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@Almo said:
The movement capsules will stay different. The fact that Survivors gain a little extra time by going around corners has become a very important part of the game's dynamics. Changing them to be the same size would have a lot of balance repurcussions.
The Survivor's radius is 10% smaller, if you wanted to know. :)
Can we at least change the tiles that spawn objects that only Survivors can squeeze through as a result of their capsule being every so slightly smaller? Would be nice to spread those individual objects out juuuuuuuuuuuuust enough so Killers can squeeze through too.
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@Butcher_Pete said:
There’s no way you only had 45 seconds to defuse your hat. Also, 2 of Pig’s add-ons (specifically the ones that increase the chance of a skill check while searching jigsaw boxes) are completely useless. Does that sound “unfair” to you?
Two? Try, like, eight.
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@ClickyClicky said:
And I took Rancor, Nemesis, Enduring, PWYF. Oh boy is this more fun than I ever imagined.
I took it slow on the survivors so they would get the gens done. Kill my victim (sorry but I needed the challenge) and then I see another survivor running around, bait him into pallet stunning me and I would have loved to see the look on his face when he realized what he just did.
Damn I bet this would be even better if I swapped a perk for Remember Me.
If I were to switch any perk out for Remember Me, it would probably be Enduring. The Survivor running away will cause you to get a token on PWYF anyways.
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One killer over and over. In this case, Pig.
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@danielmgg_15 said:
https://forum.deadbydaylight.com/en/discussion/comment/1093475#Comment_1093475
I am not the one who cares, the only one who types that is a tonteria that makes the block by starting salit, but there is no point in paying for games, if you want to save the times that one wants that others measure and meditate. newbie don't have to burn my mom's got her mad at me and I say nothing
Oh, I'm sure you care about the DC penalty. Just not for the reasons you allege.
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I feel like toolboxes, moris, and keys have room to be nerfed without the need to remove them. Hatch is fine as is IMO.
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@pemberley said:
No. Sometimes $#!+ happens and you gotta go.
As long as you don't do it every time, you should be fine. You wouldn't be punished for doing it once or twice.
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A Hillbilly who lives in the Catskills.
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@PigMainClaudette said:
You got unlucky, as the key spawns in a box and you have to guess correctly. Also, if they tunnel traps, attempting to take off the traps, then they are a bad Pig.
https://forum.deadbydaylight.com/en/discussion/comment/1092820#Comment_1092820
https://forum.deadbydaylight.com/en/discussion/comment/1092825#Comment_1092825
2:30 base, 2 with Tampered Timer.
Depends on how they go about it, to be fair. If they're tunneling from the get-go, they are probably bad. If Pig just stumbles upon them and tries to capitalize on that, that's fine as long as they don't spend too long. If Pig suspects that a Trap is close to going off and wants to try and force it, that's also fine (albeit risky). Also, if the Survivor clearly isn't bothering with the Boxes because the timer hasn't started, there is no reason to let them keep working on a gen.
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@csandman1977 said:
Its a purple add on called tampered timer. You dont go against it often because of how expensive and rare it is. After bringing my piggy to level 50 I have 3 of them.
I think normal timer is 2:30. Pretty sure tampered timer brings it to 2:00. That plus the time its on before a gen pops.
If you were hooked or downed, the timer stops. Maybe stops if in a chase but not sure.
Sounds like you had bad luck really. Most of the time I get traps off on first or second try. It sucks when you have to keep searching though.
The add on isn't OP as the bear traps being so random aren't usually a huge threat.
You'll probably go another couple dozen games against piggy before seeing another one.
I've got, like, 20+ each of Tampered Timer, Bag/Crate of Gears, Jigsaw's Annotated Plan, Jigsaw's Sketch, and 50+ of Last Will. And this is with using pretty much only those add-ons for Pig. Running out of any of them is not something I have to worry about even a little. :P
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It is 100% impossible for the timer on the RBT to start at 45 seconds. The Traps can only have four possible starting times: 150 seconds base kit, 120 if you are using Tampered Timer, 165 if you are using Jigsaw's Annotated Plan, and 135 if you are using both Tampered Timer and Jigsaw's Annotated Plan (for some reason).
Tampered Timer is not a very good add-on, for what it's worth (even though I use it). Unless you secure a kill with a Reverse Bear Trap (something that is not very likely to happen even in the best circumstances for the Pig), the add-on does absolutely nothing.
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I am fully in favor of punishing hook suiciding, but it has to be more lenient than the DC bans. You shouldn't actually get punished at all unless you demonstrate a consistent pattern of hook-suicides as soon you are put on the hook super early on. One-off dying on hooks is not a problem, suiciding late in the game when the game is lost or when you are trying to give the last person the Hatch is not a problem, and those shouldn't be punished. The only time it should be punished when it is consistently and repeatedly done early in the game as a form of ragequitting.
@[Deleted User] said:
You can't stop people from wanting to leave a match.
If you penalize people for DCing, they will suicide on hook.
If you penalize people for suiciding on hook, they will just AFK instead.
Being AFK is already listed as a reportable offense, so if you penalize people for hook suiciding, their only option is to "pretend to play badly."
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@Kalec84 said:
https://forum.deadbydaylight.com/en/discussion/comment/1091057#Comment_1091057
i agree... i'd say about 4 minutes... ^_-
Too long. I think 2-2.5 minutes total seems fair. Same amount of time it would take to die on the hook, or slightly longer.
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5ish hours, I guess?
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@Auron471 said:
its going to be chain chomp. it cant get more obvious than that.
Game was released on Switch. COINCIDENCE?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1091043#Comment_1091043
A screenshot from a game that is not broken, busted, unfair, crash happy.
It's okay, broken, busted, unfair, crash-happy games probably have this too.
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@Prex91 said:
I think a simpler idea can may be to remove the grab thing on a full health surv that make an hook save, and take it only for injured surv that save.
That would encourage super unsafe hook saves, I feel.
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@dizbruhlikesthering said:
https://forum.deadbydaylight.com/en/discussion/comment/1091357#Comment_1091357
No, i thought they put the TM there as a hint towards it being a licensed killer (even though i now learnt it stands for something else). Considering Pinhead is the most famous chainwielder, i think that makes it pretty obvious why i came to that conclusion, don't you think?
Soon(tm) is a joke referring to how frequently the question of "when will X happen" with "soon."
https://www.urbandictionary.com/define.php?term=soon%20%28tm%29
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@fengsad said:
https://forum.deadbydaylight.com/en/discussion/comment/1091043#Comment_1091043
you know what else is part of dbd? slugging and making survivors sit there for 4 minutes doing nothing with no recourse.
The solution to that is adding a self-kill option if you stay slugged for too long.
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You know what else is part of online games?
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1090947#Comment_1090947
Ok, you obviously are completely lost. I'm done with this one. You should look up the difference between Macro and Micro, then continue to educate yourself. Not trying to be rude, just saying that if you don't know the difference, this conversation can't move forward. lol
The difference between macro and micro is that they are opposites. Plan and strategy are the opposite of opposites. They are...the same thing. That is why "plan" and "strategy" are synonyms while "macro" and "micro" are antonyms. Is anything that I am saying wrong?
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1090934#Comment_1090934
What do you mean suggesting? That is what I actually pay. Because they are the only option. To make matters worse they don't even offer better speed for more. That's the only package available.
Well, that's a shame.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1090939#Comment_1090939
You've obviously never had military or tactical training then. One is Macro, one is Micro.
Macro and micro are literally antonyms. That does not make sense.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1090924#Comment_1090924
Exactly. It's a plan, but not a strategy. There is a difference. Strategies take multiple factors, including opponents strength and weakness as well as terrain into consideration. Plans are singularly focused on one idea no matter what.
"Plan" and "strategy" are straight-up synonyms, so I'm not sure how a plan is not a strategy.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1090920#Comment_1090920
I pay 130...for 3 mbps.
What you're suggesting is ludicrous, then.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1089563#Comment_1089563
The plan still depends on the stupidity of the opponent. The first time someone goes down there and is attacked, the survivors should just hit gens and go unless they have BT and Steptic addons.
If you depend on stupidity in the plan, it is not an actual strategy. Its8a hope and a prayer. I've seen many basement Bubbas with Insid destroyed with 1k and less than 10k BP. I've seen stupider teams destroyed because they can't seem to figure out that Bubba is hiding down there and they keep going in. Duh.
Capitalizing on misplays is a plan in my book.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1090876#Comment_1090876
Yes. As I said, it depends where you live. If there is a monopoly on internet service in that area you'll get screwed. In my case because it's a more rural area. In their case most likely because their is no other provider.
I'd like to know what monopoly charges more than double the high end of the national average. 100 is considered expensive. If that is indeed accurate, what OP is suggesting is ludicrous.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1090871#Comment_1090871
I think my response above kinda covered it.
OP said they lived in a "major city."
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/1088870#Comment_1088870
I pay $70/mo for 100, my bro pays about $90 for 500 and I have another friend in another city that pays about $70-80 for 1GB lol I call major bs.
How do you respond to these counterclaims?
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1090746#Comment_1090746
I would get very bored of the game having to constantly hook suicide. It's not the same thing as DCing.
I also don't believe those with inflated egos would continue to allow killers to win by hooking them.
No, it's not the same. But if hook suiciding becomes a workaround to DCing many people are willing to take, something should be done about that IMO.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1090566#Comment_1090566
If I run the killer for 3 minutes and the team doesn't pop a single gen + they sandbag me by pallet camping even tho IM in the one in the chase.. After I get downed and I see noone on gens I will get the hell out of this match on first hook. And yes, this happens in red ranks. Can't deal with dogshit like this.
That's why I said "I would be wary" and not "you are part of the problem."
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@Mr_K said:
Complaints about hook suicides are an attempt to make BHVR revert the DC penalty. From the survivors perspective a teammate killing themselves on hook or DCing is the same thing. It's the ones who regularly DC that are raising a stink.
I'm complaining because I want them to punish excessive hook suiciding in addition to the current DC penalty system.
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@Keene_Kills said:
D+, which is basically what Trapper is now. Like going home with a hot lady, then she takes her teeth out and plops them in a cup of water. Sure, it has its uses for some folks, but was expecting something much, much better.
Are you suggesting hot ladies put bear traps in their mouth?
Anyways, B-. More than I was expecting and actually welcome.
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If you're hook suiciding because something IRL came up, you are almost certainly not part of the problem.
If you're hook suiciding because "my team sucks," I would be wary.
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Gonna be honest, I don't hate this idea.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1090499#Comment_1090499
Seriously nerf pig?
I am assuming (hoping) that person was just jokingly generalizing BHVR.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1090341#Comment_1090341
But the truly toxic killers are the ones that slug and leave people to bleed out. Or just follow someone around all game waiting for Rancor.
Those killers never hook.
Hey, I had a tome challenge I wanted to do, and I didn't want to put any bloodpoints into Spirit. I had no choice.
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@[Deleted User] said:
I did think on this a little more though. While AFKing as killer is punishable, giving up on a match as killer and messing around is NOT punishable.
So I mean instead of AFK if you are getting bullied you can just like, horse around but still be in the game, and technically you could not be punished. So there is an option in that.
And if you want to just move on to the next game ASAP?
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/1090100#Comment_1090100
so you arent okay with a system that awards those that play better? that makes no sense though? you cant have everyone hit the same rank but them not have the same skill? in no way will it punish people on how they play, but in turn make them understand inorder to reach the top ranks they need to improve in X category, if you allow people to reach top rank by playing the same and never improving then why even have a rank system, its meant to show skill and knowledge of the game. if you arent as skilled you will go against killers your skill level making your games enjoyable and to that level of skill, this is why so many people scream nerfs because instead of adapting and learning how to get better they feel they should be forced to play a certain way... but thats online ranked games...
My problem is that it's not really a system that rewards those who play well; it's a system that rewards those who play "fairly."
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/1090055#Comment_1090055
Not really, all they would need to do is alter the emblems slightly, remove the amount of points from one category into another. i try to avoid SWF and at most id play with my brother, while he isnt great at chases what so ever i am, i have lead multiple chases where he can solo 2 gens, but i dont feel rank mean anything if people that hide and cant do chases achieve the same rank as those who can lead on chases and do things that require more skill and i feel thats why i never minded going against ruin, i could hit it every time, i learned to do that i also learned totem spawns if my teams was struggling, but now gens take no skill yet even less gens get done due to players that arent able to lead chases all going down in a few seconds
All that does in my eyes is simply change the narrative the emblem system is trying to enforce. "Oh, you succeeded, but because you played this way and not this way, we're not going to reward you properly" is not a system I am okay with.
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/1090029#Comment_1090029
if you think escaping means winning then thats your problem, i have had games were i have tripled the score of people escaping while i have died. it should be based on your own skill and what you do in the trial not how many times you can escape, that will create selfish players, more people dying on first/second hook, make keys more OP and make SWF carried i dont see how keys, swf or selfish plays show skill
I think a majority of Survivors escaping means winning. Beyond that, I think it is possible to balance the idea to make sure that the Survivors who put in the work are the ones who reap the most benefit, regardless of win or lose.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1090016#Comment_1090016
Players getting boosted by luck or cucked by unbalanced features of the game makes your idea very bad. I don't want potatoes in red ranks or godlike players bullying green rank killers. Apparently that's exactly what you want.
That's why I said the game should be rebalanced around it. Measures against camping, measures against tunneling, OP perks/add-ons/items/offerings/Killers get re-balanced. The problem isn't the idea; it's the game being in a pretty dang messy state.
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/1090010#Comment_1090010
agreed. SWF is too easy as it is, not only that if it was based on people escaping so many people would just bail and refuse to even attempt to save you, even more so at endgame
Not if them not saving you means they don't win.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1090000#Comment_1090000
What the hell? You want swf to be carried even harder? A survivor's rank should be determined by their skill, no questions asked.
I want the game to be determined by who wins/loses, not by who plays in a way the devs approve of.
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I think ranking up/down should be actually determined by a team winning/losing based on escapes vs. kills, and the game should be re-balanced around that. None of this emblem nonsense.
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@oxygen said:
You can't force people to play if they really don't want to. If they can't DC or suicide on hook, they'll just afk.
At least when people die on hook it gives the killer credit, they take more of the killer's time and they take a hook down with them as well as not opening the hatch instantly.
Then report them for going AFK.
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@evil_one_74 said:
https://forum.deadbydaylight.com/en/discussion/comment/1088220#Comment_1088220
Which is probably why they threw in the "swf matching should be reverted " comment, and I agree. The killers level should be based on the lowest level in the group. That's the way it once was I believe, and it was nice, because it gave new players a chance to learn the mechanics of the game while actually playing the game, instead of being killed in the early stages of the match..
It also allowed Killers to play against Survivors of substantially higher rank than they should be up against without them being able to do anything about it. So I'm glad it's not like that anymore (yes, I'm aware the matchmaking is still trash, but that is a different issue).
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1089810#Comment_1089810
Okay what exciting thing can you do with chains? Whip them around? Attach a pallet to them and flick the pallet at survivors? Swing around like Spiderman?
The one post above mentions using a ball and chain as a demolition tool.
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@Carlosylu said:
No, on third hook it would still promote tunneling and more BP for the killer cause of those 2 hooks you gave him.
Moris should only work like this:
THE MORI ACTIVATES AFTER ALL SURVIVORS HAVE BEEN HOOKED AT LEAST ONCE
Which means the killer would have to hook you the 3 times, no mori, if one of your team members hasn't been hooked. He wants to mori, he needs to work for it without tunneling.
And about the keys, I'm ok with them as they are (maybe have a 10 sec charge up to open hatch?), you can actually prevent them from letting more than one escape if you don't panic and press the right buttons.
Here's an example: I was playing as I normally do whyle doing the "kill with rancor" challenge with an ebony too, no tunneling, no mori on second hook, only morying after all had been hooked at least once and instead of deathhook and boom, a survivor noticed hatch and started teabagging at it with a key. Karma:
https://www.youtube.com/watch?v=ys_7hjIDtuk&feature=youtu.be
1) That promotes tunneling no more than the game normally does.
2) You cannot prevent multiple Survivors from escaping with one Key unless you are immediately right there when the Hatch opens or one person opens the Hatch alone.
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Da loop smashy smash wall busty bust person?