Toybasher
Toybasher
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- Toybasher
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@Kaskrane said:
Hi, I was playing killer and had to do the archive : "Down a survivor within 60 seconds of downing another survivor". I wanted to do it fast so I played clown with the 1-shot addon so I can do it with ease and go on with my killer life. I downed and hooked everyone until they all died, the faster the better.
After the match a survivor said to me "nice tryhard, get listed, like that you will get tunnel and mori. Have fun"
So here's my question : what are thoses list, where can you even find them ? and why do they exist ? Is one game where you were playing a bit toxic (refering to the red addon) is enough for you to be judge like that ?
[I am reposting this from "Ask the community" because there is way more activity here]
Means he has a shitlist and will bring moris or tunnel you in all subsequent matches where you end up in his lobby. I have a list of my own but it's only for the absolute gravest of offenders. (People who use actual exploits, people who sweat their butts of and then GGEZ me in post-game, people who use racial slurs, etc.)
I know one guy I've mori'd like 8 times. Last time I brought him to hatch, shut it in his face, then gottem with the cypress mori. He DC'd mid animation.
Postgame chat? "######### YOU!" "######### YOU TOO!"
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@Raven014 said:
I don't really see them as an issue... although I think that the old music notification when he is about to tier up should apply to those two addons in particular, because it can be hard to tell if he has it based on his left hand alone.
I've said it before but the left hand is unrelated to if he has tombstone or not. A Tombstone Piece Myers can tombstone you with a closed fist. The open left hand is because of the movement speed reduction due to Judith's Tombstone, Vanity Mirror, he's just pushing lightly on the stick on a controller, etc. which gives him the EW1ish walking animation in EW2 and EW3.
However, playing the Tier Up warning when he has Tombstone is pretty neat. That was always so creepy sounding, and they removed it as a bit of a buff to Myers. I think bringing it back for Tombstone only would up the scare-factor a little bit (Although IMHO it's way more hopeless feeling once you see a survivor go from healthy to COMPLETELY DEAD and that's how you find out he has tombstone.) but they DEFINITELY need to let you tombstone people in lockers if they provide even more warning he has it.
I'd argue 80% of failed evil incarnate attempts that fail at 3/4 survivors dead are because the last guy hides in a locker just to prevent you from getting your achievement. Game should let you mori their butt because they're dead either way.
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@MojoTheFabulous said:
What if you could instead just hold the power button and the charges will be used when needed so long as you keep holding it?
That'd be a good idea too but it'd reduce the appeal of one of his ultra rares IIRC (which uses up all charges when you start swinging). I'd rather they keep the timing element but just make it more obvious to the player.
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@MadLordJack said:
Tombstone is fine, its basically Myers super-nerfing himself so he can maybe get a Mori animation or 2. Tombstone Piece however, is unfair AF and probably the single strongest add-on on the game, because it's basically an ebony Mori.
Think you got them mixed up? Tombstone Piece only lets you get one kill per EW3 and unless you're some micromanaging god with who you stalk and tombstone in what order you're not going to have enough stalker juice to go around to mori more than 2 usually.
I agree Tombstone Piece is better than the full Judith's Tombstone since there's no movement speed penalty and the stalking requirement is far lower. (Well, mainly because 99% of the time you run the full Judith's Tombstone, you're gonna run the infinite EW3 tuft with it)
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IMHO the worst part is it SEEMS (Not 100% on this but it feels like it) auras are no longer rendered if you have a LOS on the object, no matter the distance.
This is really, really dumb because it makes stuff like Trapper's traps, hag's traps, generators, exit gate switches, etc. simply refuse to render even though they're on the other side of the map and they'd show up in the old aura system.
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@Terra92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1503570#Comment_1503570
That would put Bloodwarden in a really weird spot, though. Killers are notified when they can activate BW because the End Game Collapse has started. With EGC starting before the gates are opened, now the Killer doesn't know when they can hook someone and trap unwary survivors, yet if they do, likely all survivors are trapped inside before they even have time to react.
It puts BW in an unfair situation for Killers prior to opening the doors and an unfair situation for survivors after the doors are opened. Triggering BW would now be way too difficult to pull off right and simultaneously impossible to beat if it ever managed to activate.
Technically the Blood Warden perk icon lights up when an exit gate is open. You can also see survivor auras standing inside the exit area. But yes usually the EGC timer showing up is more obvious.
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I made a thread on this. I think his chainsaw should start sputtering on the last 25% as if it's running out of gas to signify it's time to use a token.
Nurse is the only other killer that has a "Chaining" mechanic, and when her chain blink window is about to expire, the screen flashes white at the edges. So even if you're in the middle of a chase you still know it's time to push M2.
Like I just hate how the meter is at the bottom left corner of the screen. I'm not good at timing and I hate having to constantly glance down at it. They could even reuse the revving meter in the middle of the screen as the chainsaw meter during the dash and that'd be better. Just anything but a tiny red border around the power icon.
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@Chatkovski said:
https://forum.deadbydaylight.com/en/discussion/comment/1503300#Comment_1503300
It is precisely the killers' ability to see the items brought in by the survivors that makes these perks far too powerful. Against 2, 3 or 4 survivors deciding to play a magnificent flashlight with nice addons, at random to complete a damn challenge, what happens if the killer decides to use Lightborn? Several items and addons to throw away at the start of the game. It was an excellent decision, without any risk. It is totally unbalanced and unfair.
No, they will not be useless, their usefulness will only be random. Exactly like Slippery Meat, Small Game, Calm Spirit... and so many others like now Borrowed Time against Freddy or Pyramid Head... Soon, a killer who makes Spine Chill and/or Iron Will useless, I'm soothsayer.
I disagree with the last paragraph. VS ANY killer all of those perks technically do SOMETHING.
Besides trapper's escape RNG, Slippery Meat gives you more attempts to wiggle off the hook.
Besides killer belongings, Small Game notifies you of totems which matter vs all killers. (NOED, they could be running a hex perk, or maybe you just want bloodpoints)
Calm Spirit isn't only good vs Doctor. It removes the pain yell when you get hit which can make it slightly harder to track you if it's in a tight loop. It also prevents you from startling crows, and in the olden days of DBD Spies From The Shadows was believe it or not, a "meta" perk. If I notice a crow fly away I know there's a survivor there. You also don't scream from stuff like Infectious Fright.
So all of those perks you STILL get some value out of vs all killers. Even if those killers are all perkless.
LIghtborn and Franklin's does literally nothing if the survivors have no flashlights or items. So unlike the survivor perks which still do SOMETHING, Franklin's and Lightborn are literally completely dead perk slots.
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IMHO survivors should be locked at 20 or 30 seconds remaining on the timer. (So after everyone has joined.)
When locked you can swap cosmetics, perks, offerings, and addons, but not the survivor you are playing as, nor your item.
You'd still be able to change most of your stuff, just you can't quick-swap at 6 seconds left.
Another option could be swapping resetting the timer to like 15 seconds but I am worried people might just never stop switching to hold the lobby hostage. So I think "locking" your item and survivor at 30 seconds while still being able to change everything else should be fine.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1503496#Comment_1503496
I only said as a survivor because it’s the topic of the post. He’s talking about teammates hook suiciding. What do you mean key words? I’ve seen Killers quit too. It’s a problem on both sides people giving up. But more often on the survivor side. You can’t blame them. Survivor side might be more laid back, but it’s not enjoyable. You hold one button down on a generator and the killer gets ez hits on you with little penalty for missing. It barely slows him down. Vault hitboxes are very bad. I’ve never seen so many killers swinging wildly at windows THAT confident they will hit you.
For the window hitboxes, while I agree netcode is messed up and I've done and been given hits that shouldn't have hit, I can confirm being hit on the other side of window is actually intended. A window acts similar to a haddonfield fence where the killer can hit you on the other side of it.
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Legion's mori makes me physically cringe every time I see it. That final slash down the stomach would definitely disembowel someone.
Pig's is sort of meh but I think it's a bit of a reference to Tapp getting his neck slashed in the first SAW movie.
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Should be a secret offering so there's more ambiguity when a secret offering is played. (Currently it's either the Shroud Of Separation or a Mori.)
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@Dwight_Fairfield said:
I've no problem with them. Michael has to work to get them going. And you can counter it by jumping in lockers. You can also tell if he has it by his left hand being closed.
That's not completely true. The "his other hand will be open if he has tombstone" is actually because of Myers having a reduced movement speed due to him having a full Judith's tombstone equipped. You can very well be tombstoned by a closed-fist myers if he has a tombstone piece or judith's + enough PYWF stacks.
Basically Myers has his left hand open when he's moving slowly, and it turns into a fist and he starts powerwalking when he's running full tilt. Judith's Tombstone slows him down enough his stance resembles his EW1 stance when he's in EW2 and 3.
In fact, if you have a controller you can push gently on the stick to move slowly and get the open hand if you want to try and mindgame someone into thinking you have tombstone. It probably won't work, but it's just an idea. Likewise Vanity Mirror often makes people think you have tombstone since you take forever to hit EW3 (In reality, you're locked to EW2) and have a similar movement speed penalty as if you had Tombstone.
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Pink Judith's tombstone should be buffed to let you mori people on the ground and in lockers. But to compensate for the buff, it should remove Myers ability to lunge (so you can't use the EW3 super-lunge to down someone in a loop, then Mori them on the ground).
They could also increase the stalk requirement a little more so when ran with Tuft Of Hair, you need to drain every last drop of stalker juice from survivors. (Currently you need to drain about 3 and a half to EW3.)
I definitely think Tombstone Piece is better than Tombstone in every way if you just want to kill people. I think any buffs like locker/ground moris with the full Judith's Tombstone should not apply to the tombstone piece.
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All I know that 3 different programs were marked as patched on a certain forum. The logs themselves are encrypted so unless someone found a way to break the encryption the main method was 100% patched. Maybe there's another method people are using.
Frankly I see these types of programs as cheating because it allows you to run a counter-build pretty reliably.
Doctor? Calm Spirit. Spirit? Iron Will and Lightweight. Plague? Resilience and no medkits. Trapper? Small Game and Slippery Meat. Hag? Flashlight and Small Game. Freddy? Small Game (to show fake pallets/puddles) replace Borrowed Time with OoO. Stealth killers? Spine Chill. Wraith? Flashlight.
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Yes 100%.
I wasn't a big fan of him until I realized he's played by Tony Todd. AKA William Bludworth from Final Destination.
https://youtu.be/P85cyV6IJDo https://youtu.be/0p9Q6tDJJ1w"Death has no mishaps, no accidents, and NO ESCAPES." (But in DBD, Death is not an escape either.)
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I wish Bubba got more unlockable faces. It was like stamp collecting. We should get one for every OC survivor. Ace could be LuckyFace with his sunglasses.
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Detective's Hunch is really, really good for finding totems.
Stake Out used to be really good vs Ruin, but still is pretty good today if you just want easy great skillchecks.
Tenacity isn't that great. It's good for meme builds or deciding to crawl away from the killer when slugged and bleeding to death out of spite. Oh, and slug races at the exit gate.
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@Infinity_Bored said:
https://forum.deadbydaylight.com/en/discussion/comment/1047849#Comment_1047849
If u dont want to struggle, try to kobe and suicide if u dont get it. Not sure what u try to achieve.
That's such a ######### argument. I feel stuggle adds nothing to the game. It should be like second stage in Pyramid Head's box where you have to hit skill checks or even something like holding the button.
I've died many times when I was mashing like a madman. Even the torture sequences in the Metal Gear series where you're mashing a million times a minute gives you more leeway. (MGS2 solidus chokehold on euro extreme difficulty. Although I usually use a spoon rubbed across the controller for that. MGS1 doesn't even let you use autofire.)
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https://www.youtube.com/watch?v=eS63gCowZEk
Already exists on mobile. I'd love to see it on PC/console.
ideally you should be able to set the bots to different personalities like if they'll play stealthily or try to loop you, etc.
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Yeah but you shouldn't be pushing that button often in the first place.
https://youtu.be/MCrUeZKtYtI?t=50Should the game have a attachment that provides a one-press-DC?
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@madradfox said:
All I want to say is that the name is Styptic Agent not Septic Agent. We really do not want any DBD players, who plan to go into any medical field to ever confuse the two as:
- A Septic Agent is something that is Bad. Sepsis (septic adj.) defines a widespread immune-resistant infection, leading to eventual abrupt cascading or simultaneous failure of multiple organs (septic shock.
- A Styptic Agent is something that is Good (other than individuals that are predisposed to thrombosis). Styptic (from Greek stuptikos ‘to contract’ ) agents are anti-hemorrhaging substances that contract tissue around ruptured blood vessels to prevent further blood loss.
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Few additional tidbit of medical information:
Topical styptic agents in the powdered form (like the Styptic Agent) are considered the far more effective option than those that can be administered intravenously (the Anti-hemorrhaging Syringe) with a syringe in cases of profuse bleeding, as they can be applied immediately to treat injuries in combat situations. While there are several types of intravenous anti-hemorrhaging agents used for cases of massive blood loss and hemorrhages they all suffer from very similar contraints on their efficacy. These are typically based on whats known as coagulation factors - essential proteins in our bodies responsible for the process of coagulation, like proconventin (Factor VII) or AHF (Factor VIII), an essential protein responsible for anti-hemophiliac clotting.
- Factor VIII (brand name Advate) has to be: 1. carefully pre-mixed with sterile injectable solution (water in many cases) right before administration injected very slowly into the vein 3. re-administered multiple times, or even continously depending on the severity of the patients hemophilia. It is also not meant for traumatic injury cases.
- Factor VIIa ( (brand name NovoSeven ), in its recombinant form (rFVIIa) would be closer to what the is based on.
- While this type is the faster acting (still needs to be premixed, slowly injected ) one and utilized by many military hospitals - especially in hostile areas as was the case during both Afghanistan and Iraq wars - it is also and virtually everyone from researchers, medical experts and the manufacturers themselves makes it very clear that it is what's known as a treatment of the last resort and should only be considered when everything else has failed or past the point of efficacy.
- The medication is also very,very, VERY expensive, costing approximately $15,000 per dose for a 200 lbs. male, (and that is wholesale, hospital charge to patient/insurance would in most instances be $50,000 - $100,000 range, depending on weight etc.)
- Military use obviously does not fall under any FDA jurisdiction, which only allows - well actually allowed as in April of this year FDA approved Sevenfact for additional types of hemophilia - rFVIIa for one very specific form of hemophilia affecting less than 3000 people in the entire US. Consequently rFVIIa agents were widely used to treat life-threatening injuries of soldiers involving substantial blood loss , by the military hospital doctors during both OEF and OIF. It likely saved hundreds of lives, but it also lead to deaths from multiple clot-based strokes, heart attacks and pulmonary embolisms in young people without underlying conditions where these things are a medical rarity. One of the likely reasons was that its use was too broad, likely administered by doctors without sufficient experience with rFVIIa, and for cases that did not actually warrant the administration of rFVIIa.
- However, the are also antifibrolitics (which while having a very similar function of stopping blood loss, their mechanism is different and hence they are not antihemorrhagics) like Tranexamic acid. These are effective, and there are some available in OTC tablet form for non-critical bleeding (typically menstual bleeding). However, these also require a slow administration, and typically first a loading dose , followed by slow infusion.
For those of you who skipped to the end of the above:
In any setting where hemorrhaging wounds are common and rapid emergency wound closure is paramount, topical Styptic Agents in powdered form (DBD's purple vial) are the most effective type of agents which can be both rapidly administered and provide immediate benefit..The currently available ones in an IV form that can be put in a syringe (like the Anti-hemorrhaging Syringe is meant to portray) all take time time to prepare, have to be injected slowly over a period of time (preferably in a sterile hospital setting) and most importantly are reserved for the most critical of cases as some of them can kill you. In a real world setting, the Anti-hemorrhaging Syringe (filled with either an antifibrolitic or antihemorrhagic solution that was already premixed way in advanced, and rapidly injected all at once) would represent a murder weapon, as no such thing exists.
What does exist, and how it could actually be implemented within the context of DBD is to have the Syringe work as follows:
- Instead of the 16s timer to kick in, make the survivor equipped with it to has to spend 15 seconds (or maybe 10sec + skill check) preparing it.
- The completed syringe then has to be applied within 20 seconds, afterwards if not used it disintegrates.
- The injection process takes 2.5 sec (the same as sabotage) but the timer is sufficient to stop both survivors in order to apply it
- Afterwards the survivor injected with it gets healed instantaneously.
This would make more sense both in terms of how these things actually work, as well as create a new important mechanism within the games: you would need to prepare the syringe either close to the hook (with the newly added, failed skill check now putting two survivors at potential risk of death, at a price of rapid heal if the survivor succeeds), or start running right after preparing it further away. There are even other options like repurposing the syringe to only usable for knocked down survivors, allowing the heal to injured to occur within 2.5 sec with a 4 sec endurance effect Just not what it is right now, as the purple medkit with proper addons neither takes 16 seconds to heal others, nor depletes medkit on use.
The main point being: insta-heals are idiotic. They don't exist in real-life, and to those of you ready to say that games need not imitate life, in horror movies they are already primarily reserved for killers. I am a sruvivor main, and the last thing I want is these things back in the game. At the same time, both the Syringe and the Agent in their current form are practically useless. If I don't make it known in the lobby that I am carrying a syringe, I will never get that basement survivor to stick around long enough for me to apply the syringe (if they happen to also have Sprint Burst on top of it, its best to not even try), and even if I somehow cut them off down the line, having the 16 second delay kick in makes the whole thing useless. Finally (and this is by far the most critical thing in need of fixing), not providing any type of a notification to other players about the syringe has now caused me to die prematurely in 2 different trials when it looked like I was trolling when trying to wave them over after moving away from a coop heal action.
As a former EMT student I can confirm all of this. A septic agent is something you should never be applying to your wounds, ever.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/1498476#Comment_1498476
I've personally found the few times that I've run it that the notification gets lost amongst a lot of other notifications. Especially while you're chasing someone it can get muddled in with fast vaults and stuff.
Other options could be a green explosion and arrow instead of the red one, (have the arrow and explosion have a totem icon in them similar to the Spies From The Shadows crow shaped bubbles so colorblind players aren't left out.)
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@Ivaldi said:
Plague shouldn't rob Survivors of their altruism points..
Bad killers getting destroyed shouldn't rob survivors of their safety pips either.
But this is life..
Plague robs herself out of pips too.
https://www.youtube.com/watch?v=HwM5y4a5sOALiteral 4K (besides 1 bleedout) and depip.
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But Myers only has a limited amount of stalk he can drain from survivors.
Honestly this is the first time pretty much I've heard someone complain about 99ing EW3. Personally, I don't really see it as much of an issue. It requires some prep and if you're fully drained of stalk Myers can't pop his 99'd EW3 on you.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1497209#Comment_1497209
It's not an official rule. It's not posted on Steam store page where you buy the game or in game itself? Do you imagine people who buy the game should be required to search through forum with over a million posts before starting the game to make sure they don't break any rules?
"Edit: if devs had intention of the limit they would simply add a time to initiate EGC or something similar if gens are not touched for number of minutes. See example of timers: EGC, crows."
You sound like a lawyer using legal gymnastics. And let me tell you the "If they had intention, they would have designed the game around it" opens up so much precedent it's not even funny.
I.E.
Bodyblocking survivors in the corner till they DC is fine, since the developers would have removed your collision if they didn't want you to do it.
Survivors are the one's that should decide if a killer can get tome challenges or not, since they can just DC to screw the killer over.
Dcing for hatch is a valid gameplay mechanic, why would the hatch open otherwise when the third survivor quits?
Killers hitting you with Franklin's then DCing so you lose your item isn't griefing. Otherwise they would have you get your item back when it happens. (One person was in fact banned for this)
And outside of DBD, AFAIK most vehicle manuals when you buy a car don't have any real instructions on traffic laws, therefore those laws are invalid!
I can go on, and on, but it's a stupid argument.
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@madradfox said:
It doesn't matter if you believe it. What matters is if it happened. Videos in the past have shown that this is very possible. It doesn't matter if the Killer is good or bad. If the Survivors refuse to make an effort toward escaping the trial and are forcing the Killer to spend a super long time looking for them, that is reportable.
With 3 poorly placed generators left, and 2 survivors remaining, the action that is the most likely to lead to your own escape is to hide until the other survivor goes down, and the hatch opens up. This is a type of prisoner's dilemma where showing yourself to the killer only benefits the killer 100% of the time, and in most instances the other survivor as well. The only other rational play is to purposely show yourself to the killer in order to actively lead him to the other survivor's hiding place.
I am yet to see a single link to a developer's statement or their quote in this thread that clearly states that using stealth in a 3gen- 2srv situation for as long as necessary is in fact illegal. In the above situation clearly one of them was able to escape, so this strategy was not pointless. No one walked away from the keyboard, no one held the game hostage.
In fact the developers have already put a fix into DBD: the crows eventually start circling above your head and making distinct noises to give away your location if you don't actively work on an objective for a set span of time.
@SmarulKusia said:
So, with the new patch, survivors can no longer take the game hostage by struggling on hook (Also denying the last survivor/s from their struggle points).
Another way that survivors have been denied of taking the game hostage is by having a timer on when gates open. Don't get me wrong, I like the idea of denying people taking the game hostage, but why has this been so survivor-sided?
Killers can slug, facecamp, camp gates which only delays the game.
Survivors can't even loop/run the killer without the game taking the killer's hand and helping them through bloodlust, whereas a survivor gets none of this. I don't understand why the game rewards ######### playstyle/'strategies' on the killers side, but survivors have anything and everything taken away from them.
Case closed. Doing NOTHING for a prolonged period of time as survivors just to make the killer have to spend like an hour looking for your ass is reportable.
Not only that, while killers are supposed to remain impartial if they run into you again, if you try dragging out the game for an hour and a half, you waste the killer's time solely out of spite with no intention to do gens, and maybe like a week later you end up in their lobby, and they recognize you because you were such an annoyance dragging the game out for 90 minutes last week, I will not shed a single tear if the killer decides to tunnel you out of the game as fast as possible.
EDIT: While the EGC, shutting the hatch, opening the gate, etc. all allow a way for the killer to force the match to eventually end, if you intentionally leave it at one gen left and then hide, there's no way for the killer to physically start the EGC. If you're blendette on Rotten Fields or another big map with Calm Spirit, Spine Chill, Urban Evasion, Sole Survivor etc. the killer finding you or your buddy so he can end the match already is like finding a needle in a haystack, a Blendette in a Cornfield.
YES there's AFK crows but they go away just by moving. As long as you're moving around, entering and exiting a locker, etc. (They only recently removed EMOTING from the list. You could literally crouch down, in the corner of Red Forest, just sitting there pointing, and the crows would never spawn) the crows don't appear or disappear. So the crows are more of if the survivor is literally AFK and not trying to hide to waste your time.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1497022#Comment_1497022
Similarly, it doesn't matter if you believe that it happened, if it didn't happen. If it spending more time in game than some imaginary time limit was bannable, devs would simply add time limit that would automatically end game. There are many games with rounds limited by timers and there is nothing novel about it. For all we know, OP made very low effort in finding them and expected them to come to his defended gen location. He lost in his gamble and now he came spilling his salt here and looking for revenge. That's a very pitiful behavior.
That's what the devs sort of added with EGC, and the fact that if all gens are done, the killer can smack the gate open to start EGC manually.
However, rather than urban-evade around the map after the gate is open until the killer DC's (Which wasn't that rare. Even if the other 3 leave, just one stubborn survivor hiding in the middle of the map could prevent the match from ending indefinitely), survivors are simply refusing to do gens. No EGC, killer can't manually open the gate to force the match to end, etc.
At the very least if no gens are done in 15 minutes since the last gen pop, the killer should be able to manually open the gate to force the match to end. If survivors are literally refusing to touch the generators for like a half hour, even if the killer is nowhere near them, there's a problem and it's a match held hostage.
In terms of "Well they'd have a mechanic if it was bannable", that's such a ######### argument. Nothing stops me from bodyblocking a survivor into a corner and going AFK with hatch open. After all, there's no mechanic where the killer loses collision after standing still for a prolonged period of time (Honestly, there should be.), so I guess that's not bannable either. (It is.)
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Yeah that's a hostage situation. Devs have said themselves it's hostage if the killer proves the survivors were not bugged out or stuck somewhere.
There's hiding, there's playing immersed, and then there's literally doing ######### nothing with you and your SWF buddy trying to get the killer to DC because the match has gone on for 45 minutes, not a single bit of generator progression was applied after you decided to start hiding, etc. It's like the old hatch standoff where if hatch didn't spawn because the survivor team couldn't manage to do even 2 generators, the last guy would always try to hide and hope the killer gives up and leave.
I think 5, 10, or 20 minutes since the last gen pop, (IDK what number would be best) stillness crows should start appearing and not go away unless you contribute a decent amount of repair progress.
Or, instead of the crows, after the "Yeah this match is officially held hostage. Survivors haven't done a gen in 15 minutes" threshold, the killer can open the exit gate and a half-duration "Sudden Death" EGC occurs (1 minute instead of 2). Survivors become exposed, their aura is revealed, hatch does not open, and the other exit gate remains depowered. (So they HAVE to go through the killer's door and deal with a killer who sees where they are at all times and can one-shot them)
I think there should be some emblem penalties for the survivors too if they were still alive in the trial when the killer opens the gate to start "Sudden Death EGC" since they "Failed" to do a generator and progress the match in a reasonable timespan.
And YES I know there's the ol' "Well the killer should try to find them if they're hiding!" argument but a urban evading blendette with spine chill is literally impossible to find if they're staying away from generators and simply crouch-walking around the map. And even if you were hiding to survive you'd still be doing generators when you're able to. If you're just hiding for like 20 minutes, no gens get popped, killer should be allowed to force the match to end since at that point they're just playing to waste the killer's time and BP by trying to bait him to DC.
EDIT: THIS is what I am talking about.
@supersonic853 said:
Long story short survivors 3 gened themselves got pissed and are now hiding. Been 30 minutes so far. (Edit:finished with a hour and 10 minutes)
3-gen scenario happens, survivors waste an hour doing nothing. I get it, maybe they're looking for a key (As a 3-gen doc main I had a few keys used they found from chests) but 30 minutes is more than enough time to chest basement chest, and probably find at least 1 of the other 2 chests that spawn, provided no coin offerings were used. But if there's no key, you gotta commit to gens even if it means the killer finds you.
As a perfect summary for survivors in this type of situation:
https://www.youtube.com/watch?v=l1YmS_VDvMY -
Reminder 1 year ago the devs had plans for DC husks where a survivor ragequitting leaves their corpse behind so you can slam that thing on the hook and get your BP, perk activates, etc.
Never added them. It would have solved this issue.
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Detective's Hunch would like to know the totem's location.
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IIRC the in-testing name for Infectious Fright was called something like "######### your pants" according to one of the dev streams. I might be misremembering but I remember them mentioning something like that and I thought it was comedy gold.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1496384#Comment_1496384
FPS is FPS. It doesn't really matter if that's the FPS you're used to. It's purely subjective.
"console vs PC nurse" is a nonsense argument. You don't have killer vs killer rounds, so it's irrelevant.
What "tricks" that work on console" won't work on PC killers?
How will PC survivors in any way have an advantage and be able to bully console killers? Controller survivors are in no way limited over mouse/keyboard survivors.
The only thing you have even remotely going for your standpoint is the optimization part, but thats not a PC problem. That's a BHVR problem.
Other guy already addressed the FPS thing. The hitching and stuff can completely ######### you over. You're in a chase and gain bloodlust? Game hitches, survivor gets away.
199 votes and 35 comments so far on Reddit509 votes and 26 comments so far on RedditIt happens whenever you get hit via a status effect.
Now for Console VS PC Nurse, I am not talking about 2 nurses going head to head, but Nurse is MUCH, MUCH, MUCH harder to play on console because of the unstable framerate issues, lack of dexterity on an analogue stick with aiming blinks at juking survivors, etc. If console survivors go up against a PC nurse they're going to get creamed.
Tricks on console? 360's are borderline overpowered on console. Tanks the framerate too and the console-player is going to have a way harder time tracking it since he's on a controller.
213 votes and 69 comments so far on Reddit(Also notice the FPS hitch when he uses dead hard, that's because of the exhausted status effect coming up)
201 votes and 41 comments so far on Reddit(With a mouse it's way easier to turn and account for the 180. Controller? Not so much. And again you have the hitching and stuff which can mess with your inputs)
29 votes and 21 comments so far on RedditIn terms of advantages for PC survivors vs Console killer the console killer has to deal with the hitching, he'll have a harder time using hatchets or deathslinger's harpoon, etc. while the PC survivors are able to easily 360, 180, etc. more effectively than a console survivor. All together the PC survivors/killer are going to have an advantage over the console killer/survivor. Will the advantage be enough to matter too much? I don't know, but I feel it might.
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Is it playing the "Death sound"? (The "Doing!" noise)
If it plays the sound it was 100% an intentional DC because it only plays if they manually hit Leave Match.
If there's no sound it may have been a connection error, crash, or they pulled the cord.
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@Snapshot said:
https://forum.deadbydaylight.com/en/discussion/comment/1496573#Comment_1496573
How can that be fun for them? Doing nothing and waisting their time... I think they would quickly stop doing it :)
But then they can get some SICK 360 JUKE TOXIC FLASHLIGHT 5 GEN CHASE MONTAGES against real "baby" killers (Not that stupid insult survivors use, but I mean like actual new killers who just picked up the game) to upload to youtube.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/177696/no-crossplatforming-with-pc-plz
There will be an option to turn it off. But how will it ruin the game, exactly?
I play on PC and dabbled on the base-PS4 version.
PC players 100% have some advantages over console. At least on a non-pro PS4 the game hitches when status effects come up (like the killer whacks a dude with NOED or you got exhausted from dead hard).
FPS is really wonky. It's significantly easier to play with a mouse and keyboard when it comes to stuff like sniping people with deathslinger, trying to track a 360, etc.
And console vs PC nurse.
Basically if survivors are going up against a PC killer many of the tricks that'll work on a console killer won't work as well vs a PC killer and vise-versa. (PC survivors will be able to easily bully console killers, etc.)
I don't think it will ruin the game, but the lack of optimization on console combined with the upcoming graphics update likely will hurt performance even more, and it's something to look into.
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Is NOED really so much a second chance perk? Supposedly the devs wanted (IDK about now, but a while ago they said this) 2 kills 2 escapes in an "ideal" game, meaning the generators should be getting powered.
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@ClickyClicky said:
Just take NOED like everyone else does.
I see so many killers genrushed to oblivion, 1, maybe 2 hooks in all that time then NOED lets them get a few kills.
There we go game ended with 2-3 kills, a pretty successful balance job.
Nothing wrong with bringing NOED. Especially on low-mobility killers.
(Just don't facecamp with 5 gens left and use NOED for extra kills. I hate that.)
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Doctor because all he has to do is use static blast and all the vietcong hiding in the tunnels and trees scream and reveal themselves.
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@[Deleted User] said:
Every multiplayer game has a degree of toxicity. If you're getting triggered by someone repeatedly pressing a button I suggest you work on your mental health or, don't know, stick to singleplayer/coop games.
Mori spamming then! If you can push control a few times, I can press M1 a few times. Sadly it was removed.
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Overdrawn at the blood bank eh? I think Nurse Dracula can help.
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You have a source on that? AFAIK he could never force slow-vaults.
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IIRC it was like 3 seconds, then they made enduring reduce the stun, so they buffed it to 5 seconds, then they removed enduring reducing it.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1493769#Comment_1493769
I don't even think a Nurse or Spirit could beat those toolboxes with BNPs. Three Prove Thyself and FOUR Streetwise on a Coldwind. Those gens never stood a chance
I got the mental image of the gens screaming "OH GOD GHOSTFACE HELP US THE SURVIVORS ARE REPAIRING US, THEY'RE USING BNPS AH GOD MAKE IT STOP" etc.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/1493726#Comment_1493726
We need to stop this habit of calling "exploiting a clear bug" (which is a bannable offense) "tech" which makes it sound like some form of skillful act or outplay.
No, you aren't performing a technique, you're cheating.
Hook Tech, Tactical-Disconnect-To-Give-The-Hatch Tech, Bunny Tech, Dumb Tech, Item Tech, DS-into-locker-into-headon-into-flashlight Tech, Perma-Blind Tech, see-who-the-killer-is-in-the-lobby Tech, Iron-Will-breaking-all-sound tech, etc.
Why is all of it survivor tech! Why can't we killers get some tech too! Last time we had a tech (Doctor's reverse skillcheck cancelling DS) it got patched in 4 days. The only other tech I can think of is bodyblocking a jigsaw box as pig so the survivors head blows up.
(But yeah I hate when people call it tech. Most of it is playing like an ass or exploits)
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People who DC over cypress moris piss me off to no end. LITERALLY THE END OF THE GODDAMN MATCH. All you have to do is wait like 10 seconds so you can get your BP, etc. but you choose to forfeit your BP, pips, and earn a temporary ban just to cuck me out of my daily ritual.
Also note this is why the DC husk system the devs wanted to put in last year should be in the damn game. Guy DC's? Mori his disconnected corpse so you get get credit and move on to the next match.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1491252#Comment_1491252
Tombstone Myers has even less counter-play than ebony mori. Myers could effectively not chase you for entire game, in fact he could play the game normally as T2 and then he find you just once and its boom 99 T3->Instant kill. I don't think they will weaken Judith Tombstone because they have a acheivement called Evil Incarnate that requires them to keep Infinity EV3 and Judith Tombstone in the game, but I do think that Purple tombstone eventually will be removed from his add-on list or at least severely weakened to like only work on 3rd hook. Its same with Ebony Mori and Ivory mori really, Its really super easy to fix, just make on 3rd hook. Its very bullshit mechanic at the moment and I don't it mori has ever been "well designed" in entire lifespan of DBD. Like at one point, it literally worked on first hook. The only reason why Mori exist in the form that they do right now is because SWF is either just as broken or more broken than this offering and whats super ironic about it is that people use this offering with other really strong killer add-on(Like Iridescent head) to purposely be toxic. Its same with using keys in middle of the match. Its very ironic when survivors say "GG EZ" when they escape with a key. Its like... you didn't outplay me, you just used a bullshit item that instantly wins the match for you. Keys and Mori are hollow victories and I do not think that either side will mind if they're completely gutted for sake of better game quality.
I think killer strength should be depicted in their Ultra-rare add-on selection if they need more power to win a match rather than a offering such as this one. I would rather face strong killer add-on than face Ebony mori as survivor. At least when your facing iri heads, the huntress has to actual hit shots and know how to play huntress where as stuff like mori are practically skill less in all regards and in my opinion has no place in the game.
I'd like to raise an objection on Tombstone.
Tombstone has more counterplay than an Ebony Mori.
If you hide in a locker Myers can't tombstone you (Which I want changed, but only for the full Judith's Tombstone. Keep it for Tombstone Piece though.)
If Tombstone Myers is running Judith's + Tuft, (Which 90% of Tombstone Myers run) he needs to stalk 3 and a half survivors completely to hit EW3. Even one survivor hiding will prevent him from getting enough stalk to hit EW3. There's also a severe movement speed penalty with Judith's, which requires Play With Your Food and an easily accessible obsession to farm stacks off of.
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@Trash2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1489084#Comment_1489084
I disagree with the opinion on removing the Cypress mori as it can be quite entertaining when the survivors think that you brought an Ivory or an Ebony instead, but I do agree that there would be no point to mori someone after they hit stage 2 on the hook since you loose out on BP that way. Instead I think Ebony and Ivory should be remade so that it prevents people from getting tunneled off the hook (to an extent). Ebony could be tied to generators (f.e. you can mori 1 survivor that has been hook after 3 gens have been completed, +1 more after the 4th, and all when the exit gates are powered) and Ivory linked to total hooks (f.e. you can mori people that have been unhooked only after at least 3 people were hooked). That wouldn't completely solve the problem of getting moried from the first hook if your tem did 3 gens while you were chased and they brought an Ebony but it would give some sort of safety net for the survivors since a lot of killers just want to get rid of the first survivor as soon as possible so that the rest of the game would be easy for them.
Maybe they could add more secret offerings like making scratched and cut coin offerings secret, and the chests when searched have no item in them.
I used to bring splinters when I bought the respective DLC's just to make survivors wet themselves in the offering screen.
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It's a tech, killers just need to adapt. Same with the horse on the Clown map.
Unironically, I have nothing but a proud middle finger for survivors who do this. If you see survivors do this hoping you'll give up and leave so they can get picked up, DON'T. Just sit there and throw the game just to watch them bleed out onto the floor. Hopefully try to record it, report them both post-game and a follow up report on the DBD support site and link the footage so they can get banned.
EDIT: Watching them bleedout means you can get better footage and hopefully try and tell these survivors those types of antics won't work. I almost never camp but I used to facecamp when someone did the hook-tech out of spite. It's 2 survivors not on gens.
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You can tell actually. If there's the "A survivor has died" sound effect, they manually pushed Leave Match. If there's no noise, they lost connection, crashed, or hard-closed the game/pulled the cord.
