem is that previous attempts to discourage toxic gameplay didn't do so fairly across the board, thereby allowing one side to abuse the situation. I do agree that the game needs to do more to offer carrots (aka rewards) for fun/non-toxic gameplay.
For example - to discourage face- and proxy-camping, Killers should get no bloodpoints when remaining within a certain distance from a hooked survivor. On the flip side, neither should survivors. Imposing a "after 5 seconds, if you're still within x meters of a hooked survivor, you get no bloodpoints" whether you're a Killer or survivor ensures 1) the Killer leaves the area and 2) survivors aren't attempting to abuse the Killer (and the hooked survivor) by getting into a chase in the immediate vicinity, or by using the hooked survivor as a shield to do things like repair a generator or cleanse a totem. 5 seconds gives enough time for someone to go in and get the unhook (and the points for doing so), and once the unhook is done, the restriction lifts. A simple message appearing on the screen to notify players "you are no longer earning bloodpoints" would make it clear so folks would know they needed to move away.
On the reward side - I like the idea of giving the Killer a bonus for each distinct hook - another reason not to camp, as if one can get the full 12 hooks, one would get a hefty bloodpoint bonus at the end of the match, as opposed to camping and basically getting 4 or less hooks.
To discourage selfishness on the part of survivors, the game could give all survivors whether they escape or not a bonus for anyone who does manage to escape - so even if a survivor dies, if two of their comrades escape, they also get the bonus at the end of the match. This would encourage folks to be more helpful to their teammates as opposed to hiding in lockers or hiding near the hatch.
There are ways to discourage toxic gameplay in a fair and balanced way. The real question becomes why BHVR chooses not to do so.
Insofar as BBQ and Chili is concerned, the primary issue, I think, is that it's the combination of both the aura information AND the overall bloodpoint boost that makes it too powerful, especially when compared to the similar survivor perk, We're Gonna Live Forever, which requires a certain amount of risk on the part of the survivor to obtain and activate (and which provides no aura information at all). It's also too powerful when compared to the other Killer perk, Distressing, which increases terror radius and provides the boost only to Devious bloodpoints.
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It definitely needs to be fixed ASAP.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2175297#Comment_2175297
This made it a hard counter to Trapper, who's already pretty much trash because the Devs seem to have forgotten he exists & there's been power creep for Survivors. He does not need a perk to make his traps utterly useless.
Even running Small Game, Trapper did well IF the player really understood how to play the character. Trapper requires time to set things up properly, and a lot of folks just can't make themselves commit to that time, because it can be stressful to see 2 and even 3 gens getting done and you're still setting up. Trapper doesn't really even get started until the latter part of the mid-game, and I've seen some amazing Trappers who didn't even start hooking until all but one gen was left. Trapper is one of the Killers requiring the most thought and the most strategy to play well.
Small Game was never really good at preventing someone from hitting a trap when in a hurry (such as in a chase). Why? Because it was never that accurate - you knew there was a trap somewhere ahead of you, but you had no idea exactly where because of its detection cone. If you were in a chase, because you were running, by the time you heard the sound, if you were unlucky enough and the trap was directly in your path, you'd most likely already had hit the trap before you could even think about changing direction (especially since the only "safe" direction not trapped was back the way you came, which would mean running into the arms of the Killer chasing you).
What it DID help with, was avoiding traps when not in a hurry, and also having a chance at disarming a trap you came across which might save someone later.
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@Nazeef13 said:
server side hit validation pretty much doesnt work other than extreme cases of killer lag sadly. The weight given to killers is a lot more than survivors so there is a lot of discrepancy that they can get away with
And personally, I feel this is the crux of the issue. Hit validation should always be in the survivors' favor, not the Killer's. Survivors are playing with the Killer's ping already, which can be a massive disadvantage in trying to deal with latency and lag spikes. To also then give the Killer the weight when it comes to hit validation is just adding insult to injury.
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I remain irritated that they removed the perk's ability to sense Killer traps.
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@IWasLeft2Die said:
I was wondering what everyone thought of Wraith now that he has been buffed for a bit.
He definetly is viable now to play as which is nice. I do a little bit wonder if he is too good or not though. I havent used him enough to entirely form an opinion but I've had a lot of early game 4ks with him since his buffs.
I don't feel too strongly about him one way or another honestly
He got tweaked too far the other way. He's far too fast, and the cloak/de-cloak time is too short, allowing him to run rings around survivors and down them with next to no delay between cloaked and uncloaked.
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All of the re-worked maps are too bright - and this one is certainly the worst so far, but given the trend, worries me that every single map rework is going to be this bright.
Game needs to change its name from Dead by Daylight to Dead IN Daylight, at the rate it's going.
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@Yogerman1997 said:
very bad.... i was hopping get points from them, and also from the pyramid cage ones...
I'm hoping this is a bug, and that they will tell us a hotfix is coming ASAP. It makes zero sense for the points for struggling to have disappeared - they should have simply been tied to the skill checks.
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@EddyWarden said:
See it as challenge.. Sometimes you spawn right next to the Glyph sometimes not. I thnik they did good You need to risk something to get your reward
You already have the risk and the challenge - spending time looking for it and grabbing it. They didn't need to add more risk/challenge on top of that.
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@onemind said:
I basically play exclusively killer unless a friend or 2 want to swf with me
I got bored today decided to play some dwight and I dont get why people say solo is so bad it was a fun experience not knowing anything I was genuinely nervous and almost crawled across the map to hatch my most fun games have been solo so idk why it's so bad
It's probably a 75-25 split. In 75% of solo queue matches, there's at least one moment of "######### are they doing??" frustration. Then, of that 75%, I'd estimate it's about 15% of matches where you leave the match wanting to scream because of what the other survivors spent the match doing (or not doing, as the case may be).
Basically, the more you play survivor, over time, the number of "#########?!?!" matches start to outnumber the enjoyable matches.
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2140948#Comment_2140948
You can't. The devs and mods on here have said numerous times that it's acceptable to do. It's a waste of time reporting. The argument is that it doesnt keep the game hostage since the game will still end eventually.
I can assure you, you most certainly CAN choose to hit that report button, and leave a comment. There is absolutely nothing preventing you from doing so.
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@dspaceman20 said:
Whats worse is that I don't think you can report this person for being toxic and unsportsmanlike.
You most certainly can report them - for holding the game hostage, for toxic gameplay.
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Vault locations are one place where the utterly screwed up hitboxes and hit validation become VERY apparent.
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They sure need something, as like Bubba, it seems only the most toxic players choose the Twins. And I, for one, am tired of the slug- and camp-fest that comes with a Twins match.
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@Dylandal99 said:
they just need to do 1 thing.
make ranking up dependent upon chase. in other words
even if you do 4 gens and 5 totems and 5 unhooks and open both gates, if you suck at chases you wont pip.
that will make solo Q less frustrating. seeing all these players in rank 1 while they cant get chased for more than 15 seconds is utterly frustrating
I disagree. Not everyone is good at chases - and that's OK. If they are contributing to the game (as opposed to hiding in a locker or a corner the entire match), they should be able to pip.
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I'm still able to press the Space bar to skip the intro video, so this sounds like a glitch or bug of some kind on your end.
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The issue here isn't gen speed per se - it's the simple fact that in almost every situation, longer matches weaken survivors and strengthen Killers. The more time you give a Killer in a match, the greater the Killer's chances are to get more kills - especially if they are using toxic tactics like slugging and camping. Survivors have no good reason to want to do things that make the match last longer. The secondary objective of totems remains just that - secondary. If you find one, you might cleanse it unless there's a gen nearby, in which case you're probably going to prioritize that gen. The only time you see someone prioritize totems is if they are working on a challenge.
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@jester20k said:
https://forum.deadbydaylight.com/en/discussion/comment/2131336#Comment_2131336
They really don't have to pause content, they just need to work harder. Maybe hire some more people. If they stop content this game will die.
No. I don't expect people to just "work harder." That's a tremendous problem in the gaming industry, with greedy companies expecting people to wreck themselves in order to churn out content faster and faster.
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@Mushwin said:
Do you think when you adapet a Killer or Survivor that you should get something? Like maybe a keychain, Hook decoration or some piece of clothing/weapon? Esp Killers as that is harder to achieve.
I literally have zero design to work on Steam achievements for any game, because they have zero meaning for me. Give me something in game, and that might actually make me want to work towards getting them. I'd be all for some shards or bloodpoints, etc.
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It is disconcerting for me that we're already seeing new content being pushed out while there are still bugs and glitches in place since the Twins update. New content is going to bring new bugs, and it's just going to add to the list. I would much prefer if the devs stopped focusing on new content and instead focused on QoL (such as more accessibility options), stability, and bug-stomping.
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@Volfgang57 said:
As long as queues can be as it is I really don't feel like waiting another 10 minutes because someone wants to hold the lobby hostage now
I've never had that happen. I've frequently been in lobbies (as in, when 4 survivors and a Killer are in the 1-minute match lobby) where one or more people have dropped, and the spaces have always been quickly filled: as in, less than two minutes, easily. I'm not talking about booting everyone back out into the main queue for a lobby (which can take 10 minutes or more). I'm talking about booting the actual afk person back into the queue, and having the game pull in someone else to the match lobby.
I would much rather wait that extra two minutes and have five active players in a match than be at a disadvantage once you get into the match and realize one or more people are afk.
The fact that players spend more time waiting to play this game than actually playing this game is a separate problem.
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@GoobyNugget said:
https://forum.deadbydaylight.com/en/discussion/comment/2127608#Comment_2127608
All reworked maps? Have you seen Autohaven?
I have, and compared to before it was re-worked? It's bright
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@konochivu said:
Killer/survivors shouldn't be playing a game if they're busy.
Unexpected things happen - spouses/kids/pets/parents need someone. Very few people have 100% absolute control over their time 100% of the time. Your doorbell rings, etc. But instead of dragging someone who is afk into a match, the game should just boot them out of the lobby and put them back into the queue.
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@Sluzzy said:
I feel like these redesigned maps are way too bright and it removes all options for stealth and combined with aura reading perks every single game there is nowhere to hide. Stealth players in particular are screwed on this map. It doesn’t look like DBD with it being so bright. Yes they are gorgeous but it is too advantageous for the killer. You can see completely across the map. It does not have much horror feeling with the sun being so bright.
If the map is going to be so bright and so easy for killers to see, then there needs to be more ways to defend against the killer such as more pallets and more loops, etc. The new lucky break won’t even help because it is so easy to see. I think the map designer needs to turn down the brightness and add some more pallets and ways to loop because its going to be too hard to survive on the farm maps. The PTB killers never struggled seeing everyone and they usually won. Maps should be darker.
ALL of the re-worked maps are too bright, in my opinion. I'm less worried about ambiance than I am practicalities - the level of light now makes it difficult for both survivors and Killers to move unseen. It's not even just about stealth, it's simple movement in and around the map. This is especially true given how many costumes (which is how the game makes money) are brightly colored.
It IS possible to increase clarity without having to increase brightness.
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I hope your pupper is OK!
To be quite honest, this has an easy solution and I don't understand why BHVR hasn't implemented it before now. Make it so everyone HAS to click the Ready button for the match to proceed. Anyone who hasn't clicked the Ready button at the 15 second mark gets booted out of the lobby and the game looks for a fill. Right now, the game just continues the countdown, which results in afk players and Killers.
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Pallets are just broken, period. I've lost count of how many times I'm pounding the button but they don't drop, or the number of times I've gotten teleported back to the Killer's side of the pallet, or the number of times I get the stun, and then somehow manage to still get hit.
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@JimbusCrimbus said:
- Even if it was camping. Who cares? There's no rule against camping and you don't owe survivors an explanation.
- Again - even if it was. Who cares? Survivors ######### about anything. Just kill them, any means necessary. That's literally your objective. Don't let them gatekeep your gameplay just because "they didn't have fun". It's not your job for them to have fun.
That last sentence is literally everything that's wrong with this game, on both sides, writ large.
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@Afius said:
Honestly I liked being able to detect traps, the totem counter and increase radius detection range are kind of bleh. I'm guessing they wanted to indirectly buff trapper but I doubt that's going to help him much.
Yes, I dislike that it lost its trap-sensing ability.
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@Boss said:
The reason i hear the most is not wanting to be found because someone else got caught.
A new issue that we'll have now is when it's run in tandem with Starstruck - so survivors will be punished for someone else getting caught whether they are close to the Killer (Starstruck) or far away (BBQ).
I think the BP gain needs to be separated from the aura. The two combined make it too powerful, as in as a Killer, you have few reasons NOT to run it. When a perk is being run by the majority of the Killers the majority of the time, something's out of whack.
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@akanadi said:
https://forum.deadbydaylight.com/en/discussion/comment/2103585#Comment_2103585
its triggered no matter what even if the killer is on the other side of the map
Good. This will now protect against proxy campers who stay juuuuuust out of terror radius because they don't want to trigger BT, but come running in as soon as the person is off the hooks.
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@Pulsar said:
Absolutely not, for the exact reason you listed. "This guy plays Nurse, so I'm not gonna play."
Imo, nobody should see names until the post-game.
Except by this same token, we could make an argument for the Killer not seeing the survivors and what they are bringing into the match. *shrug*
I do think that showing the Killer (I don't care about seeing the player name, just seeing the Killer) might give BHVR some interesting statistics, if they actually gathered the data. As in, what percentage of people elect to leave a lobby with any particular Killer - and that's good data to have. If, 25% or more of players choose to leave a lobby with a particular Killer, something is wrong with that Killer that needs addressing. If there's something about a Killer that makes people literally choose to go back into a waiting queue rather than play a match, that should be a huge red flag. It would be more difficult, but they could actually track the reverse as well - as in, what survivor characters and what objects were they carrying in matches where the Killer chose to leave the lobby?
The other thing it might do is result in less DCing during the match, since players would have removed themselves in the lobby phase, rather than getting into the game and then quitting, which would be better for the health of each match overall, as it wouldn't leave the remaining survivors at an even greater disadvantage.
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@Hi_Hello_Gooday said:
https://forum.deadbydaylight.com/en/discussion/comment/2090902#Comment_2090902
Just because players who play this game for a living are pub stomping people who play it for an hour a day doesnt mean hes strong
It also doesn't mean he's weak. What it does mean is that those who play for more hours a day, and more days a week, have played enough to have started to master his mechanics. It's going to take a while for everyone else to catch up - and that's exactly why I would prefer they not start making changes to a new Killer until they've given the learning curve time to catch up, so as to see whether the Killer actually needs the buff or not.
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I really wish they'd stop snap-reacting to opinions before making changes. Wait and gather actual statistics on matches before throwing changes into the mix. There's a very big difference between perception and reality. I finally gave up counting the number of streamer matches I watched where the streamer complained about Trickster being weak the entire time, yet still got 2-4k.
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@Jago said:
RIP hook suicide.
Eh, that's not 100% accurate. Yes, the more precise timing will be gone, but you'll still be able to elect to not do any skill checks, which will make you die faster. We'll all need to get used to it, but this is a change for the better - even if you aren't someone like myself, who has hand/arm troubles, your keyboard will thank you for not pound-spamming keys.
Also - given the responses above, a lot of folks somehow seemed to miss that this was about accessibility, not preventing easy suicide on hooks.
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@Taijitu said:
https://forum.deadbydaylight.com/en/discussion/comment/2083304#Comment_2083304
I disagree. I got my rank 1 killer achiev long before all the recent buffs (over 1 year ago) and had no problem doing it. It did take a lot more thoughtful strategy (and maybe some more powerful add-ons) to beat the teams who were clearly on comms, but IMO that's the way it should be.
It should not be the default condition that killer wins unless the survivors play perfectly and the killer absolutely dominates if they bring any powerful add-ons. But that's what we have now. The survivors have an inherent disadvantage by nature of not being able to communicate, and the only exception to that is when survivors form premade groups and use third-party comms, which I already addressed in my original post. But the solution to that is not to just make killers ridiculously strong, because now people who don't use comms (which is the large majority of players) are at too much of a disadvantage. The game is currently balanced around the exception to the rule, which is survivor teams who use 3rd party comms.
This is actually a good point - that the game is moving in the direction of balancing for the exception (swf voice comms and higher ranks) instead of the majority (no voice comms and lower ranks). Which means a minority of players will be having fun, while the rest will often be left disappointed and disgruntled.
I think a lot of the struggles of this game come from the currently stated (or assumed) win conditions: escape, or kill. These two win conditions lend themselves to.... let's say "not the best behavior" rather often. On the Killer side, it leads to gameplay like slugging multiple survivors, tunneling, and camping hooks - because that's the best way to ensure kills, which is the best way to "win." These actions are also often required to complete Tome challenges - which I've said before not only encourages, but requires gameplay on the part of both Survivors and Killers that the opposite side dislikes in order to complete (basement hooks, blinding challenges are two examples)
On the survivor side, the situation is complicated because escaping, at its core, entails exactly two things: repairing gens and opening doors (yes, there is a hatch, but it's not a base objective) - and these are the least-fun aspects of survivor gameplay for a lot of folks. They are also, as you pointed out, not great for gaining points or pips (and, in the case of the door, not something every survivor gets to do even if they make it to the end of the match). Yes, a secondary objective was added (totems) - but seeing as there is no hex that makes it impossible to get out (there are some that can slow things down or make it riskier as in NoED, for certain, but nothing that makes it imperative to do totems in order to escape), the secondary objective of removing all five totems often goes ignored (and it's also not the most fun thing to do, either). So some survivors have taken to seeking out the Killer with things like overuse of flashlights, etc. either because they are bored of the actual objectives, because there is a Tome challenge they want to complete, or because they want/need the points to avoid de-pipping.
A related issue to the above is the sense of urgency on both sides of the match. This results in both sides trying to win as quickly as possible - which, given that queue times can be terribly long, means that folks are sometimes sitting in a lobby twiddling their thumbs for 15+ minutes, only to play a match for 5 minutes because one side or the other has pushed things to EGC and match over so quickly. All this does is send everyone back out into the queue instead of still playing in a match. So the reality is that players spend more time waiting to play than actually playing. Read that again: players spend more time waiting to play this game than actually playing this game. This is bass-ackwards. We need reasons for matches to last longer while still remaining fun, exciting, and engaging for both sides.
(Tangentially, I've been super happy with the new Chapter because despite all the whinging about Trickster, for some reason this Chapter has led to a surge in people playing, which at least for me, has lowered queue times across the board, no matter what time of day I'm playing - but I know this is not likely to last forever)
Speaking of points and pips? The emblem system is such a broken mechanic. An easy fix until they can figure something out would be to eliminate the cap on each emblem. Just let people earn points doing whatever it is they are doing. Categorize it if you must, but putting a cap on an emblem punishes players on both sides. If a cap must exist, put it on the total number of points able to be earned in an individual match. So, for example, make 30,000 the cap for base points earned in a match (add-ons for bloodpoints would be able to boost that amount just as they do now).
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@Azshhh said:
I wouldn't run iron will if all the survivors didn't sound like midday drinkers who EAT cigarettes
I don't wanna hear them huffing down my ear all day lol
Truth - and that was before every single survivor sound got amplified in the mid-Chapter (whether by design, or yet another bug, the end result is the same).
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@sad_killer_main said:
Iron Will is getting on my nerves really.
Is not that the perk is so strong, is a passive ability, but I rely heavily on sound and psychologically is a pain to find a lot of people with this perk.
For sure, not joking than listening gets me more kills than watching since your view is kinda limited as killer.
I would place bets on the reason you're finding more folks using Iron Will is because - and for some reason this isn't getting the notice it deserves - ALL survivor sounds (not just injured, but uninjured as well) increased in volume during the mid-chapter update (the one that introduced so many bugs and issues, I think folks have lost track of many of them). So I'm not surprised to find a lot of survivors electing to run the perk to deal with the fallout.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2079179#Comment_2079179
Right now you don't have to be good to extend a chase. You just need to play safe and hold W.
I disagree. Killer base speed is faster than survivor. Which means, if you put them side by side on an open road, the Killer is going to win the race. It may be sooner, or later, but the Killer is going to win. Add in obstacles along the road, and it will take the Killer longer to pass up the survivor because they lose time going over or around, but in the end, they will still win the race. Add in an Exhaustion Perk, and yes the survivor gets a 3-second boost speed somewhere along the way (whether it's right the beginning, or further down the road), but unless they stop running altogether, the Killer is still going to eventually win the race because of the difference in base speeds. But the Killer also has Bloodlust - and that's the kicker. Because the longer the Killer chases a survivor, the faster they get. So again, the Killer wins the race.
Bring that into the game environment, and the same holds true unless the survivor can out-think/out-maneuver the Killer enough to stay out of reach.
So if a Killer isn't catching a survivor, it's not because the survivor is simply holding down the run key, and it's most definitely not because they are "playing it safe."
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2079136#Comment_2079136
Then it sounds like your fault. You have the power to stop running, take the down, and take the hook state. Guess what? You got two more hook states left. The killer has stopped chasing you. Now you can be rescued, healed, and back on gens while the killer chases someone else.
If the killer hard camps you it's probably because you wasted so much of their time. Just don't.
If the killer hard camps you regardless then they get punished regardless. You win.
If the killer tunnels you after that then its the devs fault for leaving the heavily-hated mechanic in the game since the start.
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I'm just a filthy killer main who only complains about gen speeds and chase times.
I'm just a filthy survivor main who only complains about tunneling and camping.
Wow. I love how you think someone else's behavior is my fault. Sorry, that's not how it works - not in ANY aspect of game, or life. The Killer is responsible for their behavior and their choices, not any of the survivors. The only person responsible for your behavior is you. You don't get to shift blame or responsibility to someone else.
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@Nos37 said:
Add a stamina bar (blue for example). Have it drain while survivors run. Have it restore when they do not run.
When the stamina bar empties (turns yellow for example), the survivor becomes winded and the exhausted status effect is applied to them. The exhaustion effect lasts until no longer winded.
While winded, the (yellow) stamina bar no longer drains when running and fills when the survivor stops running. Once the stamina bar is full (turns blue), the survivor is no longer winded and exhaustion is removed.
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Why?
Because a survivor running the killer for an entire marathon and then using Dead Hard or Lithe to extend the chase for another marathon afterward is too stong.
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What is the purpose of the stamina bar?
Survivors should use their exhaustion perks earlier in the chase while they still have the energy to do so.
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Is this too crippling for survivors?
It can be, but it depends on the variables:
- How long does it take the stamina bar to drain?
- Does it refill faster than it drains?
- Does the bar refill at a faster rate while winded?
- Will stamina recovery be affected by Resilience or Vigil?
The devs can code this to make it very crippling or feel nonexistent.
No, thank you. If a Killer is chasing me, I should have the ability to run away - it's not my fault if they continue to chase and refuse to do anything else. I literally just had a match like this - and no, most survivors don't want to spend the entire match in chase. It means we get lousy bloodpoints at the end because we were unable to do anything else.
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@miketheratguy said:
I'd be happy to just have a block list that prevents me from being matched up against certain players ever again. Yes, that could be abused too, but someone would have to be pretty damn unpopular to be blocked by SO many people that they couldn't still find matches. And if that WERE the case, then there would probably be a good reason for all the blocks.
It's not going to happen, so we just have to accept that instead of a block system being abused, we have to accept that the actual gameplay is being abused. Which is so much better.
This is a fantastic idea. I would absolutely make use of it if it existed.
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Folks, the little up/down thumb next to every player (Killer and survivor) at the end of the match does indeed allow you to report folks for toxic / unsportsmanlike gameplay. I believe that on console, you don't get the little box where you can type comments, but you can still do the report.


