Toybasher
Toybasher
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Detective's Hunch, Stake Out, Prove Thyself, and Better Together is an excellent gen-jockey combo. I run it on Tapp all the time and the information you get on totems is insane.
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@darktrix said:
They probably didn't dc to give the other guy the hatch, they probably dc'ed cause they got bored laying on the floor for 4 minutes.
@FlamingkittyUmad said:
if you're gonna pull the EULA card, SWF on discord would be bannable to.
if someone is willing to DC to give another survivor the hatch after you slugged them for any significant amount of time, the egg is on YOUR face
https://youtu.be/fhst7apXVdM?t=631@alaenyia said:
I have no issue with what these survivors did, one of them did take a penalty to do that. If you can't legitimately down and hook 4 people maybe you just don't get your challenge done that round. Getting crappy in the last 5 minutes to accomplish your goal backfired, and I do not blame them one bit.
17 votes and 20 comments so far on Reddit
https://youtu.be/32cKgfLGq-8?t=584603 votes and 250 comments so far on RedditYes because the killer is slugging the survivors for 4 minutes apparently.
In all the instances where I've seen survivors decide Tactical Disconnect, Incoming! is the strategy they're going to employ, the DC happens within 10 seconds of them being downed. If you're saying survivors don't have the patience to wait maybe 20 seconds (4 minutes at the most) they shouldn't be playing the game.
Or bring Unbreakable, or even No Mither. There's a few anti-slugging perks in the game.
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It's a tech! Killers just need to adapt! /s
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To provide some context I think he's referring to the old, old, OLD days of Dead By Daylight. Back when sabo'd hooks remained broken forever, bloodlust didn't exist, fat-shaming spots and REAL infinites existed, the trapper could set his traps under hooks, Pallet Vacuum, Insta-blinds, only killers were Trapper, Billy, and Wraith, hatch was spawned from the start of the match, etc. (I was actually in the closed beta for DBD for like a weekend when Trapper was the only killer.)
In the old days, survivors could ONLY unhook from the front. If you literally face-camped (As in, pressed right up against the hook in front of them) you'd block the unhook prompt, meaning the survivor was literally impossible to rescue (Even if all 3 other survivors were crowded around you trying to get the unhook prompt) and doomed to die.
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Frankly I'd say it's abuse of out-of-game mechanics for an in-game advantage.
DBD Mobile actually has survivor and killer bots to take over when someone quits so TACTICAL DISCONNECT, INCOMING!!!!! isn't possible.
I think the best option is the mobile bot system (or even just bots without AI who go AFK in Dying State and slowly bleed out).
Like rather than having to report people for committing a tactical disconnect/hatch tech, (Which in the end, is scummy but it's not anything near as bad as holding someone hostage or literally using cheats) the way the game handles a disconnection should be changed so a Tactical Disconnect is no longer possible in the first place.
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The problem is people would physically pull the cord to avoid a ban. People used to do this all the time to keep their items when that was a thing.
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Honestly at this point they should add a helmet with a rear view mirror taped to it as an item for survivor so they get a picture-in-picture view of behind them.
I'm not joking, I'd use it because the second I turn my camera around I'm already wedged into a tree or wall.
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I noticed it seems now you can hear Wraith's growling even when cloaked. Dunno if that's a bug or an intended design choice because I swore they made a change a long while back so he's 100% silent when cloaked (Besides his footsteps) as a buff.
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@MojoTheFabulous said:
I doubt it'll be reworked but I imagine they will learn from it and not make it a returning challenge. At least in the same way it currently is.
I might be breaking a rule by saying this, but on the datamined challenge list, it'll be in Tome 4 and it'll require you to escape after doing the objective.
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DCing for hatch is abuse of out-of-game mechanics for an in-game advantage.
Also note 9/10 cases of TACTICAL DISCONNECT, INCOMING!!!!! I encounter don't even have the third survivor slugged for a lengthy period of time. If I was slugging you repeatedly and looking across the map for a 90% of your bleedout bar, having you get healed just to slug you again for a prolonged period of time, I'd understand why someone would want to DC.
However, a OVERWHELMING MAJORITY of Tactical Disconnects I encounter happen like this:
https://youtu.be/fhst7apXVdM?t=63117 votes and 20 comments so far on Reddit604 votes and 252 comments so far on RedditAverage time before the disconnect is about 10 seconds. If you can't be bothered to wait a minute, 2 minutes tops (At the very absolute max, 4 minutes before bleeding out) to the point you're going to forfeit all your points after a 10 minute match, you need self-control.
Or is there an ulterior motive? Could the disconnects NOT be because the survivor is upset they're slugged, but to give a gameplay advantage to their friend by instantly opening hatch?
Note mobile has bots which prevent survivors from abusing this, but mainline doesn't:
https://www.youtube.com/watch?v=mquQq7wUWL4TL;DR Tactical Disconnect needs to go. If survivors DC they should just become bots or AFK husks (Bots without AI in Dying State) so if they do even attempt it, it won't have any outcome on the match.
Also I'd like to mention Dead By Daylight is the ONLY game I have ever played where leaving a match can be used to give your team a competitive advantage.
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Tombstone should let you kill Dying survivors too.
No reason why Myers can't tombstone in lockers. I get that it's technically "Counterplay" (But 99% of them suicide on the hook so it's obvious they didn't do it because they don't want to die) but it makes Evil Incarnate (Tombstone all 4) beyond frustrating when survivors will yeet into lockers even when they're the last survivor alive just to prevent you from getting the achievement.
If you could tombstone a dying survivor you could just yank them out of the locker, drop them, and then tombstone.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1315567#Comment_1315567
For an example of people being blinded at what the killer has to do to get a powerful effect... Look at any post complaining about Myer's addons. People who complain about the Tomestone addons dont care that the Myers gave up alot of time stalking as opposed to slashing and hooking to get that effect. The people who complain about Scratched mirror dont care that Myers is moving at 105% speed. They only look at the positive effect by itself and deem it OP. You will STILL have people doing that no matter what hoops and hurdles Huntress has to jump through because they just see that the addon has a strong positive effect.
I hate to say it like this, but typically if its something that the survivor can notice... they arnt going to be a fan of that addon. Addons that give the killer advantages without being openly noticeable to survivors fly under the radar, while addons that hinder the survivors (exhaustion, slowdown, ect) get hate and addons that speed up the killer (tuning guide, flower babushka) also get similar hate. Nobody is asking for nerfs towards Freddy's Dress addons that grant him aura reading when they interact with a pallet...because they dont even know its happening. People are STILL claiming his slowdown addons which when stacked and at their absolutely most powerful situation will make a gen take 89 seconds for a single sleeping survivor hitting all good skillchecks, should get further nerfs.
Agree about the Myers thing.
The only BS combo IMHO is J Myers Memorial (Or Judith's Journal + Nemesis to easily swap obsession) + Tombstone Piece since there's no movement speed penalty and he can hit EW3 pretty quickly. He can only kill once per EW3 but it's unfun as heck for the first guy who gets tombstoned.
Judith's Tombstone + Tuft Of Hair is a novelty build and has no real competitive value besides the achievement. You're slow as heck without PYWF, you need to drain 3 and a half survivors completely which takes ages. By the time you hit EW3 the game is over usually unless you 3-gen or something. The lack of pressure is even more of a problem with the reworked Ruin and Dying Light. (OG Dying Light was a good choice with a Tombstone build because you could mori the obsession and instantly give a 25% penalty on everyone else) Survivors can hide in lockers to avoid being tombstoned.
Anyone who complains about Judith's Tombstone + Tuft Of Hair Myers is strongly encouraged to try running that combo for a few matches. There's a lot of stuff in games that seem BS until you actually try using them, then you realize it's strong or frustrating to play against only under certain circumstances or you slipped up.
Real Time Strategy games tend to teach you this lesson. Certain units used against you feel unstoppable or brokenly OP but once you actually use them yourself it's a niche unit that has counters.
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@OhHelloThere said:
can you show pictures or something, i dont know what you mean.
He's talking about a jumpscare involving a locker on the new map. (Pretty sure it's a reference to a similar scene in Silent Hill.)
He's saying more maps should have these types of jumpscares, with multiple per map, and setting them off makes your survivor scream and reveal their position similar to a Doctor zap, Clown Gas, or Freddy Snare,
This would make Calm Spirit more of a useful perk since it would prevent you from revealing your position.
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Insurgency and Day Of Infamy (And maybe heroes and generals) have a similar system. You have X supply, weapons, attachments, and equipment cost supply, etc. so you have to pick and choose. A better rifle or attachments for the rifle (For example an assault rifle with a grenade launcher and a scope) might mean you have to forgo a secondary, less grenades, armor, etc. + a weight limit so you can't lug around armor + an LMG + a pistol and grenades or something even if you can technically afford it.
I like the idea of the system but I don't think it can apply to Dead By Daylight very well. Artificially limiting perks feels too harsh and there's going to be a ton of complaining about why X Y and Z perk cost more "Perk Points" than other perks, if certain perks are too cheap for what they do, or people upset some off-meta but fun combo's (STBFL + PYWF + Dying Light + Rancor, Detective's Hunch + Stake Out + Prove Thyself + Better Together, Tenacity + Unbreakable + Flip-Flop + No Mither, etc.) can no longer be used because one perk costs slightly too much if you were balancing them with being used with other strong perks. (I.E. should enduring and spirit fury be priced as if you expect killers to always run one with the other? Endgame perks would probably be cheap besides NOED but can killers still combo NOED with Blood Warden and Remember Me?)
This then opens up a can of worms if certain perks should cost more on certain killers. Thanataphobia + Blood Echo seems pretty meh but it's very good on Plague or Legion. Unnerving + Distressing + Overcharge + Huntress Lullaby are pretty poo-poo on Myers but are salt-miningly frustrating on Doctor. Deadman's switch is pretty bad but it shockingly has some value on Freddy. Speaking of Freddy BBQ + Pop is used on him way more than any other killer I believe. Should insidious cost more on Leatherface vs Huntress? Should Iron Maiden cost more on Huntress? Stridor costing more on Spirit?
Another option could be "Dynamic Perk Pricing" similar to when dynamic weapon pricing was tested in Counter-Strike. If X perk is used more on X killer, it'll cost more and vice versa. This, unlike manually assigning perks, would be completely automatic would would probably fail horrendously. I'm just bringing it up as a "Possible" alternative someone might think of when they read this post.
After it's added for perks, expect people to want it for killer addons too. I.E. people will complain Infantry Belt and Iri Head shouldn't be able to be ran together, (I hate Iri heads personally but whatever, it's in the game.) or that Myers shouldn't be able to combo Tombstone Piece with J Myers Memorial. Or Plague shouldn't be able to combo Black Incense with an Apple addon.
Basically I like the system in other games, I just don't think it can work in Dead By Daylight because balancing it is going to be a pain, it's gonna upset a decent chunk of players, and it's going to be criticized heavily.
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Add disconnection bots from Mobile or the "Husk" system they were considering implementing a while ago. (Basically bots, but they have no AI and automatically they fall into dying state and slowly bleed out, becoming sacrificed when hooked.)
Frankly I find DCing for hatch outright exploitation of out-of-game mechanics for an in-game advantage. I think bots would be the best solution, and if that can't be done, husks would also work. Outright punishing the other survivor seems harsh, and ideally there should be no impact on a match if a survivor disconnects. (Basically if someone tries to DC for hatch, the match would play out as if they remained connected and went afk.)
Quitting should not give a competitive advantage in ANY GAME, EVER!
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I've said this before but Very Rare hemorrhage addons like Z-block should highlight bloodstains similar to Bloodhound (- the extended blood duration) for the duration of the hemorrhage effect.
This would make them worth the addon slot. I remember the devs said they were "monitoring" usage of Z-block when Freddy got reworked. I definitely think it's a very bad addon for Very Rare.
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Maybe it should also make you immune to the "Stacking penalty" of how long it takes to wake someone else up via snap-snap-clap-clap.
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Hilariously, this is true. There's only so many ultra rares (Average killer has the 2 ultra rare addons and the ebony) and you get about 1 ultra rare per bloodweb at high levels. (98% of the time 1 ultra rare, I've seen 2 ultra rares a few times and 0 ultra rares once).
How many Ivory Moris you have compared to ebony? Barely any, but I have like 30 ebonies on Hillbilly for example.
Making the Ebony green rarity would actually make it rare since it competes with bloodpoint offerings, map offerings, etc.
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I saw an idea somewhere that the scratched and cut coin offerings (Less chests) for killer should be hidden offerings.
When used, the chests STILL spawn as usual (So survivors waste time checking them) and instead of there being an item, it's empty or there's a cheeky "IOU 1 Flashlight -The Entity" note in there.
This would make cut coins more useful (Currently less chests mean more survivor time spent on generators) and add more hidden offerings.
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If you hold M1 even with the recovery bar filled, crows will not spawn.
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IIRC the "For the first time" description wasn't always there.
This behavior has been in the game since at least 2019
https://youtu.be/aZON-PxiiAY?t=679If the timestamp doesn't work, it's mentioned at 11:20.
I think it might have actually been a bug, but it's been in the game for so long it literally became a feature (Just like the bug where the creepy you're being stalked music stopped working, and the devs left it that way as a buff.) and added to the addon's text, only for this update to "Fix" the bug.
Honestly with how long it's been in the game, (+ the addon text being changed) I think it should stay as a feature. Removing it means running the addons will significantly decrease the amount of Tier 3's you can obtain throughout a match since there's only so much stalker-juice to drain from survivors and by increasing the amount needed for each EW3, you might have something like 2 or 3 less uses of EW3 in the match which is pretty unneeded.
I dislike using the increased duration addons already but this change will make them even more unappealing. Lock of Hair (Not infinite EW3, but the purple addon) doubles the stalk requirements to hit EW3 and this change means you'll probably get half or a quarter of "uses" of EW3.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1295397#Comment_1295397
The problem is, most of those things you listed are just people playing badly. You don't punish people for playing badly. I can make a similar list for CS:GO
- Teammate took the bomb to an unsafe area and died leaving the bomb exposed
- Teammate shoots/team kills you
- Running and giving away your team's position to the enemy
- Spending your money on save rounds or saving money on buy rounds.
- Body blocking a teammate an preventing them from getting out of line of fire.
- Flashing your own team
- Putting a smoke in a spot that benefits the enemy
All of these things are bad plays but aren't bannable because being bad at a game isn't bannable. but DCing, teamkilling, or suiciding is because it fundamentally ruins the game for everyone else in a way that is not just "playing badly". It's intentional. You are intentionally ruining the game for other people. CS:GO has just as many ways a teammate can screw you over that DbD does, but they still ban you for suiciding or feeding or dcing form a game.
If a teammate does those above things, it doesn't give you the right to ruin the game for everyone else. I'd also argue for CS:GO it's worse because games last much longer than in DbD. At least in DbD if a teammate screws you over games generally end in less than 10 minutes. Matches in CS:GO can last 45 minutes or longer. And even still they ban you for it.
I'll add to the list.
Getting an MG42 team overrun in Company Of Heroes 2 and having the decrewed HMG stolen and used against my team.
Having my flamethrower fuel tank shot in Day Of Infamy and the resulting explosion wiping my team.
Firing an RPG in an enclosed space in Rising Storm 2 and having the backblast gib my entire squad. Or a napalm canister landing a bit too short because of bad trajectory and it ends up hurtling over the point, landing directly onto my team, immolating 20 teammates and getting me auto-kicked and temp-banned for teamkilling before I can even be forgiven since there was THAT many teamkills in such a short timespan. I've had it happen with the vietcong artillery too since it has stupid high inaccuracy and even a "Safe" mark can result in a stray shell landing on some teammates. I've had recon planes shot down land on peoples heads too and it counted as a teamkill.
Basically incompetence or honest mistakes shouldn't be punishable. (Although I'll admit I laughed a few times when some of these happened.)
Intentionally suiciding on the hook, failing skill checks on purpose, (Not that it can really be proven) bodyblocking other survivors to hold them hostage, ratting out people in lockers, and working with the killer to get other survivors killed falls under griefing IMHO.
I still think hook suiciding shouldn't be outright bannable off the bat but it's definitely unsportsmanlike.
IMHO intent matters. We shouldn't ban/punish Dweet because he can't hit skillchecks, but we should definitely punish Nea running Object Of Obsession, luring the killer to teammates with it trying to get everyone killed, and bodyblocking survivors until they DC so she can get that sweet, sweet purple flashlight Baby Dweet found from a chest.
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WHAT. Very rare? So it's like Freddy's Z-block then.
IMHO Very Rare hemorrhage addons should highlight the blood (Giving you a built in bloodhound) for the duration. It'd definitely make the addons a decent option considering how hard default blood is to see.
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But survivors would abuse it to block killers they simply don't like.
You play spirit? Blocked.
You brought Franklin's after you saw a key in the lobby? Blocked.
You didn't run away from the hook and face the corner of the map after hooking someone during endgame collapse next to an open exit gate? Blocked,
Catching up on the Overwatch forums, there's a post by the game's director, Jeff Kaplan explaining a little more about matchmaking. The part which stood out toOverwatch removed the feature after people were abusing it vs a skilled sniper.
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@TheMythicalCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1304385#Comment_1304385
It's an aura read, so yes
I hope it doesn't get nerfed because entity forbid Hex; The Third Seal have any value. (It doesn't work with Pig's jigsaw boxes, Freddy's clocks, Plague's pools of devotion, etc.)
This killer is giving me old Freddy vibes where a few perks that were considered useless turned out to be extremely good on classic Freddy. (Furtive Chase, Huntress Lullaby, Tinkerer, Overcharge,)
Do you know if Unnerving Presence and Huntress Lullaby work with skillchecks inside the cage on stage 2?
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It's Dwight's spirit.
Seriously though is it a reference to any of the games? I read the bloody piano keys is a reference to a puzzle from one of the games.
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All I want is survivor DC husks (Body stays in Dying State until it bleeds out, or is hooked and sacrificed/mori'd) so SWF can't DC to give hatch.
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I like the idea but can it please not be Waffen SS? It'll probably get the game pulled in germany and I find it pretty distasteful.
Can it just be a generic German soldier or even a generic soldier of unknown nationality?
Hex: Blitzkrieg is a weird totem perk. Pest Control seems decent and it'll make survivors use lockers more often.
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Yeah Rancor should proc (ONLY the expose + mori. Not the survivor location reveal. The survivor seeing a glimpse of the killer's aura can stay though since the survivor now knows where the hatch is and has a glimpse of what direction you're headed in.) when hatch is shut.
Everytime I bring it up on Reddit survivor mains downvote me. Is it a bit crutchy? Maybe but NOED procs when hatch is shut too. How can I be one punch man and run Dying Light, STBFL, PYWF, and Rancor without being able to insta-gib the obsession after shutting hatch? Yes I could bring a Cypress mori and NOED but survivors see that coming.
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1280632#Comment_1280632
https://us.v-cdn.net/6030815/uploads/806/omegalul.PNG.png
https://us.v-cdn.net/6030815/uploads/673/Lmao2.PNG.png
The basement is worse than a mori. You heard it here first.
Did they DC?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1278493#Comment_1278493
I knew the lobbies had high priorities, but them ignoring matchmaking logic would explain a lot of frustrations killers are having with matchmaking right now. Thanks for the contribution!
25 votes and 5 comments so far on Reddit413 votes and 48 comments so far on RedditTwo sources I've found mentioning the problem. After a killer dodges a new killer is dumped into the lobby right away which might be why matchmaking is so messed up. (OG killer dodges, matchmaking be like we gotta sub in some dude right now since these survivors have been waiting ages, baby trapper is picked)
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1278493#Comment_1278493
I knew the lobbies had high priorities, but them ignoring matchmaking logic would explain a lot of frustrations killers are having with matchmaking right now. Thanks for the contribution!
25 votes and 5 comments so far on Reddit413 votes and 48 comments so far on RedditTwo sources I've found mentioning the problem. After a killer dodges a new killer is dumped into the lobby right away which might be why matchmaking is so messed up. (OG killer dodges, matchmaking be like we gotta sub in some dude right now since these survivors have been waiting ages, baby trapper is picked)
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It seriously screws over certain killers too. If you EW3 hit someone as Myers and they get healed off the ground fully, you get a net LOSS of points. (+1 for hitting them, -2 for them being healed 2 health states).
Plague is also seriously hurt by this.
Meanwhile Legion can Frenzy hit everyone and easily get Iri malicious emblem.
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And the green hook offering, and the green bloodpoint offerings.
Billy lacks Ultra-Rare addons meaning he gets 1 Ebony every bloodweb at high levels. (Very, VERY rarely he'll get nothing, or sometimes even 2!)
Now you too can make every Monday a Mori Monday!
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I've also read somewhere supposedly if a killer leaves the lobby, the lobby has very high priority to get a replacement killer and ignores the matchmaking system to find a replacement.
I think this is partially why we see rank 20 killers vs rank 1 SWF. The original killer "Assigned" to that lobby decided to dodge and to prevent the survivors from waiting much longer (Imagine waiting like 20 minutes, FINALLY finding a lobby...killer dodges.) it just shoves in the first killer it finds. Which ends up being a baby trapper with rank 1 agitation.
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/1277356#Comment_1277356
Judging by the fact that the person who disconnects loses ALL of their points and goes on cooldown, I'd say that disconnecting for hatch really isn't a problem.... the Killer also gets 1225 points for a Survivor disconnecting, so it's not a loss by any means. I think it's a blow to the Killer's pride more than anything....
I say if a Survivor wants to be foolish and lose all of their points + depip because they want their teammate to have the hatch, then whatever. I personally wouldn't do it (and haven't done it), myself! But, it really only hurts one person in the end--the person who D/C'ed.
Nope! A Quitter Bonus is only 625 brutality points. You know, the category which isn't too hard to earn.
Hooking someone gives you 700 points in Sacrifice. (500 for hooking them + 200 for each hook stage event)
https://youtu.be/32cKgfLGq-8Here's footage of a TACTICAL DISCONNECT causing a Leatherface to depip.
So YES. It's a BIG freakin' problem. It can also be used for stuff like countering blood warden etc.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1277331#Comment_1277331
It's questionable in the sense that neither killers or survivors are an oppressed group. This is all overly dramatic.
Every point you mentioned has it's analogous for survivors.
- 4-man SWF----> Gamebreaking add-ons.
- Clicky flashlight users------> Really inconsequential on gameplay and laughable this is even an argument, but for the sake of it: smacking hooked survivors.
- Survivors are salty even though they got outplayed------> Works both ways. Players in general are salty when they lose.
- Holding the game hostage-----> It's not a thing anymore, unless a bug happens.
- DC'ing for hatch-----> Facecamping to secure the hefty 1k.
Tactical Disconnect doesn't have any counterplay on the killer's end though (Even when facecamping at endgame BT + DS can easily get a save unless it's something like leatherface with his saw revved) + it's using out-of-game mechanics (Yanking the cord or quitting the match) for an in-game advantage. (Instantly opening the hatch)
Holding the game hostage still exists if survivors go immersed for a prolonged period of time (I'm talking like 30 minutes) and refuse to touch generators. Being able to shut hatch or open the exit gates to start the endgame collapse mitigates some hostage situations but if 2 survivors go immersed with generators left and want to try and hold out until the killer gives up, that's a hostage situation.
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The TACTICAL DISCONNECT, INCOMING! at the end to give hatch is why we need husks/bots like on mobile.
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Eh I agree Tombstone should work in lockers. IMHO the only "Strong" tombstone-related build is J Myers Memorial + Tombstone Piece since you are not slowed down and can still hit EW3 in a reasonable time span.(But can only tombstone 2, maybe 3 survivors if you're extra optimal with who you stalk and who you mori in what order)
Full Judith's Tombstone + Fragrant Tuft Of Hair seems like a novelty build. You're slow (So you need PYWF) and you need to stalk every last drop out of survivors (AFAIK you need to drain 3 and a half survivors which takes AGES) and it's hard to really hit EW3 and apply pressure since you're spending 95% of your time staring at people.
With how hard Evil Incarnate is + the general "impracticality" of tombstone (Lockers, inability to tombstone people on the ground, etc) some small buffs to tombstone might be needed.
I feel either opening a locker with a survivor in it should just do a unique animation of you stabbing them inside the locker, or people on the ground should be "Tombstoneable" as if you were running a momento mori. (So just grab out of locker, drop survivor on ground, tombstone.) Either solution would make lockers unsafe.
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NOED and Unrelenting. Unrelenting reduces the cooldown when you miss, which means you screwed up, thus making it a literal "Second chance" and lessening the penalty of missed swings.
Other ones could include Rancor (Basically SUPER NOED for one person), Bitter Murmur (Aura reveal on everyone after all gens are done. It's not as "Second chancy" as NOED but still "Rewards you for losing"), Fire Up (Rewarded with faster action speeds the more gens get finished), Cruel Limits (Once again, gen got finished, rewarded with blocked vaults) and Blood Warden (Gates are opened? Hook survivor and block them. A "Second chance" to salvage a bad match.)
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I agree it should be changed. Mashing a button like a maniac shouldn't be so punishing. (If you screw up, you just instantly die. There's no real "Tolerance" for not mashing fast enough. Even Metal Gear Solid's various sequences where you're being tortured and need to mash to stay alive gives you a health bar and an oxygen gauge which drains before your health starts dropping)
At the very least, they could change it so not mashing fast enough makes you get sacrificed at a faster rate so a missed press doesn't instantly kill you.
At the most, axe mashing completely and change it with holding space, or holding a button to die and have struggle be automatic.
The worst part is on console, status effects often make the game hitch or stutter, (That's why people complain about bloodlust lag. It happens with ALL status effects the first time they get applied) and when struggling, something like NOED activating can cause you to die even if you are mashing.
We're not playing a 90's arcade game and button mashing feels like an outdated mechanic.
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@RFlex said:
https://forum.deadbydaylight.com/en/discussion/comment/1272965#Comment_1272965
What mindgames dude? freddy was the worst killer in the game. Now he is good, what else you want.
I played OG Freddy at red ranks. He was actually decent but you had to play in a very unconventional way (Always try to have 2+ survivors asleep at any one time. If you're being looped disengage and ambush with his tiny terror radius) and I've had MUCH better games with him than Clown and Bubba. His base-kit had very good tracking and stall, making Ruin unneeded and allowing for big build variety similar to Myers. (Super long range double drawing Freddy, Red Paint Brush + Monitor and Abuse 0 TR Freddy, double dress anti-wakeup Freddy, etc.)
During the sleep transition Freddy would flicker in and out of viability (Or just be invisible the whole time with Pill bottle. Imagine playing against Spirit but she can see you while phasing.) and you can double back and act extremely unpredictable during this sleep transition allowing for easy hits.
OG Freddy was mid-tier but had to be played similar to pre-rework Doctor. Hit N' Run, keep 2+ people asleep at any one time (Discordance was excellent for jump starting your freddy match) and if you can't catch a survivor simply run away and harass someone else, then come back when they're away from a loop, etc.
If you just chased one guy for 5 gens, yes Freddy sucked. Because of the tracking and harsh sleep slowdown you were encouraged to "Sleep N' Run" and otherwise scare people off of generators as much as possible to stall the game out, get pallets dropped, etc. (And it wasn't hard! You hear a gen blow up? Drop what you're doing and re-sleep the survivor. Guy looping you for ages and you see Dwight working on a gen? Go after him instead, etc.)
Monitor and Abuse made his already small terror radius tiny allowing for better tracking. Add Red Paint Brush and it's nonexistent allowing you to play Mirror Myers except you move at 110% speed and have unlimited tracking on sleeping survivors.
I want OG Freddy back too but I feel we should just get a new killer who plays similar to old freddy (Without some of the problems old freddy created).
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@EmpireWinner said:
https://forum.deadbydaylight.com/en/discussion/comment/1273796#Comment_1273796
Camping= Canadian?
lol
There's a stereotype that Canadians tend to say sorry a lot. A killer telling you in post-game that he's sorry for camping you during endgame, but he didn't have much choice (I mean his only option is to either camp and try to secure a kill, or let you get rescued, likely with BT and DS next to a 99'd exit gate) and not to take it personal (I wasn't camping them to make them mad, otherwise I would have camped from the beginning of the match) is pretty unusual given post-game is typically an insultfest.
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Only if they were being toxic first, usually. I give hatch to players with low hours or if the match was marred by unfortunate circumstances (DC, Hook suicide, etc.)
People think I'm Canadian because I apologize in post-game if I camp during endgame collapse. (Being camped is never fun but it's the best option once all generators were complete.)
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@toxcitynacl said:
https://forum.deadbydaylight.com/en/discussion/comment/1273134#Comment_1273134
I can spare the 5 minutes. Actually less since it'll take a few for my teammate to either escape or die. I only dc when it makes strategic sense to do so...not like I am dc'ing every other game.
Literally the reason why I want DC husks. (Survivor's who DC remain in the trial in dying state or as bots like on mobile. YES on mobile DC for hatch literally doesn't work.) If you hate being slugged that much bring unbreakable. I only really "Understand" why people DC for hatch if the killer has left you slugged for minutes at a time or something. (Still not justified IMHO since the bleedout timer isn't too long, and I find it funny to crawl away and just bleed out into a corner out of spite or maybe even find the hatch. However I do understand the game can get dragged out and why someone would want to DC if they're just lying on the ground for a while.)
95% of "Tactical Disconnects" I see happen in less than 10 seconds after the survivor hits the ground. I've played against a streamer who DC'd to give hatch while still healthy. (His friend found hatch, killer was chasing streamer, he runs into a locker and DC's mid-chase, friend gets hatch, "GGEZ" in postgame chat.) I've also seen Tactical Disconnects when I down someone after a door is open to counter blood warden. If you want to take it to 11 survivors can DC on death hook to prevent the killer from proccing effects like Pop Goes The Weasel, BBQ's aura reveal, Dying Light or Huntress Lullaby from gaining a stack, etc.
IMHO it's similar to killer DCing when the gates are opened to prevent survivors from getting the escape bonus. It's scummy and the devs should find a way to stop it from happening. Rainbow Six Siege had a character who could interrogate downed enemy players and reveal the enemy's teammates to the rest of the character's team. Players would DC when downed by her to prevent the interrogation from going through. Ubisoft later patched this by having DC'd players remain in the match for a while so there's still plenty of time to do the interrogation. BHVR should fix this too because "Quit Match" should NEVER, EVER, UNDER ANY CIRCUMSTANCES be a "Valid tactic" used to gain a competitive advantage in any game, ever.
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@myersismydaddy said:
https://us.v-cdn.net/6030815/uploads/951/064VTXBXO9FV.png
This right here is the main issue. Why the hell do the hitboxes stay in the same place regardless of the change in pose that we all see? If the model is injured, and thus slouching, why doesn't the hitbox move to the new center of the model? This would solve SO MANY issues with the hits, because it would still look like a legit hit from both sides.
Forget that, do this:
https://i.ibb.co/CnXCkDy/hitboxes.jpg
With that in mind, you can also change the hatchet to a square, because it will be a legit hit, and it won't miss.
Why do you need us to tell you this? Can nobody at BHVR brainstorm a single good idea?
LOL that'd make 360'ing nearly uncounterable for killer since their hitbox would spin around like a top during the 360 and Autoa- I mean AIM DRESSING would screw it up.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/1268909#Comment_1268909
It's not allowed by the devs. Unless they literally say "You can use our log files to tell who the killer is and dodge to have a more fun experience" then it's not allowed. It's using an external software(python script or ur just using WITK) to tell something you shouldn't be able to. You might not abuse it,but others will. And it shouldn't be allowed at all. Don't know how don't you see it.
But it's tech! I mean we had Wake Up Tech, nobody got in trouble for that, Hook Tech, Stretched Screen Tech, Locker-DS Tech, Tactical-DIsconnect-To-Give-Hatch Tech, etc.
We'll call it...Lobby Tech!
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1268237#Comment_1268237
Depends on the afk, is the match super onesided? Maybe something happens and they have to get up but dont want a dc. Maybe they take 10 steps and three gens pop instantly, if the killer is just standing there you can get plenty of points and pip all you want, hell eveb the killer can safety pip if the survivors farm the body, getting in and out of chases.
I think the "Bannable" form of AFKing is when you're entering the match AFK from the outset, repeatedly. Especially if you're using an autohotkey macro to click so you can go to bed or something and the game will be joining lobbies, swinging repeatedly in match, and going into another lobby after the match ends. (Basically bot farming).
I'm pretty sure stuff like basement chest protecting leatherface or chainsawing around the map hillbilly are allowed since you are technically still playing the game. (Although ignoring your objective to chase, hook and sacrifice survivors.)
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All I want is maybe an indicator after the match and a BP bonus (25% per survivor in SWF?) for the killer so there's less incentive to dodge.
Putting an opt out means SWF will likely get very few killers. Not all SWF are Survivor Team SIx but even "Casual" SWF with one other guy still is an advantage just because you have comms. ("The killer is X". "He has X perk." "He's chasing me." "I dropped god pallet." "Don't rescue me he's camping with insidious in the basement.")
Arbitrary restrictions on SWF just feels too harsh.
I think solos need better advantages so they're similar to SWF in terms of information. A counter of totems remaining. Maybe an indicator if a survivor is being chased. etc.
Once that's done and solo + SWF are similar (SWF still has better coordination, but solos still get access to similar information that a SWF usually gets like totems, chase status, maybe how many times a survivor has been hooked. Take a cue from Mobile and put survivor loadouts in the pre-game lobby so I know for example Adam is running Deliverance and a green medkit, Bill has borrowed time, and Ace is running Plunderer's Instinct) balance killers around this.
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@bubba_is_bubba said:
https://forum.deadbydaylight.com/en/discussion/comment/1266486#Comment_1266486
I can accept this argument if you publish a video of your match so i see your build, people you were vs and if they were trolling or playing normal
I'm not him but as someone who mained OG Freddy I can confirm I bought him after a few 4K's with smoking splinters at rank six. Classic Freddy actually was pretty strong with certain playstyles and builds as he could waste survivors time sleeping and harassing them so they stay asleep more than survivors can waste Freddy's time looping him. (You had to juggle targets constantly. If you're being looped, disengage and try to ambush them) If someone wakes up disengage and go over to re-sleep them, etc.
Combine his potent stall and tracking (OG Freddy's base kit makes rework "Forever Freddy" look like a big joke meaning perks like Ruin or tracking perks are less "Crucial") with a tiny terror radius and heavy build variety (Paint Brush + M&A for no TR freddy. The drawings for extreme range, pill bottle for easy jumpscare or surprise grabs, class photo for easy sleep, Discordance to jump-start your Freddy game with 2 easy sleeps,) + survivors likely having little experience with Freddy (I mean, you're high rank. You probably face Spirit, Billy, Huntress, Nurse, etc. very often...but FREDDY!?) allows for easy hits during the sleep transition mindgames. Don't forget cocky survivors tend to "Commit" to a gen praying for a skillcheck during the transition. They expect to have 7 seconds but with addons it can be as little as 3 seconds, allowing very easy gen-grabs on survivors.
IIRC my most used Freddy perks were BBQ, Discordance, Monitor and Abuse, Haunted Grounds, STBFL, PYWF, Rancor, Bamboozle, etc. Very rarely did I actually run endgame builds. During the Mettle Of Man Crisis I'd often run STBFL, PYWF, M&A, and Rancor as a "One Punch Freddy" build designed to ignore the MoM+DS+DH+Adrenaline+Instaheal Mcloopypants all game, only to one-hit-mori them at the very end.

