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I use both with Mad Grit. :P
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/1687975#Comment_1687975
Going to be working on the family car today, but I'll see if I can scratch it up tonight.
Yes - what you are talking about is the old protection they had for a month or two to stop smurfing.
Low ranked survivors have a protection where they will only face killers of a similar rank. Coordinated groups would abuse this, by having someone derank down to silly ranks and then queuing up with them to stomp and grief new killers.
BHVR fixed this by giving killers similar protections and making sure SWF groups were matched against killers of a similar rank to the highest ranked survivor in the SWF.
They quietly removed both killer protections.
I can easily find the one where they admitted they had removed killer matchmaking protections, if you'd like.
I specifically want the source of a dev confirming that "SWF being matched based on the highest rank" was intentionally removed.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1686383#Comment_1686383
Extremely toxic? Yes.
Bullies? Yes.
Smurfs? Yes.
Unfair to you? Yes.
Hostage? No.
Hostage is a very specific thing in this game. It means that the game literally cannot end EVEN IF the other players go AFK. If one of them purposely glitched into a spot you couldn't reach THAT is a hostage situation. You have literally nothing you could do to end the game, even if you were Otz.
Also no this would not be a hostage situation for Huntress if she can still hit you.
Not being good enough to force them to leave is not a hostage situation. Sorry if that sounds harsh but that is the truth about it.
The fact you kill 1 means it is not a hostage situation. If they continued to refuse to do gens you would have killed them eventually.
Hostage is a very specific thing in this game. It means that the game literally cannot end EVEN IF the other players go AFK.
That is not true. By this definition, everyone hiding instead of doing gens is not holding the game hostage because the game can eventually end if the Killer finds the Survivors who are trying to hide. But as devs have repeatedly pointed out, that is considered hostage holding. In order for a game to be considered hostage holding, one side has to actively be doing something that prevents the game from drawing to a close while the other side is actively trying to end the game (barring DCs). Arguably, refusing to do gens just to get the Killer to bait-chase you for exceedingly long times could be considered this.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/1687929#Comment_1687929
I'll have to dig up the thread, but yes - I remember it clearly.
And now, it depends on the lowest. Which is the problem.
That doesn't make sense because the reason they implemented that to begin with was to stop matchmaking based on the lowest-ranked. I'd like to see the thread in question because that sounds hard to believe.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/1686137#Comment_1686137
I doubt it.
Know why?
They fixed it in the past. If you grouped up as an SWF group, you'd be put against a killer of the same rank as the highest ranked person in your party, not the lowest.
A few people complained because their queues were longer and 'oh I'm just teaching my lowbie friends the game. Yes, they have full meta perks and 1000 hours experience a piece, just ignore that please.'
Similarly, killers had the same protections, meaning that a rank 13 killer would not be put up against a rank 1 survivor. This was completely removed too.
This won't be fixed.
Can we confirm that the whole "matchmaking depends on the highest-ranked member of the SWF group" thing was intentionally removed and not a casualty of the matchmaking system in this game being total trash?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1687630#Comment_1687630
Oh literally, channel a map or a key and run at the killer. That's it. They vault a window, you use the map/key, and you go through them even when they should have collision. They're breaking a pallet? Cool, run into them using the map/key and literally run through them.
Ah, okay. Thank you for the explanation.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1687560#Comment_1687560
*Laughs in Inner Strength too*
So, with the default Window Tech, you have to hit a specific point in the animation right where the killer loses collision and getting the timing wrong will get you hit. This basically removes that timing, and it's not with with window techs. You can run through a killer at any time; when they're walking, breaking a pallet, etc. It means you can't be bodyblocked by the killer, ever (and also can't bodyblock whilst doing this but we don't focus on that). This can also be performed with a key, provided you're Mind Channeling.
Right, but what do you have to do to pull off this tech? ELI5 please.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1686680#Comment_1686680
Jokes on you I'm stacking it with detective's and yeeting your RuinDying and NOED while I'm at it.
Ah, so a wasted map and a wasted perk slot against me. Good, good...
But in all seriousness, what's this window tech people are referring to?
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@DecisiveDwight said:
https://forum.deadbydaylight.com/en/discussion/198243/taking-the-game-hostage
Calm down you found them what's the big deal it's not rule breaking in any way sounds like you're an entitled killer main
If all Survivors stop doing gens and deliberately spend an extended period of time simply hiding, that can be considered holding the game hostage, which is a punishable offense.
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Killing someone with a Reverse Bear Trap.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1682938#Comment_1682938
Hence a offering which removes the one hook rule and makes it 2 hooks everyone and 1 hook everyone for use with the Cyprus counter designed to give you a chance to escape.
I mean that way you can't just camp someone out first hook because you have to hook everyone for it.
Or if you try to facecamp for it like the cage's your moved so they can't just camp you out
That's hella situational, though. All it exists for is neutering one specific class of offerings. At that point, just re-balance the Mori offerings.
(I also dislike the offering that cancels Map offerings for the same reason.)
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@Tactless_Ninja said:
We're really comparing Ghostface to Pig? GF doesn't automatically gain Undetectable and can't game you into thinking they left the area.
Also the Pig dash is 170% run speed. You can literally catch up to and hit someone mid chase using it.
That is definitely not true regarding the dash being able to catch up to someone mid-chase. Even if you go best-case scenario Combat Straps + Video Tape/John's Medical File, you are not landing a hit mid-chase with ambush unless you are close enough that you are able to just M1 anyways. If it were true, Pig would basically render Legion and Blight obsolete.
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After reading the contents of OP's post, I preferred it when I misread the title as "DC penalties should be dynamite".
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I know WGLF is getting slightly slightly slightly buffed, but I always felt that it + We'll Make It should be one perk.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1682922#Comment_1682922
I mean do survivors have any iridescent offerings? They should at least get one in the future.
Maybe? I dunno. The only red offering Killers have atm is Ebony Mori, which is super OP. I wouldn't want a red Survivor offering to be on that level.
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The Red one would be the only one almost worth running, and even then, not really. The only real solution to the problem IMO is to nerf the Mori offerings.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1682434#Comment_1682434
Then why did you bring up tournaments from other games like it has any relevance here?
Because the comparison still holds? That isn't me saying that DBD is just like your typical 1v1 game, and DBD not being 1v1/symmetrical doesn't have anything to do with that comparison.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1682378#Comment_1682378
Yes, but they are both symmetrical games to an extent. You cannot apply any of the same balancing strategies around an asymmetrical game. It does not work.
I didn't say that you had to?
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1682287#Comment_1682287
None of which are remotely like Dead by Daylight.
I never said they were. Street Fighter ain't remotely like Hearthstone.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1682141#Comment_1682141
But tournament play shouldnt carry over and also this is about how people use the tournament style to say that the no interaction parts of these killers are ok. That is all im trying to get at and if I didnt make that obvious enough i have no clue how else to put it.
Again, it does for nearly every other game that has a tournament scene.
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TLDR(however you put it): its dumb to talk about how justified spirit and PH bad mechanics are over a tournament with some of the best players who finish gens in 3 to 5 minutes when the public matches can't replicate that
I mean, that applies to the vast majority of games with tournament scenes, but somehow that doesn't deter those games from seeing mechanics, balance, etc. from the perspective of tournament play.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1681481#Comment_1681481
Players cleanse dull totems for points (and to avoid NOED), there is only 5 totems to a match. So even with 1 hex perk, you will only get 1-3 totem uses out of it. I'm not sure my position on if a Killer can see the aura of dull totems when they have the ability to hex a totem with their hex perk, but if the Killer had to actively look for a dull totem blindly, then I don't imagine them getting anymore than 1-2 uses out of a Hex Perk.
Honestly, if you want my full-on real opinion, I think all Hex perks should be re-worked to no longer be Hex perks, and Totems should have some other use for Survivors beyond just points. The idea of allowing a second chance for a Hex Totem being cleansed is just something I'd be okay with.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1681421#Comment_1681421
I would imagine not, however with the power it revealing survivors when they are near totems would have to be taken away. That would make it too powerful. The purpose that the Hex: Totem switches to another totem, and you lose any stacks on the perk would be base kit however.
There is still the even better option of; Giving Killers control over what totems get hexed when, and when an activated totem is cleansed, the killer can go to a different dull totem that hasn't been cleansed and activate the hext totem again (obviously losing any stacks as well). This way the hex perks are not rendered completely useless until all the totems are cleansed from the map, while at the same time not being entirely useless because it's incredibly easy to find and cleanse totems.
I'd say I would be in support of a neutered version of Undying as basekit with no cleansable Totem. Hex Totems getting a second chance if cleansed is fine as basekit; Hex Totems lasting until all the totems are gone as basekit seems like a bit much IMO.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1681345#Comment_1681345
Hex: Undying is a cleansable Hex Totem currently. 🤨
I am asking if it would still be a cleansable Hex Totem in your idea to make it basekit.
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Are you suggesting this idea with the basekit Undying still being represented as its own totem, or are you suggesting that this be given to Killers without it being a cleansable Hex totem like it currently is?
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@UMCorian said:
https://forum.deadbydaylight.com/en/discussion/comment/1678564#Comment_1678564
More like feeling tilted at a gen rush match and just getting a little extra salt after. I thought it was a miracle that I even pulled off 1 kill that match... but doesnt matter. Entity's a sourpuss.
Today, I'm not really salty, just more genuinely curious why the Devs stick to a factual defeat screen for Survivors, regardless of how bad a game they had... while they basically have a "Your Bad And Should Feel Bad" message to Killers who have the same bad game. Why treat players differently?
Again, the Killers work for the Entity, whereas the Survivors are merely hostages. Entity ain't gonna critique the Survivors' performance cuz they just food, pretty much.
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@bubbabrotha said:
When a generator is completed, the trap activates. A 2 minute timer starts ticking, and the survivor instantly dies once it is over. They can remove the trap by going to one of four jigsaw boxes, and it is random which one has the key. If a survivor tries to leave with an active bear trap on, they die.
2.5 minutes. You can reduce it to 2 minutes with Tampered Timer.
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@TransverseCaster said:
Your post is why I run overcharge and pop on most of my killers.
Pop, sure. Overcharge? Nah.
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@UMCorian said:
https://forum.deadbydaylight.com/en/discussion/comment/1678143#Comment_1678143
If you're going with a Lore-based argument, sure they do. The Entity chose both the survivors and killers. We're all here to amuse the Entity. A terrible survivor who dies fast and accomplishes nothing would likely 'displease' the entity as they wouldn't be a worthy sacrifice.
I'm all for either both sides getting a factual result screen, or both sides being demeaned after what the game views as a poor performance. Even outside of the post game salt I posted this OP, I still genuinely don't get why they decided to basically demean a poorly played killer, but not a poorly played survivor.
The Entity didn't choose the Survivors as workers; it chose them as hostages.
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@UMCorian said:
https://forum.deadbydaylight.com/en/discussion/comment/1677651#Comment_1677651
This. It's really not rocket science. Match Result: X Survived is perfect.
Counterargument: The Survivors don't directly report to the Entity, so it makes sense that they don't get reprimanded by the Entity. Meanwhile, the Killer does, so it's as though you yourself failed the Entity.
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I really regret not getting the crown headpiece for Jeff. Jeff + Glass Bead + Crown = Jesus Christ
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I'd say better than TT but not better than BBQ.
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Because the game fundamentally incentivizes finding one or more bad Survivors on the the team ASAP and taking advantage of those weak links, and a loop is probably the best way to determine who the weak players are. A good Survivor will eat up a lot of the Killer's time on loops whereas a bad Survivor is likely to eat up not as much time. You'd rather have a good Survivor holding down M1 on a gen (since in most cases, they won't be that much faster on the gen than a bad Survivor) and a bad one trying to keep you occupied.
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Doesn't Pig have a similar problem with regards to her POV while crouched compared to her head's position while crouched?
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@Raptorrotas said:
The problem that killers face is that their objectives have feelings and opinions too.
You wont find generators complaining about getting finished in one sitting, Or that you didnt switch to new gens after doing 30% of progress.
As far as I'm concerned, unless there is a way to chat with someone mid-game, I treat my online opponents as though they were CPU opponents. :P
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She NEEDS an add-on pass. She has way too many straight-up awful add-ons. A buff or two here and there would also be really nice.
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@StevePerryPsychOut said:
https://forum.deadbydaylight.com/en/discussion/comment/1672926#Comment_1672926
I mostly meant it as a joke, but laws only count if someone enforces them.
It's okay; we can just make laws stating that you have to enforce laws. :P
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Who would honestly want to play as old Doc or Bubba? This is basically just for people who want to play as Old Freddy.
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What was the general consensus on that wall-building guy from Identity V?
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@Dreamnomad said:
You really just don't see an issue with ranged one shot attacks huh?
Irihead by itself is fine IMO. The problem is when you also pair it with add-ons that increase the number of hatchets she can hold.
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Make Blood Warden work off a token system. You get tokens over the course of a match through Survivors being unhooked while you are a certain distance away from the hook (similar to Devour Hope or Make Your Choice), and when an Exit Gate is open, Blood Warden kicks in and blocks the exit for a certain time depending on how many tokens you got (with an upper limit, of course). EGC timer can be slowed/paused if need be.
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@Hex_Llama said:
https://forum.deadbydaylight.com/en/discussion/comment/1670593#Comment_1670593
I disagree. I think that, when five people agree to play a friendly game together -- meaning, a game that's not a professional sport or an organized competition -- the most important thing is that they all have a good time. So, if you play in a way that makes it miserable for everyone else because you're more concerned with winning than with the social interaction you're having with the other players, I think you've missed the point.
I disagree (to a point). If a player finds it most fun when they are trying their best/hardest to win, then I don't see that as a reason to accuse them of "missing the point." Obviously, a line needs to be drawn at some point where it crosses over into "being a jerk" territory, but I wouldn't call simply "being more concerned with winning" that line.
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@Cable2486 said:
https://forum.deadbydaylight.com/en/discussion/comment/1670133#Comment_1670133
That's LITERALLY what OP is saying they're doing. Slugging all and forcing them to wait while they slug everyone else to start hooking. Even as a killer main who only plays survivor with a friend, I find it extremely obnoxious.
That is not hostage holding. Hostage holding has a specific definition that requires it so a player is stuck in the game indefinitely. An example would be a Killer bodyblocking the last Survivor in a corner while the EGC hasn't started. Slugging is not hostage holding because the slugged Survivor will die and leave the game after four minutes.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1670133#Comment_1670133
Like never hooking them?
Because that happened.
They eventually die if they are left on the ground.
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@PigMainClaudette said:
Yep. And if you keep on slugging them, and farming them, it's also holding the game hostage as you are not allowing them to die.
Unbreakable was made meta because of situations like this.
It's only hostage holding if there is no way for them to leave unless they DC.
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I was thinking it was gonna be No One Escapes Beth.
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Why not instead use that opportunity to patrol gens again instead of going after the person who had a head start?
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@shakala said:
Just had a match with a Legion. I'm the first who got hooked and literally got camped and tunneled to death. Then he slug so he can get the last two survivors on the ground. One of them unbreakable up while killer was picking up the other. So the killer literally drop that survivor just to find the unbreakable one, like, was he so afraid he's going to get hatch or something? It wasn't even spawned yet. Anyway, he got them both on the ground again and waited them to bleed out. One DC after 5 mins of the BS so the killer felt safe to pick up the last one to hook.
This is such a cancerous killer. I checked his steam profile and apparently he only have DBD, with 60ish hours. I theorized that he got a new account just so he can pull toxic BS like this.
My question is, can I or should I report him? If so, how? I have the match recorded, so I can send over with the report if need be.
FYI, the person on the ground who DC'd could not have done so after five minutes because it takes 4 minutes to bleed out from full.