Avatar

TAG

TAG

About

Username
TAG
Joined
Visits
9,205
Last Active

Comments

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339211#Comment_1339211

    Matchmaking shouldn't allow a rank 1 to match up with rank 20, simple.

    What happens when the Rank 1 player gets blocked by enough people that they are forced to pair up with people noticeably lower ranked than them? (See: the Overwatch example).

  • Here's the thing about PH's "mori": It's basically just a substitute for sacrificing someone who's already on death hook.

    The ideas you mention do not seem to follow the same idea and could realistically allow for people to die before they reach death hook. That ain't something I'm really comfortable with making base kit. Beyond that, this also has the issue of screwing up balance between Killers, as Killers with easier to accomplish conditions could end up being much better than those with difficult conditions.

  • @tixerp said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338843#Comment_1338843

    Reporting is all we have in DBD. It kind of does have to do with the topic. The point is a blocking system would be preferable compared to what we have now, which is just reporting. I recounted my experience of OW player reputation system, which was mostly comprised of reporting. Which is why I said I didn't want that OW system in DBD. If that's not what OW is anymore, then cool. Also, in DBD while it's just text after the match has already ended, so you can leave and ignore it, in OW it's someone usually saying it on mic mid-game. Something hard to ignore considering avoiding comms is "not good teamwork" which opens an opportunity to ban or block. But that's besides the point

    With that OW player in mind, maybe OW straight up bans you from playing with a blocked player instead of lowering the odds, because a situation like that has never happened in a Valve multiplayer game. Not once in CSGO, TF2, or L4D2. And they use what you make sound like, generally the same system.

    When I say anonymity, OW has you talking with players in voice chat and making teamwork decisions mid-game. DBD does not have this. There is no VC, and you can turn off chat. If you have a private steam profile and want to play the game for yourself without talking to anyone, you can do that. These two player bases invoke different reactions. One of these groups is gonna be a lot more reactive to toxicity and ready to block, compared to the other. One gives more opportunities to block someone than the other. Now take the whole 12 players a match vs 5 players a match into the equation as well. There are many reasons why this block warzone is more likely to happen in OW than DBD. This is why I don't see this pandemic of blocking happening to DBD. I seriously doubt even half of DBD's players as of right now actively report people, or would care to use a blocking system if it came.

    The argument is that it is NOT preferable (in my opinion) because the potential for abuse is extremely high. And the stuff you're saying regarding your experiences in OW really don't do anything to alleviate the concern regarding abusing the system being opposed.

    Also, if you're not straight-up banned from playing with a blocked player, then it's not blocking the player, is it?

    One of these groups is gonna be a lot more reactive to toxicity and ready to block, compared to the other.

    I think you vastly underestimate the DBD community's toxicity. I believe the DBD community is EXTREMELY likely to abuse such a system, and Overwatch is a good example of what happens when such a system is abused.

    Now take the whole 12 players a match vs 5 players a match into the equation as well. There are many reasons why this block warzone is more likely to happen in OW than DBD.

    I disagree. As I said, I see no reason why being blocked by up to 4 players at a time is going to make the problem not happen. It's unlikely that you would have been blocked by 6 people at a time in Overwatch anyways. Hypothetically, you only need a fraction of players to block you for there to be massive ramifications.

    I seriously doubt even half of DBD's players as of right now actively report people, or would care to use a blocking system if it came.

    See what I said above about vastly underestimating the toxicity of this community.

  • @tixerp said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338760#Comment_1338760

    I remember Overwatch being all about reporting. Maybe it's different now, but I remember not being able to go two rounds without someone being reported and making it public to everyone else in the match as if they're some kinda mini-cop. If it does have blocking and muting, then good, that's all it really needs. Keep the actual hacking griefing to reporting/banning. I wouldn't mind a system like that in DBD.

    I know a majority of DBDs fanbase isn't mature. Call this an opportunity to cull them. You reap what you sew, in this instance. And if the player is someone being mass blocked by people instead, then you missed something I said in my second post; Blocking doesn't mean you're banned from a player or the game. It means your chances to queue up with them or drastically reduced. So in the case of having actually that many people block you (which is a lot more people than I think you realize), you can still be matched with people that have blocked you. It's not like your account would be a deadzone suddenly.

    And I think it'd work for DBD as opposed to Overwatch because the fans are different. Not to mention, Overwatch has you up against 6 players on the enemy team, as opposed to either 4 or 1 players in DBD, so the chances of having more people block you on average (if literally every person blocks you every round idyllically) is far greater. That and a bunch of reasons I mentioned before (DBD is a game with more anonymity and quick matches in contrast to Overwatch, etc)

    Reporting has nothing to do with the topic at hand. We are discussing a blocking system enforced entirely by player choice. Also, it is not uncommon for someone to go "haxx, reported for camping" in post-game chat in DBD, so that's not something different from what you remember in Overwatch.

    You must have missed the part in my post when I said that one of the best Overwatch players in the world was experiencing very long queue times because of the system that OP has proposed. So yes, if that is accurate, I would say that your account does become a deadzone.

    Different fans? No. Players numbers? If people are steadily blocking you regardless of which game, the end result is still the same. Obviously, this is an extreme example that isn't going to happen, but having 4 people blocking you at a time is not that much better than having 6 people blocking you at a time. You're still going to gradually find it harder and harder to match up as the game starts to find it more difficult to find people who haven't blocked you (and in a game that already suffers from matchmaking woes, it is absolutely NOT in the devs' best interests to exacerbate the issue). Anonymity? As long as it is still possible to message anyone who hasn't turned off messaging, no.

  • @tixerp said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338718#Comment_1338718

    DBD isn't Overwatch. You jump in a match with a bunch of randoms for a quick game. No ranked or casual MM or anything. It's not a competitive E-sports games with tournaments and big players like that. It's certainly becoming that with the way people push it, but that's a different subject. Either way, Overwatches supervision is the exact opposite of what I'd hope for DBD. It's very easy to get banned for almost anything said/done out of the norm, and it just leads to enabling a super sensitivity within the player base at its worst. Don't even get me started on the Good Boy Points system.

    Look at any Valve multiplayer game, and it works fine. It'd be simple, quick, and efficient if you're mature enough to know when to rightfully block someone. And if a surplus of immature DBD players have screwed their matchmaking by not learning, why care for them? They sound like a nuisance to the community, and good riddance. Maybe they can learn from it.

    It's not that I have faith in that it won't be abused. Of course it will, everything finds a way to be abused. I have faith that it's abuse won't affect the game in a major way like you and other people say it will, considering just how many people actually play this game.

    I don't see how the things you mentioned means that it is less likely that such a system would be abused in Dead by Daylight. The system in Overwatch was, from what I can tell, "You can block someone to make sure you don't match with them," which is the exact system being proposed by OP.

    It'd be simple, quick, and efficient if you're mature enough to know when to rightfully block someone.

    I want you to honestly tell me if the word you would use to describe the Dead By Daylight community is "mature."

    And if a surplus of immature DBD players have screwed their matchmaking by not learning, why care for them?

    The issue is NOT a certain player not being able to queue up quickly reliably because they blocked too many people. The issue is a certain player not being able to queue up quickly reliably because THEY were blocked by too many people.

    I have faith that it's abuse won't affect the game in a major way like you and other people say it will, considering just how many people actually play this game.

    Consider how many players play Overwatch vs. Dead By Daylight. If it didn't work for Overwatch, why would it work for Dead By Daylight?

  • @tixerp said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338649#Comment_1338649

    Well it's a risk worth taking because

    1. If you're being salty and blocking people who are just better than you all the time... Then that's your own choice. That's you digging your own grave. And if you don't stop once you realize it's a bad idea anyway, then so be it. It's one person out of many, so the chances of it affecting other people are not that great. People would learn to curb it eventually, anyway. Even DSP knows when enoughs enough sometimes.

    2. The chances of this exact scenario happening to a huge majority of this games player base is really unlikely. Think about it. This game has tooons of players now. I know there's a lot of people who exhibit bad behavior but I really have faith that the majority of this games players aren't the kind of people to be salty, AND block after every round, AND not learn to curb it.

    Considering that Overwatch attempted this exact system and removed it for the exact reasons I stated (going so far as to acknowledge that one of the best players in the world was experiencing very long queue times because they were blocked by a ton of people), I do not have faith that such a system would not be abused.

  • @Perelie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338559#Comment_1338559

    I think you guys are ignoring the point. There needs to be a way to block or at least avoid toxic griefers. Also reporting people in-game should actually do something.

    No, this is actually a very important question that needs answering.

    @tixerp said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338612#Comment_1338612

    Blocking someone doesn't mean they're banned from the game. It means the chances of you being matched with them are lowered. Just because someone might wrongfully block people, doesn't mean the game is going to turn into a wasteland or something. When has it led to the worst of the worst before, anyway? I think of multiplayer games like TF2, and it's pretty great because Valve doesn't step in. It's up to me and my judgement, rightfully so.

    It can lead to increased queue times if enough people do it to the same person. Sure, in an ideal world, that "same person" is a complete jerk who actively harasses people and makes things worse for everyone. But what about when salty people just block people who they lose against? What would stop enough people from blocking someone skilled at the game just for winning? What stops that person from inevitably having higher queue times?

  • What do "other games" do to make sure such a system isn't highly abused?

  • @w_sohl

    Yes, it is the Survivors' fault because neither Survivor is trying to end the game, and both are actively contributing toward extending the game indefinitely. The Killer being bad doesn't actually negate that. If anything, it only supports that because it means the Killer is actively trying to bring the game to a close but the Survivors are preventing the Killer from doing so (through not allowing the Killer to progress their objective and ALSO deliberately not progressing the Survivors' objective themselves).

    If the Killer can't catch a Survivor while the other(s) is finishing gens, it's no problem. If the Killer can't find anyone while everyone is intentionally not doing Gens, Survivors are holding the game hostage because the Killer is trying to finish the game while the Survivors are not. If the Killer is standing in the middle of a 3-gen and is just pushing approaching Survivors away from the gens while also making no effort to chase/down them, then the Killer is holding the game hostage because Survivors are trying to finish the game while the Killer is not.

  • To be fair, F13: The Game died because of legal reasons that were completely out of its control.

  • @JoeyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1335503#Comment_1335503

    Lmao im no game designer and its unhealthy for you to think everyone ought to be one.

    You don't need to be a game designer in order for you to have some idea of how you wish to accomplish the goal. Lots of people here have reasonably detailed descriptions of their ideas for how to balance the game or implement some new hypothetical idea, regardless of whether they're good or bad ideas.

  • Try again when you have some semblance of a mechanical implementation of this idea.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1335492#Comment_1335492

    With Clown being the one to put on the X rated puppet show...And Amanda and Ash looking on in utmost disgust, lol.

    "PUPPETS GONE WILD: NO STRINGS EDITION"

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1335482#Comment_1335482

    Nah, if anything I think Ashy Slashy should be in there. Clown goes out of his way to grab the hand Ashy is NOT on for his Mori. Means theres probably some feelings there.

    By that logic, how about Ashy Slashy and Billy the Puppet?

  • @JoeyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1335481#Comment_1335481

    It is because it's a specific feature that'd improve the game.

    Your suggestion is "Kill the Killer." It's not specific at all.

  • Clown and Billy the Puppet.

  • @JoeyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1335462#Comment_1335462

    And that's fine to say because it lets the devs know killers need to be better.

    It's not helpful is what I'm saying. You're not giving helpful suggestions.

  • Then you're not really suggesting anything that would benefit the game. That's like me saying "Make Killers better."

  • @JoeyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1335432#Comment_1335432

    Because he has to react and prevent survivors from killing him, which is something different.

    How is it different?

  • @JoeyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1335419#Comment_1335419

    Repetition. Only way survivors can win is by doing generators and leaving.

    I mean, only ways Killers can win is by killing Survivors. What does this do to alleviate repetition for the Killer?

  • @JoeyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1335348#Comment_1335348

    Instant fast vaults and windows never being blocked being changed wasn't some small balance thing either. Shack was an infinite when it had two windows.

    Something being a big change doesn't by itself make the change unwarranted like you imply.

    Well, what is it about the game currently that would warrant changing it so Survivors can kill the Killer?

  • @PigMainClaudette said:

    I hate the current iteration of Ruleset No. 2, as it promotes people with an RBT on to work on generators in order to reveal the auras.

    SO! Let's punish them for it instead.

    • Disables the Survivors' ability to see the Auras of Jigsaw Boxes while their Reverse Bear Trap is active.

    The other one I'd look at changing is Huntress' hatchets and it is literally just giving it a minimum range.

    While I think the idea of absolutely pushing a Survivor to work on the boxes before the Timer starts ticking is a good idea, the fact that a teammate can potentially set the timer off before the Trapped person can actually start to look for the right box would make things pretty miserable for people who ain't cream of the crop.

  • Surveillance. Even though it's not a perk I use often, I appreciate it going from "actual worst perk in the entire game" to "not bad."

  • @TragicSolitude said:

    As the Pig, I once put an RBT on a survivor and as I was putting her on the hook the last two gens popped simultaneously. And her teammates opened one of the exit gates. She ran around to the boxes looking for a key. RNG screwed her out of finding the key but I found the hatch directly next to one of the Jigsaw Boxes and motioned for her to take it. Luckily the other survivors left in time so that was actually possible, the one good thing her teammates did.

    Sometimes it's RNG that screws a survivor and sometimes it's their oblivious teammates. Guys, have some compassion for your fellow survivors and don't start the EGC if they just got a trap put on their head. Freakin' teammates deadlier than the damn killer over here.

    Sorry, guess that's more of just a Pig story than an RNG story.

    In rare occasions where everything lines up exactly right, I'll open the gate as the Pig and then in post-chat act like someone else opened it. :P

  • @Snow_Lep said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328847#Comment_1328847

    I said that it might have been changed. I know this was the case back a while ago, closer to her release. The devs might have changed it since people were catching onto the mechanics of the game and making matches against the pig even easier

    It was never like that, to my knowledge.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328377#Comment_1328377

    I'd go for shirtless Clown, he be looking hella thicc.

    What we need is two toggles: One that toggles his shirt and one that toggles his thicc. :P

  • Not sure which I want more now: Shirtless Clown or Chiseled Clown.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1327106#Comment_1327106

    Fair enough, but she definitely outperforms Billy and Oni. I think because of how much more difficult she is to counter, she'd be considered the best.

    Fair opinion, but I don't think her being strong is a good enough reason for her to be susceptible to flashlights.

  • @Poweas said:

    If Hag wasn't weak to flashlights, she'd be the best killer. Leave her as she is, there's a way to win, it's just REALLY difficult. I can understand what you mean, but she definitely doesn't need more buffs. (Hag main who faces Flashlights a fair amount)

    If they were to update these killers, I think Wraith would be OK, but Hag definitely would be nerfed in some place which I personally think it's better having her as she is. Plus, if you set your web up while FL is on hook/other side of map, you can very easily snowball the team by forcing them into you (defending 3-4 close gens or something).

    I do not believe that. She isn't the best killer against a team without flashlights.

  • @EmpireWinner said:

    Make it that when the survivor takes a protection hit, they will be broken until the other survivor heals.

    How would you split that into three Tiers?

  • @Peanits said:

    The perk you've suggested is very similar to one of his other perks, Deathbound.

    Food for thought, though: It doesn't only work with basic attacks. Any attack can trigger it. Huntress hatchets, feral frenzy, etc. will all trigger Forced Penance.

    I'm not sure that really makes a difference. All it's really good for is stopping an out-of-nowhere insta-heal in the middle of a chase, which is super situational. If you chase and down them, the broken basically did nothing, and if you leave them be, they won't be able to waste time healing and will instead just go back to gens.

  • @Frankie said:

    My first question would be...can you really not count to 3?

    Sometimes in the heat of the moment, I forget if someone is on death hook or not. Especially if the Survivor team has multiple people running the same character.

  • Given how old OP's post is and when they last posted, they are probably long gone.

  • I think so? I don't think Freddy gets a notification of which Snare went off if no one screams.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321413#Comment_1321413

    If you're outright tunneling someone with a reverse bear trap you were devoting a whole lot of time this is something at the pig and pretty much already do in game if she's so chose and game doesn't really too much. If a pig really wanted to choose a reverse bear trap kill she could just moonwalk or crouching tunnel a survivor and there's nothing they could do to escape.

    In the end game scenario if the pig is just constantly telling them they still have a pretty high chance of getting the Hatch because of pigs is not guarding it and if the pig chooses to guard the Hatch event the survivor is pretty much free jigsaw boxes

    The whole scenario of tunneling to get the kill in endgame is pretty pointless at that stage you might as well just camp it's more quicker and efficient also you could possibly down would-be rescuers and trap them to

    Here's the thing: If the Pig knows where the Hatch is, it doesn't matter if the Pig isn't actively guarding it because they can simply position themselves such that if the Survivor starts to get within range of the Hatch, the Pig can just run ahead and close it, knowing that there's no way the Survivor can get the Trap off in the time it takes the Pig to do that. The Pig still has total control of that situation and if they want the one person to die, it will happen.

    The difference between that and doing the whole "crouch tunnel to cheese the timer" thing is that the Pig is actively throwing away the game to cheese the timer while everyone else is doing gens. With just tunneling during the EGC, the Pig is basically just securing a kill that they might otherwise not get if they choose to look for other people. It's like camping someone during the endgame but with absolutely no counterplay. At least with endgame hook camping, the remaining Survivors can team up to try and protect the hostage long enough to potentially make an escape. They can't do that in the hypothetical scenario being discussed without a Key because there just isn't enough time for someone to get to a box and spend a whole 12 seconds going through it without the Pig bruteforcing through the meat shields.

  • Pig + Freddy. Put Snares in front of every Box and make sure the person wearing the RBT stays asleep. They can never attempt to get it off without alerting you.

  • This is fine because the Pig can close the Hatch on them, leaving them with an active Trap and nothing to distract the Pig from doing anything other than tunnel them to death.

    @Joelwino said:

    The Pig is scammed with reverse bear traps in general. Someone dies to your power? You get no deviousness points and only 500 sacrifice points. A mori gives you 1000 sacrifice points and a mori is miles easier to get a kill with than an RBT. I'm tired of getting entity displeased with a 2k or 3k just because someone died to my RBT.

    This I agree with. It's dumb IMO how you practically get penalized for someone dying to an RBT, despite it being a difficult thing to accomplish without you deliberately just throwing away the game.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321052#Comment_1321052

    Honestly the only thing we have to do is give it a similar effect to rancour is coded to only activate when the last generator has been completed or when a generator is completed this way closing the Hatch won't activate the Trap but completing the last gen or having a trap put on you after the last gen is completed will

    I don't think she needs the timer to be stopped as long as it slows down in a similar way to being hooked or downed.

    This would give the survivors 4 minutes to get the trap off honestly considering you have 2-minutes 30 to get the trap off normally if you can't get it off in those 4 minutes you're pretty much dead anyway.

    If the pig wanted to cheap out a Kill out a kill she would have to time it pretty damn well and hope luck isn't on the survivor side even then with a pig player going the hardest they can achieve a death to end game or reverse bear trap it will only ensure one kill.

    Even then you could get better results by just using blood warden which can result in a 3 or 4k if timed well

    I can't say I agree on the difficulty in tunneling someone to death if they are wearing an RBT. Hypothetically, if you slap a Trap on someone after the Gates are powered before you hook them and you know where the Hatch is, they are flat-out not escaping if you do not want them to, end of story. I don't think that level of denying escape during the EGC should be so simple to accomplish (as opposed to blocking the exit with Blood Warden or bodyblocking someone who was healing in the corner, both of which basically require the Survivor or Survivors to allow it to happen).

  • I agree with this overall, with a few caveats. EGC timer needs to pause while someone's wearing an active Trap, and closing the Hatch shouldn't start any Trap timers. If you want, you can even make it so if the Hatch is closed before all the gens are finished, all active timers deactivate so that the last Survivor still has a fair chance to escape.

    Basically, make it so that the Endgame Collapse/Hatch closing does not make the Reverse Bear Traps more deadly than they were prior to the implementation of the EGC/Hatch closing.

  • @raulblideran said:

    People that put the cereals first and then the milk suck !!!! MILK + CEREALS !!

    @Peanits

    How do I report this person for such heinous cereal-eating techniques?

  • Favorite one: Pig's Twisted Trefoil Blade

    Untitled Image

    Least favorite: I don't know which specific one I'd go with, but a number of Nea's headpieces rub me the wrong way.

  • Pig should be allowed to see RBT timers with an add-on. :)

  • Let's take it several steps further and just say no freebies.

  • Quoting OP:

    Just one a day, any more and you have to wait like normal.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1319329#Comment_1319329

    I mean, maybe it's not such an outlandish idea given the state of the game.

    An idea that allows people to be paired with people who are prone to disconnecting and now each get one freebie DAILY sounds fairly outlandish to me.

  • @Hex_Stalk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1319215#Comment_1319215

    It's just one dc, that's not gonna stop all the toxic people from dcing every other game because they didn't get the map they wanted or they hate who the killer is playing. This is for the people who are put in with the toxic players and DON'T want to be sandbagged, farmed, locked in a corner, etc.

    It is not just one DC. It is one DC per day per player. That is A LOT of free DCs.

  • Maybe not them, but maybe now I should do it just to show that I can. I've got dozens of them.

  • I think the sensitivity is reasonable; the only thing I'd want to see changed maybe is the removal of the big warning line right before the attack is launched.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1318450#Comment_1318450

    What if someone has genuine problems with their FPS that are a result of their set up, and they adjust their resolution to return them to normal?

    If that's genuine, and no other solutions seem to work, then what else can you do?

1 … 106 107 108 109 110 … 218