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TWiXT

TWiXT

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TWiXT
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  • This bug has been reported, and a fix is on the way. Since its a game breaking bug that can be exploited by Legion players, they can be reported/softbanned for intentionally taking advantage of it. Word is out about this bug, and has been blasted on streams, and posted all over reddit, so players who use it have had fair enough warning.

  • @ItsYourBoyGuzma said:

    https://forum.deadbydaylight.com/en/discussion/comment/404902#Comment_404902

    you clearly didnt read his post you idiot, he's not begging for sympathy or acknowledgement he's talking about the current state of the game and how honestly this could be the end for it.

    I too agree Twixt, glad someone said something but to be honest i dont think the devs have said anything because they said things before and havent lived up to it... So in the end we might just have more broken promises than results

    To be fair, When @TheRealDweard read this post it started with the line "I'm actually considering dropping this game at this point." which was admittedly a whiny and tactless first sentence that screws over the overall message of the post, so he refused to read anything past that, and I agree that it was a bad way to start it. I deleted that line after his comment to keep the post focused on the issue, However he could have just read the TL;DR which summed it all up.

    Thanks for your support, and I hope we get something better than broken promises, or plans to fix this issue when dedicated servers go live later in the summer, but I'm not expecting it. Sigh... this issue needs quicker action than "somewhere in the next 3 months" or I fear there won't be enough players around for it to make a difference.

  • Doctor, but only because P3'ing increases the amount you get of uncommon (yellow) add-on's in a way that is noticeable, and Doctor is weird in that he has 7 in that category, but I'm only after an abundance of 2 of them: Calm 2 and Order 2. Otherwise P3 is pretty useless on increasing the rate for getting Rare (green) or Very Rare (purple) add-on's as it has little to no effect on the amount of those you get in bloodwebs, and having the character get a bloody cosmetic just isn't enough incentive to P3 them.

  • It's my favorite multiplayer addiction. I love the feel of it, the visuals, the strategies, and the fun I have with my friends despite all of the bugs, imbalances, and annoyances introduced with each patch. The only thing that's killing the fun for me currently, and I'm sure for many others, is the DC epidemic. It's sad when a game dies due to loss of interest, but its even worse when it dies due to the poor sportsmanship of juvenile and petty players, and I hate that my favorite game is going down like this. I'm toughing it out and still playing regardless in hopes for better days ahead because of my addiction, but don't know for how much longer if nothing is done to get this crap under control. Overall a Great game that's loads of fun when you have a full match where nobody DC's, but sad that it's dying because 9 out of 10 games have DC'ers these days.

  • In the initial trailer you can see him open his mouth at least, and his model comes equipped with a toothy maw, so its either a bug, or they hadn't finished the animations yet and he'll be getting them soon.


  • @slingshotsurvivor said:

    Do you think servers will help the issue? Maybe that way those bad actors can be put in a different server so we don't have to endure it?

    If they could create a toxic player only environment server like GTAV did, then that would be great. With dedicated servers they will be able to have more direct control and information of their players, but I'm hoping they do something sooner than summer because if they wait for another 2-3 months before addressing the issue, there won't be enough players left playing the game for it to make a difference. It's hard to have fun in a game that relies on teamwork when your opponent or teammates are DC'ing for petty reasons every game, so why bother playing at all?

  • Funny, I just posted a similar thread: https://forum.deadbydaylight.com/en/discussion/55983/the-final-breath-before-the-death-rattle#latest

    This game IS dying due to the DC issue, and I don't know how much more I can take before I give up on it.

  • @TheRealDweard said:

    Another thread that wants attention for leaving. Not bothering to read anymore than the first sentences. Bye. GL

    I'm not leaving, just sorely tempted to until/unless the DC epidemic is under control. You could've just read the TL;DR, that's why it's there. Are you fine with the DC epidemic? is it not frustrating, or "killing" the game for you? Don't you want a response from the devs about how they plan to get it under control?

    This wasn't about getting attention for leaving, this was about pleading for a response from the devs, and asking if anyone else wants the same.

    Edit: Thanks for pointing out your distaste for the original first line of the post, getting rid of that changed the focus of it for the better.


  • @BBQnDemogorgon said:

    Probably won't happen until Summer when servers are out.

    @Peanits Keeps saying when servers are here they'll have more options and can possibly improve the system.

    I was hoping for something sooner than summer, but if I have to, I can hold out until then.

  • Yeah Keep MoM the way it is because its re-ignited my enthusiasm for playing Legion and Nurse. I gave up on Legion 2 weeks after they came out due to the backlash and frequent DC's. Now I'm used to everyone DC'ing every game, and Legion counters MoM centered builds, so I'm having a good time getting minuscule points and watching the survivors screw themselves over with petty DC's. Admittedly playing my favorite killer (look at portrait) I was having a hard time dealing with the multiple 2nd chance builds MoM has enabled, but thanks to it I'm having a blast playing Legion and getting really good with Nurse. I've also taken renewed interest in Iridescent Head huntress (got like 70 of those add-ons), Shape, Billy, LF, and been doing OK vs it with Plague and her corrupt barf. It's also re-invigorated my usage of Mori's which were collecting dust in my offerings; right now, if I see an Ash I just mori him after his first hook... the look on that DC'ers face must be priceless. I didn't used to be a complete sadist gamer, but now i finally understand the appeal... I mean turnabout is fair play right?

    in Keep MOM Comment by TWiXT
  • On PC... Billy and LF.

    2 variants of the same 1 shot mechanic (chainsaw). One I have trouble with steering and predicting, the other I have trouble with timing. I can do decent-great with all other killers, but with them I don't really even bother, which is sad since Billy is top tier, and LF has the potential to down multiple survivors at once. Its even sadder when I get downs via M1 instead of their chainsaws, and end up using their power more as a quick pallet clearing tool than a weapon. Idk, Perhaps I should put more time into learning them, but my play style is to be tricky and less direct, so they don't appeal to me as much as Spirit, Nurse, Hag, etc... which is probably why I've owned this game since it came out and my Billy is still only lvl 35 (got his last teachable via shrine), whereas every other killer is 50 or p3 50 (yes even Legion and Plague).


  • @MystiKasT said:

    https://forum.deadbydaylight.com/en/discussion/comment/403925#Comment_403925

    If so, that is pretty messed up. I am losing a ton of points on it. I even had one game where all 3 DC'd once they were downed (2-3 minutes apart, all hit traps w/ stone) and the 4th just jumped in hatch right away. I almost lost a pip because of how few points I got.

    Why is BE tolerating this behavior, if this is indeed the case?

    In the past BHVR had instituted a penalty system for excessive DC's, and it operated in waves softbaning frequent DC'ers for 24hr at first, and could escalate to a permanent ban. Recently however, the system they have for punishing excessive DC's has either been shut down, is bugged, or is temporarily offline until the few bugs that can cause DC's are fixed. This is unfortunate for all of us, because due to the lack of consequences, the frequency of DC's has reached the highest it's ever been in just the past 3 months. There have been multiple discussions, suggestions and complaints on these forums and reddit, but the Devs haven't given any responses yet as to how or when they plan to take action against this problem, or even what the plan may be. Honestly, this being allowed to run wild is KILLING the game, and if nothing is done about it soon... we are going to lose much of the player base because no one is able to have fun anymore. Who would want to keep playing a game where the toxic players ditch out for petty an juvenile reasons instead of finishing a match?

  • This build is strictly for efficiency in killing or point gaining.

    Perks: Thanatophobia, Monitor and Abuse, Stridor, BBQ&C/Sloppy Butcher

    Add-on's: Max Duration + Best available Cooldown reducer/stab wounds study.

    Reason: M&A allows you to get much closer to survivors before going frenzy on them. Thanatophobia adds about 10 seconds on gen repair time when all 4 are injured. Stridor helps you hear most survivors loud and clear if they stay injured, and due to the current sound issues the game is having this becomes essential. BBQ&C mostly for points, but also minor Tracking, but if not after bonus BP go for Sloppy Butcher, as it helps ensure survivors take longer attempting to counter Thana and its even enhanced in effectiveness by Thana.

    For the Add-on's, Max duration gets you a great amount of distance and time when frenzy'ing, especially if you use frequent lunges while chasing which will give you even more distance and speed. Best available cooldown is so that after a hearty frenzy chase, you can almost immediately recover from stun and catch up to finish em off. Stab wounds study is simply dirty to use in its place. All you have to do is end your frenzy via stabbing twice, then walk backwards away from your prey for 2 seconds which will end the chase, then casually walk in the direction they ran in, use Stridor to hear where they are, and catch them trying to mend. Since SWS cuts the timer down so much, by the time you find them they won't have a choice but to go down either by letting you hit them or bleeding out most of the time. Just know that they will hate you for this Stab Wounds Study tactic, and probably DC.

    WARNINGS:

    Currently the Filthy Blades (ones that increase mend time) are bugged to hell and considered cheating/taking advantage of an exploit if you use them, so get them in the blood web, but steer clear of using them until they are fixed.

    Franks mix tape is devastatingly good, but if you use it be prepared to have everyone DC on you. The same can go for Stab wound Study, but to a lesser degree.

    New Meta Thoughts:

    I played Legion for a couple of weeks when they first came out, but due to the backlash against them and amount of DC's, I stopped because despite using them mostly for getting a ton of BP's its hard to get any BP's if everyone DCs the moment they see the Deep Wound Timer. However, after getting trashed by MoM in my recent games, I've gone back to Legion as they are 1 of the only killers who can counter it with their frenzy (MoM doesn't build stacks for frenzy strikes). I still get a bunch of DC's but we're in a DC epidemic currently so no more than usual, and the BP gain is a major plus for me. it came down to a choice of playing my best killer, getting bullied by new 2nd chance build meta's armed with MoM, and have people DC on me anyways for only 15-20k, or Play Legion and trash the new meta, get DC's but come out with 25-30k. That's right survivors... your multiple 2nd chance MoM builds have made me play Legion again, so really this is your fault.

  • MoM's not so bad, at least until they change it so Nurse's blink hits and Legion's frenzy stabs give it stacks. Until then, those killers + 1 hit killers, Huntress and to a lesser degree Trapper can deal with it decently. Had a game as Plague against it, it took effect when I corrupt barfed on them which was annoying, but I was immediately able to follow up with another corrupt purge stream and knock em down. Admittedly its horrible for m1 killers like Wraith, Pig, Clown, Freddy, Spirit, etc, but its currently counter-able with the others, Mori's, and STBFL. At least its introduction has improved my Nurse and Legion skills, or it would, if everyone didn't DC the moment they see a deep wound timer, or hear Nurse's screech... sigh.

  • 6.4 million for p3 lvl 50, if only getting all cheap things on the bloodwebs, 14+ mill if you want all the perks after reaching p3 lvl 50. Mos people will have around 40-50 perks by P3 50 at R1 minimum, there are 65 survivors perks and 57 killer perks. with an average of 60k per bloodweb from lvl 45-50+ it'll take survivors around 145 more bloodwebs to get all survivor perks at R3. 60k x 145 = 8.7 mil, + 6.4 mil = 15.1 mil. If you want to max all survivors 17 survivors that's come to 256.7 million. as for killer it'll come to around 13 mil per killer for 15 killers, so 200-ish million.

    This grind is massively alleviated in time it takes every 2x bp weekend or event, so if you are looking to rank up/max out anything quickly, wait for one of those weekends, in the meantime, getting the initial 6.4 mil to get P3 LVL 50 is best done by using a character with all of the bonus BP perks, and as many bp boosters as possible. If done right and pouring all of your bp into the character you want P3 lvl 50, you can achieve that amount in 120 matches or less assuming you get over 50k per match. Each match taking an average of 10 mins means somewhere between 20-30 hours of game play time realistically, So about 4 and a quarter hours of play per day for a week to achieve the p3 lvl 50 rank for a single character, and Maxing them out will bring that to about 90 hours of play time.

  • Shouldn't this be in the bug report forum?

  • Might as well ask why so many people send love letters and fan mail to real life serial killers... thirsty people be crazy.

  • Played about 10 games today, been hit with it in about half of those game, and in one game multiple times. Wasn't like this last week where i'd only occasionally encounter it, makes me wonder why everyone's running it now? Is it because it pairs well with Ash's new perks? because it still wasn't doing much against Enduring.

  • Just had a Clown match where I full countered a new DS. I knew he had DS, no one comes charging at you right off the hook unless they have BT, DH, or DS. Since he didn't DH and no BT triggered logically it had to be DS, so I threw a bottle at my feet, and picked him up. Enduring took away 2.28 seconds from the DS, and the gas slowed them to a crawl with the hindered add-on. They got about 10 m away before I downed em again. Honestly, even if i wasn't using Clown, Enduring is still a significant counter, but just not as broken as it briefly was after the initial change to DS.

    Without Enduring though, I can see how that 5 seconds of stun time will be annoying as hell, and with Flip-Flop and Mettle Of Man out now, the combo's will ensure you can't just slug them, and downing them will be more difficult. Which IMO is going to make Enduring a "MUST HAVE" perk for most killer builds, but this is just my initial impression of the DS change, so It could go either way.

  • Anyone else notice the big 3 meter gaps in scratch marks when the killer isn't using Predator? Seriously, the video made it painfully apparent to me, and it seems like vanilla scratch marks are inconsistent as hell now, which is infuriatingly bad for killers trying to track running survivors.

  • 2 things that were suggested in the PTB:

    1. Survivors periodically suffer the Hindered Status whenever they vomit. This makes looping against the Plague more difficult due to random slowdowns while fully infected and in the broken status, but not too Oppressive for her as decent survivors can still deal with it. However it's still threatening enough that it will encourage survivors to use the fountains.
    2. Also when survivors vomit they gain a short term 3-4 meter AoE that infects all objects and survivors around them. This eliminates the need to directly interact with objects and other survivors to spread the disease, and slightly reduces the amount of work the plague herself has to do in order to spread it. On top of that, she will gain Contagious and Infection bloodpoints in the devious category for every time an object or survivor is passively diseased this way which will help her currently poor BP gain.

    I would also add that Her overall BP gain needs major adjustments as she is currently the lowest BP scoring killer.

    Make it so that generators that are currently diseased/infected gain a reduced repair rate of 10%. Sick survivors can still work on uninfected gens at the normal rate, but if they get to the point where they are fully sick and infect the gen, then the repair rate will suffer for everyone on it. This also allows her to apply better pressure herself just by vomiting on generators to not only spread the disease but slow down repair progress on them. Perhaps this is too oppressive, but on paper it sounds okay to me. Anyone else think so?

    I'm also totally with you on speeding her back up like she was in the PTB, where she slowed down for charging, sped back up to normal speed while holding, and slowed down again for her cooldown period. It took some getting used to, but made her a more effective killer in chases, and I'm honestly unsure as to why they changed it since she wasn't OP that way.


  • @CornChip said:

    https://forum.deadbydaylight.com/en/discussion/comment/394417#Comment_394417

    Thats a really good point. I think a mass warning could definitely scare a few players straight without stopping them from leaving the game.

    They wouldn't be able to say they weren't warned at least. It'd also inform all the new players who were unaware of the penalties of DC'ing excessively that they devs are paying attention to these antics.

  • @CornChip said:

    https://forum.deadbydaylight.com/en/discussion/comment/394385#Comment_394385

    I get that you feel that way.. And I read your whole post.

    I think it is far easier to work on the game and make it more fun for all involved than it is to fix thousands of people's behaviour.

    Sure you could impose bans. I would think that bhvr is worried about how much of the playerbase it would lose. That's why I think they haven't ever removed the leave mathh button

    Bhvr is a business.. And at the moment I would hazard a guess and say business isn't great.

    All imo

    The problem with "working on the game to make it fun for all involved" is that doing so takes time. The next big mid season update isn't due for another 4 weeks at this point, and there's no guarantee that it will fix all of the gripes people have about the game. In the meantime the game is currently dying because of this DC epidemic, and if nothing puts a stop to that, then we might as well just stop playing until the game is either finally fun for all involved, or the excessive DC's are under control.

    Again, I'm not saying a ban should be imposed right away for 1 DC or even 5 per week, but I believe a warning before a softban or short "Timeout" period because you are DC'ing too much would make a difference. Ideally They'd get the warning first, and if they DC again and receive a softban (even if its just for an hour), they would get a message after its lifted stating that anymore DC's in the next 24-48 hours would escalate their softban to the next level. Doesn't that sound fair? Do you think it would work to cull the frequency of DC'ers?

    BHVR is a business, and taking care of their player base is as much a part of that as selling the game. If a wave of softban warnings hit, I think it would get the message across and allow them to keep their players, while also re-igniting our faith in them.

  • @NoShinyPony

    I agree that the mentality or reason for DC's should be limited to Inability to play, Game breaking Bugs, or situations outside of the game that are beyond a players control. Those circumstances are rare however, and currently this epidemic of DC's is not happening for those reasons. I could easily deal with an allowable limit as low as 5 DC's per week before my first warning, because I tend not to DC unless for one of the aforementioned reasons anyway. I sorry if I ever come across as an ass, but I get so angry at people who defend their right to excessively DC knowing that it's killing the game.


  • @ShirtlessDwight said:

    Like one good CEO once said

    "Banning is a failure. It means that we as developers have failed. Every ban means we lost a player"

    Even permanent bans won't stop people from D/C. BHVR should tweak the core game and also give people less reasons. When someone D/C out of frustration so many times that it warrants a ban do you think he will miss the game and come back? I don't think so.

    BHVR has been tweaking the core game in every patch to address balance issues that make the game frustrating and un-enjoyable. They're not perfect, but because we love the game, we are willing to forgive a few bumps along the way and despite all of the new bugs and frustrating new changes... We know their efforts ARE improving it.

    You know what else is a failure as a developer? Watching your player base go down in a fire due to toxic players ruining it for everyone else, and doing nothing about it. If you could put a stop to that toxicity by warning players to knock it off or they won't be allowed to play anymore, wouldn't you?

    We're not talking about players DC'ing because the game is unplayable, broken, or un-fun. We're talking about players DC'ing because they can, for whatever reason they want, and get away with it despite how ######### it is to others. I'm not saying that people shouldn't have the right to leave a game out of frustration, I'm saying that people who make a habit of doing that excessively need a slap of reality that says "Yes, this is a multiplayer game, and obviously you aren't handling that very well, so if you want to keep playing you need to grow up a bit." I get that this game can be tough, one sided, or unfair feeling at times, but that's the nature of multiplayer games, and that doesn't give anyone the right to make the experience worse for everyone else playing by throwing the matches 6 times out of 10.

    At some point a line must be drawn, or you risk losing your all of your players because they can't have any fun. Not because the game is bad, but because the other players are whiny, entitled brats screwing it up for the community. You've Seen hundreds of posts on these forums about this problem, and how frustrating it is when someone DC's in their games, have you even considered them? How many people, right now, do you think are ready drop this game soon if this is allowed to keep going? Do you think they with miss the game later and come back after that experience if the devs haven't taken any action? I don't think so either.

  • @Cymer said:

    Why do you even play the game if you DC against certain killers and/or maps?

    You just tell everyone that you are unwilling to play the game, to learn and improve yourself.

    This is a clear sign, that DBD is not a game for you.

    To all those who are saying, punishing won't help. There need more incentive to play the game, are you nuts? If they don't enjoy the game they can go.

    There are clearly enough players, who are enjoying the game as it is or they can voice their opinion in a constructive matter. Simply DCing and screwing everyone over is just bad.

    DAMN RIGHT!

    The point of a multiplayer experience is to pit your wits, skills, and strategies against other people of varying types. If you aren't up for the challenge this entails, then you're better off playing alone in single player games, and letting the "big boys" who can take it in stride have their fun.

    I mean come on, You bought a MULTIPLAYER GAME because of the challenge it presents, and the fun you can have with your friends playing it. Don't be a dick by ruining it for others just because you aren't having a good match. See it through to the end, give it your best, and if you fail: Lick your wounds, cool down, and move onto the next match. No two matches are ever alike, and that's a big part of what makes it fun.

    We're really getting tired of all of this "entitlement" crap.


  • @CornChip said:

    https://forum.deadbydaylight.com/en/discussion/comment/391988#Comment_391988

    I agree with you that a dc penalty works in most other games.. However most other games aren't plagued with an obnoxious amount of bugs.. Every.. Single.. Patch lol

    Yeah the bugs are problematic, but for the most part they aren't game breaking, or so common that the game is unplayable or can't be enjoyed. A lot of people have shifted the blame around to things like "bugs", "Lag", "load times", etc... but lets be real. People are DC'ing because they are losing, might lose, or other petty reasons, and that is a juvenile lack of sportsmanship in a multiplayer game that other multiplayer communities and developers don't tolerate. At least they don't tolerate it as much as this games devs are currently.

    When a DC penalty is applied in other games it's basically saying to the players:

    "Toughen up, get in there, give it your best, and have fun"

    Like a coach would before a football game. Having one player throw in the towel hurts the whole team, and if the player used an excuse like "it's too hard", "the other team's scary", or "we're gonna lose anyway" they'd get kicked off the team and blacklisted from the sport. Its the same mentality, you know what game you are playing and If you are getting into a match you're expected to play it through to the end because your team is counting on you to do your part, and If you throw the game for petty reasons and ruin it for everyone else, you deserve to get reprimanded. We are seeing now what happens when there are no penalties for this kind of behavior, and its literally killing the game.

    If all players do is DC on every match they don't like in an effort to find a match they do like, then they aren't really playing the game are they? A less lenient policy for excessive DC's would put a stop to this crap, and I personally wouldn't mind if there were less of these turds around.

  • A chance for the PC MASTER RACE to flex its superior control scheme muscle and teach those console llamas the error of their ways? Count me IN!

  • Whenever a survivor fails a skill check while repairing a gen it knocks the progress back 10% so why does the killer kicking a gen not regress its progress the same amount?

    That would discourage survivors from sticking around a gen to come quickly tap it until the killer is off on a chase. A Similar situation worked for me when I was using Overcharge, which applies another 5% loss (total of 15%) for the failed skill check. idiot survivor kept missing the Overcharge skill check while I was chasing them around the gen and then I'd kick it again, 3 loops of doing this knocked that sucker down from almost complete to half done before he finally decided to run away from it and get chased. Really screwed over his team.

  • Have to admit, I'm seriously enjoying Dark Devotion, and Infectious Fright on Legion and Myers right now.

    Legion because I can send my TR running away from me during a frenzy while chasing down other survivors, and once I down 1 can see if anyone's nearby that might interfere with my hook attempt.

    Myers because... Goddamn he's scary when he's got no TR in EW3 and knows where everyone is around him.

  • It's my in-game name. Half the stuff that happens in game and these forums is pure insanity, the other half is sound minded and reasonable; I find myself constantly TWiXT Sanity, and Madness.😋

  • @TheAntiSanta said:

    Increasing the punishments for DCs or making them happen sooner or whatever, really doesn't do all that much to stop a person from DC'ing. Like, that doesn't work to stop people from committing actual crimes, it's not going to work in a video game.

    It does, and has been proven to do so in many other multiplayer games because people WANT to keep playing the games. Any threat that they may lose the privilege to do so because of their poor sportsmanship incentivizes them to cease their bad behavior.

    There are some extreme cases of people using alt accounts, or repurchasing the game to bypass their bans (*cough* Ochido *cough*), but as long as they keep up their toxic behavior, eventually it catches up with them, and they end up wasting their time and money. Most people won't go to those extremes to keep playing just as most won't let their punishment escalate to the point where they receive a perma ban.

    There's no comparison between this and "Actual Crimes" because people who commit crimes can still be a part of society (unless they get the death penalty). In games however, earning a ban means you can no longer be a part of the game or community you enjoy, and you only have yourself to blame.

    Decreasing the leniency on DC's won't stop people from DC'ing at first, but after they get their first warning, we will see a dramatic drop in the frequency of it, and that will improve the enjoyment of the game for everyone.

  • @KWolf

    The reason people disconnect against Legion is because once Legion comes after you, there is very little you can do counter-play wise to escape from them. They also have an Overpowered add-on, and due to the deep wound mechanics, they can purposely break chase to get its timer going, and even moonwalk following your tracks to either catch you while you try to mend, or cause you to bleed out.

    That in mind however, during the 60 games I played and tallied, I only played killer for 10 of those games, and survivor for the rest. I didn't use Legion because i thought it would throw off the average. Out of those 60 games, I only encountered Legion 4 times, and in 3 of those there were DC's. What that says is that killers KNOW playing as Legion will mean that people will DC against them, so for the most part killer mains are avoiding playing Legion at all.

    Legion isn't the sole issue here, the issue is that people are allowed to DC whenever they want for whatever reason, without any consequences, and they are doing it in excess to the point that its killing the game.

  • @Sinner

    Soft bans for first offenses are short, at which point the players have received a warning that if they keep it up they will escalate their ban level. It was talked about at length in the video. That's all i'm asking for... That the system actually does SOMETHING to penalize this epidemic of DC's, but so far, there's no evidence it's dong that anymore, hence the primary question of this post. I'm not saying we should perma ban players for disconnecting 60% of the time, I'm saying they should get their soft ban/warning to knock it off. They know they're doing it for petty reasons because they can get away with it, and honestly if you were a player DC'ing 60% of the time you play, are you actually playing the game?

    The "Disease" in this case is that the players can DC without repercussions, and so the "Symptom" is that they are shamelessly DC'ing for any reason they want. If the game flexed a little muscle to get this crap under control, then we'd get more enjoyment from the game.

    This same crap happens all the time in other multiplayer games that are lobby and match based, and those games have adopted strict rules and penalties for this kind of behavior. This game is supposed to have a similar system in place, but it doesn't seem to be doing its job either because its too lenient or its just not working at the moment. I'm not saying the system should become as strict as games like Smite, Overwatch, DOTA 2, HotS etc where players get a 30 min ban for 1 DC that can escalate to a 1 month ban for 10 DC's, I'm just saying that 60% in DBD is excessive, and players who are doing this should get hit with a soft ban as a warning.

    Message to everyone reading this comment:

    We all bought this game, because we want to play it and have fun. DC'ing for petty stuff like getting spotted first by the killer, fear of losing an item, bad teammates, a players choice in map or killer, etc. Ruins the enjoyment of everyone else in the match, and doesn't help you become a better player. This is a multiplayer experience which DOES NOT entitle you to win every game, and if you take umbrage to that, then you're better off playing single-player games wherein you are entitled to win for the money you paid. Stop ruining this game for the rest of us.

  • @Sinner

    Ask yourself if 60% of the time you play, and teammates or killers DC: Are you enjoying the game?

    Would a drop in the amount of players DC'ing due to a penalty for doing it too much cause you to enjoy the game more or less?

  • I've been doing research concerning the ban system in regards to DC's, and found the stream where they discussed it from 2 years ago ( https://youtu.be/_HMRs9HKrz0?t=2892 ). In that stream they mentioned there is a % of games you are disconnecting that gets monitored. They did not mention what % was punishable, but that it is paying attention to how often a person disconnects out of every 10 games. They also stated that they are able to tell if the disconnect was caused by a game crash, or internet loss vs. closing the game or leaving the match. Each individual player that disconnects may only be doing so 1 time per every 10 games, and I just happened to be unfortunate enough to get into those games, but I don't think that's the case due to how frequent and carefree the nature of the majority of disconnects are.

    I Really did tally my games and took note of each match that had a disconnect out of 5 days of playing, because I wanted to know how bad it's become. In 60 matches tallied, 34 of those matches had 1 DC or more, which is where I got the 6 out of every 10 games average. If an average of 6 out of 10 games I play has people disconnecting, that's still 60% of the time, and if others are experiencing the same rate, then the threshold % before it gets punished is way too lenient.


  • @Blueberry said:

    It is, it's just veryyyyy lenient. Too lenient. Hence why players abuse it.

    I always thought it was if you DC 3 out of every 10 games you'd get punished, but the threshold seems much higher than that at the moment. Granted I wasn't playing with the same players for every match, but if the punishment threshold allows for this much leniency, then what use is it?

  • 2 buffs that were proposed in the PTB that seemed more fair and balanced:

    1. When survivors vomit, they periodically suffer from the Hindered status effect during the animation. This would make looping against her while fully sick more difficult, but not always ensure her a down against decent survivors. Above all it's threatening enough of a de-buff happening frequently in deadly situations that survivors are more inclined to cleanse at a fountain vs. remain sick.
    2. Also when survivors vomit, they gain a small 3-4 meter Area of Effect that infects all objects and survivors as well as increases infection gain rate for any other currently infected survivors caught in the AoE. This Is to discourage survivors from staying near each-other when sick, and ensure that the infection spreads around the map and objects more. Plague currently has to infect everything mostly by herself, and the only times survivors actually infect each-other is either by unhooking an infected survivor, or helping an infected downed survivor recover from the dying state. With this addition, she will earn more contagious BP events passively, and increase her map pressure without having to do everything herself. It's a disease, and it should feel like its spreading more due to infected survivors actions and routing with little control over who or what gets tainted.

    The main problem with adding other de-buffs to the Plagues power is that it would make her feel too oppressive with certain de-buffs such as: slower action speed, exhaustion, blindness, stuns, and visual effects that narrow or obscure vision. The broken status is already a powerful deterrent, but as many have learned while playing against Legion or the 1 shot killers, healing isn't worth the time when you could be doing gens instead. Alone the Broken status is just not enough to tempt survivors to cleanse at the fountains and power up the Plagues ability, and we are seeing that in the current game as most survivors simply stay sick and wait until the gates are powered before cleansing.

    I believe these 2 suggestions were the best for improving game-play QoL for the Plague, without being too oppressive to the survivors.

  • The saddest thing about them dropping T3 thana from a max of 24% in the PTB down to a max of 16%, which is 1% more than the original version... Thanatophobia has needed a large buff for a very long time, and for only a brief PTB moment it had that and became somewhat viable. Thana's effectiveness is completely dependent on survivors reaction to it, and since most heal immediately upon noticing it affecting them, it's a rare occasion to have every survivor injured, hooked or dying simultaneously. You may get that experience if you nail all of them when they were clumped together, or if they are new to the game, but against any decent survivor team? It'll never happen. When the PTB came out it finally became somewhat viable, but they dropped its values for live and made it only 1% better than its original version, which adds like 3 seconds on gens repair times and heals IF everyone remains injured.

    Not enough people really played with it in the PTB because everyone was playing around with the new killer and perks instead. The Plague has no use for Thanatophobia because everyone insta heals at fountains against her, so how did anybody really get around to playing with it? I think the devs simply read in the comments "speculation" about it and how it will pair with Legion + Sloppy butcher, and panicked when they didn't need to.

  • Potentially, PTB Thanatophobia (max of 24%) + Dying Light (25%) + sloppy (25% to healing) would have reduced healing speed by 68%, and gen repair speed by 43%. That is only counting that you activate dying light (1 dead), and keep the remaining 3 survivors injured, and none of them become the new obsession. At that point, and somehow meeting all of those requirements, there would be very little the survivors could do to win, but that's still a tough scenario to pull off.

    If you were just doing it to prevent Healing, then thana, sloppy, dl, coulrophobia on a Doc with his 2 highest Calm add-on's + a small map like The Game + a mori is the only way you could maximize the slow heals. Again however, that's a lot of requirements just to pull off a build denying survivors healing and a killer that's not the best at chases. Plus if the survivors were to use a full healing build with botany, autodidact, We'll make it, solidarity/self-care, then you get a complete counter to the anti-heal build. Survivors already use "all heal" gimmick builds in regular games without anticipating the killer using an anti-heal build because its fun, very strong when it works, and killers have no effective counters to it currently.

    Again, if anything, all that PTB buffed thana would do is encourage survivors to take more healing perks and items into matches with them, and get them healing each-other asap so that thana can't build up. It would make Autodidact more popular in particular as a heavy counter to it, plus, every time a survivor dies thana also loses its de-buff potency, so while PTB buffed Thanatophobia had the potential to be "too strong"... the builds to make it that way, and situational requirements are just too impractical in game.

    I'm with the OP, de-buffing it wasn't the right call.

  • When I tested buffed Thanatophobia in the PTB, it worked just fine as I never got more than 2 survivors injured or hooked at any given time, even when using Legion and Sloppy, which only lowered their repair progress rate by a measly 12% (healing slowed by 37%). If anything it actually gave survivors a reason to heal/bring healing items and perks when facing Legion (which isn't the common practice since Legion can't 1 shot unless they refrain from using their power when chasing an injured survivor, and are easily juke-able due to the 110% movement speed).

    I could see how powerful it theoretically could get if no one was healing, but as soon as survivors noticed it, they never gave it the chance to get there. I had no complaints, and no one else was complaining about it as far as I could see (just some speculation posts about how broken it would be when it hit live). As it is now, It's decent, but still not buffed enough to be viable, because survivors never let it build up enough no matter what killer is using it, or what build they put it in. I think they were just afraid of backlash, and didn't fully realize how survivors react when they get hit with de-buffs... They adapt, and if allowed, they rid themselves of it ASAP.

  • Distortion currently has 1 perk that counter-plays it to death: Deerstalker which wipes out all tokens almost immediately. Tbh, the locker buff practically made this perk useless against killers using BBQ&C, and is only mildly useful against NC or Bitter Murmur (fun fact when it comes to NC, if you have this perk but the guy healing you doesn't the Killer can still see the aura of the guy healing you), but gets flat out destroyed by Doc using restraint add-on's, Huntress using Glowing concoction add-on, Myers using Mirrors/mirror shards add-on's, Freddy using his power/add-on's, Or wraith/Pig using their aura reading add-on's, but at least its a quick heads up that they are near. Its a fun but thankfully limited perk, otherwise I have gone whole games taking advantage of the locker buff without losing more than 1 token on distortion, so as fun as it is for new or lower-mid ranked survivors, I feel that its not as necessary in the higher ranks since the locker buff. Honestly it feels like it was specifically designed to be a perk that counters BBQ, but then they overdid the BBQ counter mentality with the locker buff making this perk only mildly useful or practically unnecessary for a skilled survivor.

  • OMG! SO CUTE! and so HORRIFYING! This is exactly what I speculated as an option in:

    https://forum.deadbydaylight.com/en/discussion/15723/killer-concept-the-dolls-survivor-map-perks-back-story-mori-and-tl-dr-version-below

    Obviously they wouldn't actually have the killers power, but the look, and the thrill of wondering which doll is gonna kill you if you let it?
    I love this overall, and REALLY want it to be a part of my killer Concept, if possible. Please read it and tell me if it would be a good fit or not. I mean WOW... can you see a totem sized version of this playing "red light green light with survivors and murdering them?" If so read and judge my "Dolls" Idea as you see fit.

  • An excerpt from my Juggernaut killer concept:

    Unstoppable Force: Your unrelenting need to sacrifice survivors compels you with strength against those who would try to stop you. While carrying a survivor, if another survivor attempts to impede your progress, they are shoved 1/2/3 meters away in a random direction and become passive to you for 2/4/6 seconds. This ability has a cool down 5 seconds each time it activates

    I thought I had submitted this killer concept in these forums a month or so ago, but apparently it didn't take. I'll resubmit it again after the spirit is released and everyone is less focused on her. I hope it is also a decent candidate for the "anti-Body Block" perk ideas. It's not as vicious or as impressive a deterrent as your concept, but I believe its still ok and balanced.

  • @apropos said:

    @TWiXT said:

    @apropos said:

    @Iceman said:
    @apropos , @TWiXT created a killer similar to the concept that you have. You can take a look at it below 

    https://forum.deadbydaylight.com/en/discussion/comment/106081#Comment_106081

    Holy cow, that's really fleshed out. My idea was more or less a fleeting thought, but I guess I should have searched the boards to see if the concept had already been suggested. Well, I'm glad to see I'm not the only one who would like to see a killer doll added to the game.

    The concept you came up with was "shockingly" similar to mine, but you know what they say about "great minds..." :) It's always nice to find out that there are others on similar wavelengths, and I totally agree with you and Iceman: a killer doll/dolls should get their chance to terrify survivors in this game.

    They were sort of destined to be similar, don't you think? I mean, how many ways do you think the doll killer archetype could be implemented in a game with DbD's ruleset? You can't do it with a single doll, so there must be many, and the player has to be able to control all of them, ergo cycling through them. Truth is, none of this is really original, and most ideas here are bound to have 'collisions' as any of them will be an extension or derivation of some sub-genre of horror movies. These 'ideas' are really more like suggestions.

    Very True, Originally I submitted an idea for a mean little pygmy/fetish doll killer with an Aztec theme and a survivor who was a stripper by trade but now being picked on in the fog by the little terror. He had a makeshift spear, and his power was to summon the entity to lock-down a generator for 150 seconds by having the entity wrap its spider appendages around it, and he could do that to the hatch as well, but doing so meant he couldn't use his power again. Similarly he had to be able to deal with the grass being Corn height to him, so he had the ability to see through it with a lens in the middle of his vision that rendered it transparent. Overall the only thing worth salvaging from that idea was the perks, one of which was incredibly OP, but also a Hex so it was counter-able. That and I liked the idea of the little jerk cutting out a survivors heart, drinking from it, holding it above his head and lighting it on fire while laughing as his mori animation, but the devs really tone down gore in this game. Overall though he still would've had the major flaw of being easily looped, and without being able to vault it would've sucked. With the Current idea I drew from the concept of "red light, green light" as a mechanic for the killer and how to make it scary. If it was just one killer, they'd be useless, but multiple potential killers? Suddenly its a series of mind-games and ambushes.

    Hardest part with my current concept was balance, and even though I did what I could others have pointed out the major flaw I still stupidly overlooked: SWF. 4 person SWF against the dolls would group up and crowd each generator while watching all directions making it so that the dolls can't get close enough to hit anyone. So, I'm now considering adding a time-limit to how long they can be transfixed for before they can just bum-rush the survivors transfixing them, or making it so that they have to focus a narrower cone of vision on a doll to transfix it so another can rush in. Still a WIP, but I hope its good enough that the devs at least like it and draw from it for ideas of their own, which is what we all want when we submit these things really.

  • @MisterCremaster said:
    This is great! I hope this gets made.

    I'd also add that if a survivor has eyes on a doll, that survivor suffers a penalty while trying to do a gen. Even if the doll isn't currently possessed. It'd add stress, and encourage the survivor to have to take eyes off for a time.

    My only other concern is a balancing issue with SWF groups. You could have 1 person doing gens, and then just put the other 3 on "look out duty" keeping any dolls from being able to move towards the players. Maybe something similar to what the Shape has where if a SURVIVOR focuses too much on a single doll, it gets some sort of leap attack or something.

    Funny enough I have 2 alternative Perks ready in case Limitless Power and Ingenuity proved to be too strong and the killer one was called:
    Painful Neglect: The Entity is swift to punish those who who become distracted from their goals. Survivors gain a 5% progress speed bonus when focusing their inner 20 degree cone of vision on a generator while repairing, however taking their vision off of the generator gives them a 5/10/15% reduction to progress speed and increases the odds of skill checks triggering by 5/10/15%

    The name for this comes from how her Stepmother used to lock Agnes in the basement and barely fed her. Since the Dolls are her friends she would never neglect, especially when she was creating them, she feels that anyone with an important task should be punished for not maintaining their focus, and the Entity agrees with her.

    The survivors alternative perk was called:
    Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a flashlight or toolbox item of common/uncommon/rare quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity Flashlight or Toolbox, however the new item will not have any add-on's.

    Since the survivor is an electrical engineer I felt that he'd know what tools are best when searching through Chest since I always imagined that all of the clutter shifting around when a survivor is searching one is other lower quality tools, but this guy can find the diamond in the rough so to speak.

    When I came up with limitless power and ingenuity it just felt like a fun way to spice up things for everyone albeit probably too broken since it occurred to me that 2 sapphire lenses = about 5 seconds of blindness time, and 2 Campbell's Last Breath add-on's = 6 blink Nurse with Moderately reduced blink range. The fact that I gave it to both sides was more or less to try and balance it out.

    As for how SWF would work against this killer, you are right in that if the team gang up and plays lookouts while 1 does repairs, this killer will have a hard time, but that will also be a very slow match. Still, I can totally see 4 person SWF's pulling this stunt, so I'll have to do something to keep it in check like you suggested. I always knew that adding the Red light, Green light weakness/mindgame would have its flaws and probable exploits. Perhaps having it so that only one doll can be transfixed at a time in the killers TR per survivor, which would eventually end in a bunch of them surrounding a group of SWF trying to figure out which one is gonna rush them could be fun, idk. A time limit is probably better, Doll transfixed for more than 20 seconds can move freely against the survivor who transfixed it until they get more than 24 m away perhaps?

  • @apropos said:

    @Iceman said:
    @apropos , @TWiXT created a killer similar to the concept that you have. You can take a look at it below 

    https://forum.deadbydaylight.com/en/discussion/comment/106081#Comment_106081

    Holy cow, that's really fleshed out. My idea was more or less a fleeting thought, but I guess I should have searched the boards to see if the concept had already been suggested. Well, I'm glad to see I'm not the only one who would like to see a killer doll added to the game.

    The concept you came up with was "shockingly" similar to mine, but you know what they say about "great minds..." :) It's always nice to find out that there are others on similar wavelengths, and I totally agree with you and Iceman: a killer doll/dolls should get their chance to terrify survivors in this game.

  • @Iceman said:
    To start off, the killer background is well though out. I was able to have a clear image but a terrifying one at day. Especially when Agnes took her stepmother eyes. I think this could be an interesting killer. 

    Killer power: I am confused on when you say a possessed doll is not able to attack unless touching the survivor. How is that possible if they are motionless in the first place until the survivor breaks like of sight. other than I find this power to unique 

    Adding to it ; I think there should be at least one doll near each generator. These dolls are not active for the killer but when a survivor is looking at the doll, their aura should be revealed to the killer. And then the killer can have 5 dolls that would be use like the hag power where you can place. This allows for faster travel. I think this killer would be great for stealth and maintaining gens from being done.

    I would still like it if the doll was in first person 

    Also I do not think the doll should have a terror radius at all. After all it would be the smallest killer and easy to lose during a chase. So the killer will need to have some kind of advantage. And I think the base speed could be the same as the clown.

    The mori is great

    Perks 

    The first perk from both killer and survivor seems impossible due to the fact that they need to be used before the game even starts.

    Hide n Seek - Iike I mention before there is no need for a terror radius. 

    Mind numbing mist - I a bit confused on the whole perk. 

    Safety first - I am also a bit confused on the point of this perk. 
     
    Delay resistor - This perk is great to throw the killer off but if the generator is already completed, how will another survivor work on it? And how will the damage it? 

    Overall I say you have a great concept, I know many people underestimate dolls being added to the game but I say it is possible. They just will need to have some sort of advantage than the other killers. 

    Firstly, Thank you very much for your creative criticism, and I'll try to clarify things and answer your questions as best I can. For the killer power, Think of the game "Red Light, Green Light," If you are touching the person who is shouting out the commands, you've won. Same goes for these dolls since they have a short reach. if they are touching you, they can strike.

    Since there are 10-16 dolls that load in with the map, and since the current RNG for totems often has 2-3 of 5 spawning right next to generators, I figured you'd end up with at least 3-6 dolls spawning next to gens as well. As for the aura reading, I intentionally limited it so that only transfixed dolls that were recently possessed reveal auras since I figured at the start of a game as this killer would mostly be jumping from doll to doll trying to locate survivors. If they revealed the survivors right away it would be unfair, since the RNG also has a nasty habit of spawning totems next to survivors spawn points as well. The Terror radius is also part of their mind-game and so is the Hide n' Seek perk. If a survivors has a possessed doll transfixed, and the TR warning goes away, then the survivor has to question whether or not the killer simply jumped to a new doll or if they are playing possum with a TR reducing perk. Either way, Terror Radius's are in this game as a heads up warning to survivors in order to be fair, and Hide 'n Seek messes with that by fluctuating the TR without letting it increase in heart-rate the closer you get to survivors. If not for this killer imagine a Billy, Massive TR when walking around, Small TR when chainsaw sprinting or holding still, and no sense of how close the killer is to you, just a warning that they are in the area.

    The Dolls in first person would be nightmarish for the killer player since all regular grass becomes corn level obscuring, That's why I suggested that it either becomes 50-90% transparent from first person for this killer, or this killer would be the only one with a 3rd person perspective. Either way, I'm unsure of what would be more broken or OP for the killer, but at least the Grass wouldn't be an issue.

    Due to the "Red light, Green Light" aspect/weakness, the 6 m/s movement speed of the dolls seemed perfect because they can cover a lot of ground in a short amount of time, and if you don't transfix one coming at you, you're gonna take a hit. Their small size gives them an advantage as it is, but the speed will ensure that you don't want to take you're eyes off of them for a second. I felt those advantages paired with their weakness and small TR balanced them out, but I will take to heart the idea of them having either no TR or a very small one. This killer is less about chasing and more about setting up ambushes and playing mind-games with the survivors via manipulation of the TR, and transferring from one doll to the next.

    Limitless Power and Ingenuity basically make it so that you trade a perk slot for the ability to double up on a stack-able add-on of your choosing. Think of making a purple flashlight with 2 of the same high level batteries, by my calculations you'd end up with a flashlight that can last up to 20 seconds in a match. Think of a Billy using 2 Carberator tuning Guides? It might be a bit OP imo, but the trade off is still 1 less perk slot housing any potentially more useful perks to amp up your items or killer power. its not Impossible, but could be potentially game breaking, which is why I made the perk available to both killer and survivor.

    Mind numbing mist Will separate the pro survivor players with hard earned game instincts from the more casual ones. It's certainly not a nice thing to use against new players who are still learning the basics, but the biggest advantage to it is that survivors will no longer get 3 notifications that any Hex perk, or TR perk is acting against them. Before the status Hud became a thing in January of 2016, Hex perks were actually really good because if you didn't know that you were exposed by Devour hope, or that Ruin was affecting your gen progress, you'd have to figure it out based on how the game was going. if something didn't feel right, you knew to go looking for a hex totem. The point of this perk is ti give survivors less information based on their huds notifications, and allow their gamer instincts to kick in instead of letting the game hold their hands and blatantly tell them everything that's going on, who's being chased, who's been knocked down, and what perks the killer is using. This should prove to be not too OP and make the game a bit more challenging for survivors.

    Safety First Quiets the generator while you work on it, making it so that the killer doesn't know if it has even been worked on, and giving you a stealth advantage against them. Paired with something like Technician and Delay resistors, you end up a Gen Ninja. Which will make the killers more vigilant to check gens to see if they can be kicked in order to know if there's a survivor in the area. A team of survivors with this perk are gonna be very sneaky, and the killer is going to have to look around gen areas more fervently, in order to catch them, or else the game will finish and the killer will be left baffled as to how all those gens finished so fast. Not OP, and definitely counter-able, but in the right hands will be a powerful asset to a stealthy player.

    Delay Resistors lets the Progress bar fill to full, but delays the full activation of the gen leaving it vulnerable to regression during the delay time, but if the killer hasn't kicked it, or another survivor hasn't touched it, It will power up completed after the 5 seconds. This flat out destroys Bitter Murmer by letting survivors get more than 16m away before the power up, and lets a Tinkerer using killer believe that they just chased you off of an incomplete gen, but unless they kick it, its gonna power up, leaving them wondering if the gen just did that due to this perk, or if another survivor snuck in and finished it off while you were busy chasing. The mind-game potential is great for this perk, and I can see a bunch of survivors getting a kick out of it.

    Overall what you have said and suggested has me considering changes to the killer, and when I created it I was consistently keeping balance in mind. The dolls strengths are: Fast speed, Small size, The ability to jump from doll to doll all over the map giving them a great map presence, and can't be body blocked when hooking survivors. Their disadvantages are their inability to vault, and can be transfixed by survivors who focus their inner 45 degree cone of vision on them. Hopefully this makes them balanced, but more than that fun to play as and play against without being OP or frustrating. I'm glad you enjoyed this concept, and very glad you took time to read the backstory because most people opt to skip ahead and go for the TL;DR version. I hope my responses here have clarified things without dissuading you from giving further input. Forgive me for the long reply.

  • @TheEliteTurtle said:
    This is a cool concept, but it seems to be much harder on the survivors than the killer.

    Not really... In essence all it does for survivors is take off the training wheels, add a slightly greater penalty for failing the laughably easy skill checks, reduce each hook phase by 15 seconds, and the killers terror radius by 6 meters (Doctor players will take much umbrage to this change). Generator repair rate is unaffected, Perks aren't nerfed or limited, and where No Mither is concerned, are actually enhanced. Survivors as of now are already incredibly OP against the Killer with multiple chances of escape, and supernatural stamina, all of which are still unaffected by this mode. Whereas killers get a lower TR (which is good for some but totally screws over the perks that need larger TR's), lower aura reading time, Tremendously smaller detection range for failed healing skill checks, and no idea other than visual confirmation of if a survivor is using No Mither. Overall I was worried I was being too harsh on the killers vs. survivors, but If you want to see heavy nerfs to both parties... That is where Hard and Insane mode come in.

  • This is a fantastic idea, though Normal mode doesn't really sell it as a harder mode, lol. Maybe something like realistic mode?

    IMO this game is already in a state of "Easy mode" for survivors and killers. Not having to rely on our gamer instincts and having all perks affecting game play spelled out to us in triplicate all the time is laughably condescending to our intelligence. It's definitely not "much" harder but simply removing the excessive coddling should still provide a decent challenge, and the rewards for putting yourself up to the task should encourage players enough to make it a common mode for testing their skills. Overall, I feel this will separate the "men from the boys" and encourage people to have more fun with the experience. Hard mode and Insane mode are much more difficult, but if you can't hack it in Normal mode, you don't deserve the much greater rewards and risks of taking on those modes.

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