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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1560509#Comment_1560509
You are wrong, about pretty much everything. According to the Devs the last time something like this came up, working with the killer is pretty much fine unless you either deliberately sandbag form the very beginning or are working together via outside communication. Almost every time the killer farms, they are screwing over someone that doesn't want to. And yes, stealthing around the map and not completing objectives is considered "holding the game hostage" about as much as pointing out the arsehole in the very end of the game is considered "working with the killer."
According to the Devs the last time something like this came up, working with the killer is pretty much fine unless you either deliberately sandbag form the very beginning or are working together via outside communication
This I do not believe. I want to see a source for this.
Almost every time the killer farms, they are screwing over someone that doesn't want to.
If they are screwing over someone who doesn't want to farm, that is punishable.
@Inji said:
Farming is voluntary and is fine as long as people want to participate. If they actively tried to sandbag you so the killer could farm with you, then an in-game report for grieving is appropriate.
If you have any additional evidence (like a video) of the match, then you can send that evidence to the support team here: https://support.deadbydaylight.com/hc/en-us -Ingame report is mandatory-
And yes, stealthing around the map and not completing objectives is considered "holding the game hostage" about as much as pointing out the arsehole in the very end of the game is considered "working with the killer."
The devs have time and time again repeatedly stated a very specific definition for holding the game hostage. In order to be considered "holding the game hostage," the offender(s) must be engaging in an activity that is keeping the game going indefinitely. Examples of this is bodyblocking someone in a corner without allowing the EGC to start or having all Survivors not doing gens and hiding for an absurdly long time. People have brought up stuff like "slugging" or "cornering someone so the RBT timer runs out" as examples of hostage holding, and the response from a dev/mod has always been "That's not holding the game hostage. Holding the game hostage means you're not allowing the game to end and are forcing it to continue indefinitely." Hiding because the 3rd player was downed and you want to wait for them to be hooked/bleed out is not that because that 3rd player is in a position to die in some form, which opens the hatch and either leads to an escape or a hard timer set for the game to end.
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@timetokill said:
https://forum.deadbydaylight.com/en/discussion/comment/1560503#Comment_1560503
only 5 time use, how is is excessive?
Five times, you basically have a guaranteed down.
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Video evidence would be nice.
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Perhaps there is a possibility that Konami mandated the skin to be legendary?
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1559397#Comment_1559397
That offence relies on context. Antother, similar offence is farming, and our favourite streamers and content creators don't get punished for that despite literally broadcasting it.
Generally speaking, that Kate wasn't really "working with the killer." That would imply out-of-game communication. What was described was a pretty annoying situation all around, which could have also come under the definition of holding the game hostage.
Antother, similar offence is farming, and our favourite streamers and content creators don't get punished for that despite literally broadcasting it.
That's because you don't get punished for farming unless you screw over someone who doesn't want to farm just so you can farm with the people who want to farm.
Generally speaking, that Kate wasn't really "working with the killer." That would imply out-of-game communication.
To my understanding, working with the Killer does not require out-of-game communication (if I am wrong, please correct me). All it requires is a Survivor working with the Killer to locate and/or take down another Survivor. If the Killer deliberately allows a Survivor to live, then the Survivor deliberately shows the Killer another Survivor, and then the Killer deliberately takes down that other Survivor instead, that is the Killer and the Survivor working in tandem against another Survivor.
What was described was a pretty annoying situation all around, which could have also come under the definition of holding the game hostage.
Not particularly, based on what the devs consider holding the game hostage. Zarina was not holding the game hostage because she was not doing anything to prevent the game from reaching a conclusion (going by OP's description of the events). The Killer wasn't really holding the game hostage because the Killer wasn't keeping the downed Survivor in a perpetual cycle of downing + picking up + wiggling out + downing + picking up + etc. etc. to keep Kate stuck. And obviously, Kate was not doing anything to hold the game hostage.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1559397#Comment_1559397
The zarina wasn't participating in normal gameplay. That's bannable too.
Waiting for someone who has been downed to bleed out or otherwise die so you as the last person can get the hatch isn't a bannable offense. The bannable offense would be to either help the Killer down someone or just hide indefinitely to make sure the game never ends.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1549645#Comment_1549645
LOL. I use it since it worked just on a single gen and for a limited amount of time, and I thought it was good back then.
Of all the comments in this thread, this one is the one I disagree with the most. :P
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1549277#Comment_1549277
Because that's exactly how we used it as a tracking perk? If it was white, we knew we didnt have to worry about it.. if its red we knew to run to it.. but now we have to wonder if it just finished regressing or if someones working on it.
Now you run to it if it turns yellow.
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Why exactly wouldn't this qualify as working with the Killer, which is a punishable offense?
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We'll end up with Unblighted Blight. π
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@Chicagopimp2019 said:
https://forum.deadbydaylight.com/en/discussion/184806/why-do-we-not-have-the-new-blight-on-ptb-yet
But, if I was test driving a Honda Civic and they gave me a Nissan 350z at the end, wouldn't I be better off? If the new Blight turns out to be waaaay better than the one in the PTB, then we still come out ahead!
Not if the Nissan 350z was damaged in some way, but we didn't know about it because we didn't get to test it.
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@Xbob42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1557658#Comment_1557658
But what if I could get rid of these lame keys and leave the match with nice purples?
Why not just make the keys not lame to begin with?
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@Xbob42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1557393#Comment_1557393
Not everyone has an inventory full of purple items, though. If you could run a treasure hunter build to quickly get rarer items out of chests and try and escape with them/share them with your team (assuming the key would work on chests without consuming charges) then I could see it being at least a little useful for some people, especially for surprising the killer with decent items that you didn't enter with. Would definitely be a good use of the broken key on top of aura reading. Heck, maybe instead of consuming charges, opening chests restores charges on keys, encouraging survivors with keys to do more than just sit on gens.
I'd just bring in a yellow item, then.
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/1557567#Comment_1557567
I get that, but there was a severe difference in game play when you looked at the EU matches vs the NA matches.
Its really embarrassing and boring to watch every NA match play out the same. Every gen pops instantly, killer can potentially get kills or 4k but plays extremely stupid on purpose to allow everyone to escape or barely secure 1 kill.
All that does is reinforce peoples mindset that killers don't need to get kills, and that survivors should always escape. A ton of survivors already think this. Its like the NA games were trying so hard to either 0k or force the 2 kill 2 escape narrative that BHVR probably fed them before hand.
Might wanna loosen that tinfoil hat just a wee bit there.
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This is why I never prestige anyone. :P
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@TheMythicalCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1554869#Comment_1554869
What if they lowered the rarity on them, allowed you to instantly open a chest, and raised the chances of getting a high rarity item? That way you could bring a yellow key and potentially get a purple item, but runs the risk of getting something of equal/lower value.
I'd just bring in a purple item.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1557218#Comment_1557218
Maybe? I just wouldn't get hopes up that they'll change it to one person can escape through hatch. They could very well change it to that and be like "sucks for you console players" if Sony/Microsoft wouldn't let them update the achievement.
Maybe I'm simply naive, but I would be surprised if they were unwilling to change a straight-up nonfunctional achievement.
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Speaking of watching streamers play on that stream, Pig buff when?
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@Stanley12363 said:
https://forum.deadbydaylight.com/en/discussion/comment/1557157#Comment_1557157
Then why not just run corrupt? It zones the survivor forcing them to come to you. If you need more pressure from slowdown perks, then you are most likely doing something wrong in the match. Even against most Swf, you can still beat them without the use of 2+ slowdowns. Not every swf is a seal team 6 on coms.
Corrupt is bad on most killers IMO.
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@bm33 said:
Sony and Microsoft are obnoxious about changing achievements. Unless they could definitely change "where did the go" achievement I don't see them changing keys to only let one survivor escape. Maybe it will make green key able to do something other than make new players die trying to open the hatch with a broken key? π
I imagine a broken/non-functional achievement is grounds for changing it.
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Synchronized crouch dancing with Ghostface in front of a first-hooked Survivor while Pizza Time plays.
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@IamDwight said:
Just remove them and look into WHY people DC.
Some DC because they are poor sports. No matter how well you balance the game, you will never be able to dissuade them from doing so.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1556515#Comment_1556515
It would take a bunch of reports don't kid yourself
Won't stop me.
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No Ivory or Ebony Moris, no keys, no NOED.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1556272#Comment_1556272
Survivor first hook suicide says hello, if 2 people do it ins extremely hard to pip at red ranks
That's why "losing the game on purpose" is listed under "Unsportsmanlike Conduct." ;)
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1556337#Comment_1556337
I run it with Ruin, always... but at best it is a holding action. :)
I just don't run hex perks period, but that's just me. π
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@CalamityJane said:
https://forum.deadbydaylight.com/en/discussion/comment/1555413#Comment_1555413
Except thrill actually has counterplay by doing dull totems, where this one will reveal you doing them too.
So the Killer now gets significant gen slowdown as well since now Survivors are spending cleansing dull totems more slowly than usual? That makes Thrill of the Hunt sound like one of the strongest stall perks out there.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/1556155#Comment_1556155
This is why I had suggested having the concede option (interacting with the exit gates before they are powered) slowly progress gens instead of just opening the gates then and there.
The problem with being able to concede whenever you want is that it basically gives someone the power to just force the Survivors to be unable to play the game and probably depip. If we're gonna give the option of concession, I really think it should be done in a way similar to how Identity V does it, where you can't do it until a certain amount of time has passed.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1556155#Comment_1556155
There is no difference. Suiciding on hook ruins the game for the rest of the survivors and the killer. It also frequently makes other survivors do the same thing.
Hence why I report Survivors who do this for losing the game on purpose.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1556147#Comment_1556147
Survivors can already force killer to depip and waste valuable addons / offerings by suiciding on hook. This is perfectly allowed and quite common. I don't get your reasoning.
I don't like hook suicides for exactly the reason you stated (I also report them for losing the game on purpose), but there is a difference between that and just making sure the game immediately ends for everyone as soon as it starts.
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Best way to go about it IMO is to give the Killer the option to forfeit after a certain point in the game. Something similar to Identity V. They gotta be willing to play a big chunk of the match.
@ZaKzan said:
killer should be able to open exit gates at any time of the trial. This would be the most elegant fix
I do not like this idea. This just means the Killer can force everyone to depip or waste temporary stuff they brought into the trial. Not to mention that there is one Killer who will absolutely abuse that to keep Survivors stuck in a trial during EGC.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1554905#Comment_1554905
I totally thought the pig was able to see the timers in the HUD already. π
Nope. She will know when a timer is active or inactive, but she can't see the remaining time on the Traps.
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Giving Pig the power to see RBT timers (with an add-on, even) would not break her.
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@OllieHellhunter said:
I mean I'd assume they'd still have their aura addons, which is the only thing I really like about keys in their current state, but you might be right about them being a bit lacking if thats all they do without any addons. @TAG
I am also assuming that there are still aura add-ons. If all they did base kit was speed up opening a chest, I would only consider that very marginally better than a Broken Key.
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@pwncxkes said:
https://forum.deadbydaylight.com/en/discussion/comment/1554894#Comment_1554894
I know, I just wanted to see what people would say π
Well, there's your answer. π
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I'm not necessarily saying Deerstalker should be made basekit, but I would never consider Deerstalker as-is worth a perk slot.
@pwncxkes said:
If thatβs the case Unbreakable should be base kit
There is no way whatsoever Deerstalker and Unbreakable are equal in power level in that way.
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1554869#Comment_1554869
Idk it'd get me to actually use my keys as I like running chest builds, and dont really like using keys unless theres a challenge for it.
I don't think it would make them worth using, though. If your goal is to use the key to open a chest to get an item, just bring a different item and open a chest later if you end up exhausting your current item.
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I dunno, an item that only exists to get another random item faster than normal seems preeeeetty useless as an item. I dunno if keys would necessarily still be tied to opening hatches if they were re-worked, but I can't imagine a key that only opens a chest faster.
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I highly doubt that will happen anytime soon, if ever. Which I would personally say is a good thing.
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https://clips.twitch.tv/SpotlessBreakableWhaleLeeroyJenkins@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1553963#Comment_1553963
That's interesting to know. Could you post the source please? So I could post it in some DbD groups
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@alaenyia said:
https://forum.deadbydaylight.com/en/discussion/comment/1553783#Comment_1553783
Feel free, if anything, my many reports have taught me that no one down at BHVR headquarters is giving any Fs about our complaints.
Mine have certainly been answered before, so gladly.
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@alaenyia said:
I just enjoy it when it is gone and suicide when it is not. It is ridiculous but not a real deal breaker on playing.
Thankfully, losing the game on purpose is an option in the report section.
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@GamerGirlFeng said:
https://forum.deadbydaylight.com/en/discussion/comment/1553749#Comment_1553749
And so many people run Overcharge why? It couldn't possibly be because people risk missing skill checks. Must be some other reason.
Low ranks, poor evaluation?
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@GamerGirlFeng said:
https://forum.deadbydaylight.com/en/discussion/comment/1553706#Comment_1553706
I guess that's really awesome that you've never missed a skillcheck before.
If it were genuinely a meaningful risk, Overcharge wouldn't be considered a bad perk.
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@GamerGirlFeng said:
https://forum.deadbydaylight.com/en/discussion/comment/1553655#Comment_1553655
The Fact is that the risk is there and it does get missed. That's also not the only thing I've mentioned. There's the whole one time use for a limited time use.
I am aware you mentioned other stuff. I zeroed in on the skill check because that is the part I wanted to respond to. The skill check is really not a factor IMO.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1553665#Comment_1553665
<laughs> You are assuming the change will weaken it. I make no such assumption. When we see it, we will see it. But right now the DEV are working hard to balance SWF, so be careful what you wish for.
Why would I not assume the change will weaken it? What is the alternative?
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1553119#Comment_1553119
We will have to agree to disagree because the Mori has been around a LONG time and hasn't broken the game yet. If it were a problem, it would have shown up in the stats. It isn't.
The fact that a dev has said that a change to the mori is in the pipeline should be a sign that the mori is problematic.
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@GamerGirlFeng said:
https://forum.deadbydaylight.com/en/discussion/comment/1553616#Comment_1553616
Yes, but it still has a risk of being missed.
On PC I rarely missed. I got a Switch.. don't judge... and miss all the time. I don't know if it's because I'm not used to the smaller screen but it was missed enough for me to find the perk useless and stop running it all together.
I wouldn't call that a downside of the perk, meaningfully. It is entirely in the hand of the user whether or not they succeed that skill check, and it is possible to never really screw it up.
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@GamerGirlFeng said:
How is DS overpowered? You can only use it once and within a certain time slot, plus it risks not working at all if you miss the skill check. It's a mild inconvenience for a tunneling killer and that's it.
Ideally, you should rarely be missing that skill check at worst.
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@Moundshroud said:
The Mori, as it stands now, has been around for a LONG time and hasn't broken the game. The Mori is fine.
The Mori as it stands now is OP and should be nerfed.