VibranToucan
VibranToucan
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@jedimaster505 said:
I love how petrified killer mains become the second survivors have anything added that might bring the escape rate closer to 50%. it's like they're so used to having their hand held with the forced kill rates that the thought of the average match being well balanced terrifies them.
that said, I hope deja vu don't get nerfed. it's the king of breaking 3 gens and though it does get used a fair but it's underrated due to unconditional repair speed increase, cut down time locating gens and quickly breaking 3 gen clusters from the beginning of the match without needing to run around the map to see hidden gen spawn locations
Any competent 4 man SWF should easily have a 50%+ escape rate. Soloqueue and SWF will always have a divide, the idea that the game should be balanced around 4 soloqueues who can't communicate, make constant mistakes and often don't even bring a full load out, having a 50% escape rate makes no sense. In addition to making no thematic sense, competetive games like dbd should be balanced around people trying to win. Yeah, we should balance for casuals too, but not at the complete detriment for, not just top level play, but even just high MMR play.
Currently if both sides are strong the game is relatively well balanced.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958646#Comment_3958646
Generator takes 90s, Deja Vu is 6 % = 3,5s off the gen if repairing full progress solo. Overzelaous is 10 % = 9s. Stop being paranoid. :D
6% of 90 is 5.4, so roughly 5.2 seconds.Which doesnt take into account, the free information. Overzealous requires you to find a totem, spend 14 seconds cleansing it, and then only get that boost for as long as you don't get hit. Deja Vu absolutely is better than Overzealous.
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- This is not really slugging for the 4k over the 3k. Slugging for the 4k is having 2 Survivors dead, 1 on the ground and 1 alive and refusing to hook the grounded Survivor to deny hatch. If they hooked the Survivor on the ground, all it would do is spawn hatch and end the game based on who finds it.
- This is slugging a snowball for pressure. If they hooked one of you, the standing Survivor would be able to pick the other one up and split up. Since neither of you is dead on hook either, a unhook is likely. Having 3 Survivors at 2 generators is absolutely a winnable Scenario for Survivor. This is not "I slug because I am not happy with a 3k win, I need a 4k" This is "I slug because if I don't I might only get a tie or even a loss."
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958646#Comment_3958646
To confirm, Deja Vu is not receiving a buff. It's one of the perks that we're adjusting to account for the updates to Survivor items.
I am confused, does Deja Vu interacts with items? Maps always showed generators and I don't see how it works with keys or fog vials.
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957537#Comment_3957537
So better question… has any suggestion or feedback from the suggestion and feedback part of the forum actually been used? Any examples?
Not sure if it was done because of the forums, but in the past a lot of new killers accidentally cancelled a generator kick early because instead of looking at the progress bar, they used the animation and sound cue. And back then the animation ended and the sound occured before the kick was actually finished.
After seeing multiple new players make that mistake, I made a suggestion about it in feedback and suggestion.
Next month in the 7.7.0 patch they implemented the following change:
"The Generator Damage interaction has been reviewed so that the Generator is actually damaged closer to the point where the hit lands to prevent letting go of the input early."
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I usually have 30 to 40 ping and it feels like punished for having good ping.
Like when I played against a Survivor with like 300 ping and they just seemingly teleported around. Worst was the Wesker with literally 1000+ ping where I predropped a pallet, and half a second later then he grabbed me as if I still hadn't even reached the pallet yet.
Either having bad ping should DC you or they should fix their net code to give bad ping a huge disadvantage.
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Alright, I put the entire transcript of the interview into a translator and found nothing like that. Like please tell me what he said in this interview that even implies this?
Here is what I got translating it:https://pastebin.com/vf9pa19V
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Can you tell me the timestamp where he says this? I don't speak French but I have been putting parts of the transcript into translators with no success
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The huge majority of people who downloaded reshade did so when it was allowed. If you want to ban it in the future, fine. But people shouldn't be punished for using something if it was allowed at the time.
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955282#Comment_3955282
When did you start playing? It definitely isn't the hardest :P I remember old times, we are not even close to this.
I didn't say the hardest ever, I said hardest in years.
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@coco_shotz said:
Title. This is mainly just me ranting but this event (and update) has been one of the worst I've ever encountered in dbds lifespan.
Springtrap is dominating every game regardless of how good or bad the survivors are, the event in itself is not bad, but every game has been the same with killers getting super tunnel vision and playing as if there is a large sum of money on the line.
I can count on one hand how many good times I've had in the past month, and before anyone says anything, yes I get that some games go better than others but thats not my point.
I also would like to note for anyone that's thinking it. My skill level didn't suddenly decrease after the update. I was having pretty good games up until the update and then BOOM! it all went downhill very fast.
Idk what's happening but this is something else.
"Springtrap is dominating every game regardless of how good or bad the survivors are"
According to community stats he only has a killrate of roughly 53%... So idk.
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DBD is the hardest for killers it has been in years. If we look at nightlight killrates, besides maybe Vecna, killrates are down. 10 killers currently have a killrate of below 50%. And this is not just against SWFs, it also counts soloqueue and people going afk and giving up and sabotaging their team and etc.... And it all averages out to under 50%.
The reason so many killers tryhard so much is that, if you get even a decent team odds are you are going to lose. And you need to counteract that. You can't wait until you have one hook at 3 gens, by then they already have too big of an advantage.
Nerfing killer would just make the issue worse and force people to pick stronger killers and try hard even more.
Its impossible to nerf tunneling and slugging only if it's unnecessary. It would also hit situations where it's legit meaning more changes would need to be made.
A tunneling nerf would require some sort of basket reward to make up for it. Something like Basekit thrilling tremors, but only if all Survivors are still alive.
Nerfing Slugging would require a nerf to flashlight, sabotage, boil over, flip flop power struggle etc... These strategies are currently weak, but a big part of why is that you can just leave the Survivor on the ground.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954461#Comment_3954461
Anti go next and anti hide are not affecting the 4swf high mmr players. I can assure you as someone that would play like that before nobody was being inefficient and everyone knew their job at all times with a constant feedback loop.
Anti go next and anti hide are positively affecting soloqueue since they are encouraging people to stay around.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949029#Comment_3949029
Consider this, I hit you off hook, limiting your options in where to go.
Now you don't have BT, OTR or DH.
To hit of hook camping is required, meaning almost 70 seconds of free gen progress for the remaining survivors due to no pressure being applied.
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The huge majority of the time map offerings were used was to go to a map your side has an advantage on. Nerfing them was good.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954643#Comment_3954643
Cool. No link with the subject.
The post was complaining that they can't just go the next game with no issue at will. I said a DC penalty stopping them from doing that is good, because I don't like playing with people who give up all the time.
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If you DC just because one is dead at 4 gens or you got your second Kaneki/third Wesker then you do DC a lot lol. I have over 1k hours and DCed intentionally a total of 3 times as far as I remember.
And if you stop playing after a penalty, good. My teammates giving up constantly is one of the main reasons I hate playing soloqueue.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954444#Comment_3954444
Maybe read first before commenting. Op clearly said for soloq when you are alone and dead. There is no way to abuse it.
Two possible ways to abuse it:
1. You soloqueue and get out into a match with a 3 man SWF. The soloqueue dies and puts the killers build in the chat. One member of the SWF dies and reads the build from the chat to his teammates.
2. All soloqueues on the same platform add each other as friend pregame, once the first one does they DM the rest the build.
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To use board games an analogy:
If we play monopoly and in the middle of the game I decide I don't like it anymore and run off, then those games can't really produce meaningful data. Yeah you could probably repair it somehow by returning all my property and money to the bank, but you can't fully fix it. Maybe another player paid more money in rent to me than the rest, should he get some back? Maybe I paid a lot of money in rent to another player, maybe even mortgaged a property to do it, should they pay money back? What about someone being closer to my property when I leave, meaning they are more likely to buy it? Monopoly doesn't have any solutions to that. Is that a flaw with the game?
What about Settlers of Catan but I decide that I like the red player so I always give them favourable trades, don't block their roads and always put the robber away from them? Should they nerf red when they release a new version to make up for it? Is it a flaw of Catan it doesn't have balance solutions for one player helping another?
These are not flaws with the respective board games, I'm pretty sure no 3+ player game has a solution for what to do when one player decides to just ruin the game by ragequiting or similar behaviour. And taking data from these two games would not be representative of the games balance.
If someone DC because they don't like Legion, there isn't really a solution to that. Sure, you could rework Legion but there are 40 killers and more being added. Not only is the design space for balanced killers limited, you can't make every killer loved by everyone. Odds are different people would hate the new Legion and refuse to play, meanwhile some old players would still hate old Legion so much they refuse to play against the new version. The issue isn't Legions balance.
Including DCs in killrates would be misleading, because it would imply the issue is killers being too strong, when it actually is people DCing so much. Sure, if it was a seperate stat (DCs happened in X% of games, the killrate with DCs was Y%, etc) that would be helpful, but joining it would lead to wrong impressions about balance, when it's actually one of players throwing the game.
The way to solve this would be very easy as well. Just increase the DC penalty and people will DC less.
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@Malkhrim said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952326#Comment_3952326
And? Comparing not liking a killer to not liking a role is still not the same thing. Sable is a CHARACTER in the game, just like the CHARACTER the dev said they didn't like. Nothing crazy about that. Saying "I don't like survivors lol" would only be comparable to saying "I don't like killers lol", not to disliking a specific character.
Comparing one killer to one role is a way better comparation to comparing one killer to what is essentially a set of skins.
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@Malkhrim said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952310#Comment_3952310
You are comparing "I don't like [character]" to an hypotetical "I don't like [role]". A better comparison would be a dev saying "I don't like Sable, lol", and there would be nothing wrong with that.
And again, it's the anniversary event, with personal comments from devs in the loading screen for fun, not comments made to represent the devs as a whole. It's kind of ridiculous to assume it is not okay for someone who doesn't even work on balance changes to personally say they don't like a character in a video game.
Survivors are all just reskins of one another with no intrinsic abilities. Saying you hate a certain Survivor just says you hate a certain set of skins. Killers meanwhile have unique powers. There is a reason on one account all Killers have linked but separate MMR, meanwhile Survivor has the same MMR matter which one you play.
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Of course harassment is terrible and I hope the people who did that get their accounts suspended.
That doesn't mean that quote was okay tho. I am pretty confident if a dev said "I don't like Survivor lol" they would not let this quote into the game. And if they did it would like cause even more outrage. It genuinely seems to me like the Devs want people to hate Skull Merchant more so they can justify turning her into a completely different character.
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@Malkhrim said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952230#Comment_3952230
Comments like this are part of the problem. You are just making up stuff that wasn't done or said by anybody. A dev saying he doesn't like the Skull Merchant is not "laughing" at anybody, and this whole idea that the devs nerfed Skull Merchant "to deliberately make her unplayable" is based on some baseless conspiracy theory that claims the devs said that themselves, when they never did.
Am I saying no comment from a dev should never be criticized? No, but one thing is valid criticism, the other is enabling hoaxes and misquotes, SPECIALLY when trying to somehow make the problem about that on a thread about the dev in question receiving death threats.
There was a different thread, but it got merged with this one. This is the only place you can talk about this topic on the forums.
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@Bad_Medicine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951352#Comment_3951352
Then it's bugged. Because every time I have completed a Tome Challenge or even gained progressed toward one, but then Abandoned using the Surrender system, I have lost that progress. And it always feels like it's a particularly tedious one, too… Sore Ankles, Blood Debt, Craft Time is Over, etc. I see the notification pop up mid-chase that my Sore Ankles challenge is complete. We get 4-slugged. I Abandon……. aaaaaand the Challenge is not complete.
Feel free to show me a video of that, it always worked fine for me.
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@Bad_Medicine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951348#Comment_3951348
Tell me you didn't watch the video without saying, "I didn't watch the video." Or even read the comment. Abandoning a match loses any Tome Challenge progress you gained during that match. Like the one I'd completed that round that I'd been stuck on for a week. Which is how long it took me to adept Ghostface. It was a nightmare.
But you do keep time challenge progress if you abandon, like this is straight from the patch notes.
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How much do you think a killer going for adept enjoyed 4% into hatch escape? You said you did everything right and got punished, but the 4% meant that the killer could do everything right and get punished. There was nothing stopping you from abandoning, except you would lose a few struggle phase BP. You weren't forced to sit around. You chose to sit around. All they did was take away Survivors ability to get a random escape against a killer who did everything right.
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@Scarlett1111 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951230#Comment_3951230
"Massively babied and catered for" after multiple patches in a row that exclusively make killers stronger and stronger when they are in the strongest state ever. lmao
"Multiple patches in a row that exclusively make killer stronger" Let's look at the past few patches:
9.0: This patch added a new Killer without any Survivor which one might argue is killer sided by itself. It also nerfed map offerings and added more consistent spawn rules. However, it also added the Freddy Fazbear map, which is pretty Survivor sided. Overall killer sided, yes. Exclusive killer sided, no.
8.7: They added a new Survivor, which one could argue is inherently Survivor sided. They slightly buffed Oni, but nerfed Ghoul and Houndmaster. Far from exclusively killer sided. I would say Survivor sided even.
8.6 This patch added a new Killer without any Survivor which one might argue is killer sided by itself. They also added a new map which has a slightly above average killrate. On the other hand they made exit gates harder to observe for killers and added the abandon feature. Overall killer sided, but not exclusively.
8.5 They reworked Freddy to be stronger, which one might argue is Killer sided. However they omega nerfed Deep Wounds and omega buffed Vigil into an S Tier perk. I would argue this patch was balanced, if not Survivor sided.
8.4 They added a new Killer and a new Survivor. The Survivor brought Shoulder the Burden, one of the most powerful perks in the game. They added minor buffs to a lot of killers, nerfed Dracula and buffed perks (from both sides). They improved the Survivor HUD, massively making communication between Survivors easier. Shoulder the Burden and the HUD very easily make the patch Survivor sided in my eyes.
And before you reply, remember the take I am arguing against is that they had "multiple patches in a row that exclusively make killer stronger."
@Scarlett1111 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951257#Comment_3951257
I have the same playtime on both killer and survivor, nothing I said was a lie, and yes actually, 50% player drop off after a week is absolutely atrocious! Tunneling is not even remotely close to being required, it is the path of least resistance, do I have to remind that this is a party game? There are hundreds of competitive games out there that people to need to win every single game can go play without bullying players out of the game constantly. Killers need to have maps they are bad on (average kill rate for every killer on every map is still 60%+ btw) that is how balance works, if every killer was good on every single map then you would get 4ks every game (what people are already doing anyway). Not to mention if tunneling was a "necessary" thing to do as you say, then BHVR wouldn't be actively changing it. Player enjoyment and satisfaction with the game is always more important than kill rates and escape rates. If people don't have fun, they quit. Survivors haven't been having fun for years. Being killed after playing the game for less than 5 minutes is never fun. Killers always get to play a full game out, survivors don't.
A drop off after a high player spike is to be expected. The numbers for April and May for example have been higher than the ones for these two months ever. The numbers for January and February are also higher than they were last year. This game isn't gaining players at an immense rate, but it isn't loosing players either.
I don't like comp dbd, but have you ever watched a comp match. Killers slug, tunnel and camp all the time. And a lot of time Survivors still win. Yeah it isn't always required, but if you don't want a coordinated SWF to get free wins it usually is.
Have you played Party Games before? I have never ever seen anyone be like "Oh I already have 4 stars and you have 0, I am going to let you win this game." Party games are casual with comeback mechanics build in by design. They don't have to rely on letting others win to be fun.
The killrate thing is wrong. The Devs rarely post complete official stats, but according to nightlight (the biggest community stats collection). Since 8.7.0 ALL maps have an under 60% average killrate, and over the past month the Nightmare is the only killer with an above 60% killrate. There are even 12 killers with a below 50% killrate, including the Nurse and the Blight. So do these killers need a buff?
"If tunneling wasn't necessary BHVR wouldn't be changing it" BHVR adds stupid changes all the time. Just look at the fact that the go next system flags new players dying too early.
Well the player numbers are staying the same, of not slightly growing. So people must be having fun.
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- The AFK crow system can be overturned in edge cases like this one or a Cenobite with corrupt intervention who starts a chain hunt early. It is still overall an improvement.
- "instead of addressing why these players were doing it" Here is a few examples for why I have seen people go next: It's a Legion, It's a Clown, It's a Wraith, It's a Ghoul, It's a Kaneki, It's a Hillbilly, It's a Cenobite, It's a Dredge, It's a Vecna, It's a Skull Merchant, they were AFK for 30 seconds and during that time the killer downed them, the killer avoided a flashlight save, they were hooked first, etc... - There isn't one big reason why everyone goes next. 90% it's just like "This match wasn't catered to me personally", which you can't solve in a 1v4.
- Pretty sure they disabled that.
- The killer can't do much else. There are 2 gates that each take a mere 20 seconds to open meaning, unless you have an end game build, you can't really defend them. The killer can't really do anything in the end game. You can't patrol gates effectively and you definitely can't kick them like gens. Getting a hook and watching it is the only thing you really can do. Is the killer just supposed to stand in a corner and let the Survivors escape once the endgame started. Also you said that Hatch is a bad comparison because the killer usually finds it first, as if the Survivors can't usually coordinate a successful unhook.
- No idea what you mean by that. Do you mean Basekit BT?
- How does that encourage slugging further? Going for the 4 man slug is as hard as ever, and sure Survivors can quit now they don't have to. I actually have seen way less 4 man slugs since this system was implemented.
- Wiggling is supposed to only be useful with Sabo/Bodyblocks. If every map had placed you could always wiggle out from, that would be stupid.
- If the killer spawns near you, unless they run lethal pursuer, that is good for you. They will assume Survivors are far away and walk across the entire map.
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Wait really? Where did they say this?
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I agree. If every quest can just be completed without thinking about it, then every quest might as well be "Play X games." It is boring. I miss killer specific dailies and times having specific challenges. This was a huge downgrade.
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@poujh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950150#Comment_3950150
it literally is not, just look it up on the wiki. if a 4.6 killer has 10% haste, his final speed will be 4.6 * 1.1 = 5.06 m/s → there was a total addition of 0.46 m/s
a survivor with 10% haste would have 4.0 * 1.1 = 4.4 m/s → a total addition of 0.4 m/s
only bloodlust is a flat addition of 0.2/0.4/0.6 m/s (5%, 10%, 15% based on survivor speed i.e 4.0 m/s)Weird, I had this question mutliple times and everyone always told me it was based on 4.0
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If you are talking about Foxy's Hook I very much disagree. It gives an equal amount of speed, but you decide where you throw the axe. And since you are the killer, you have more decision over where you go than the Survivors have over where they go. Especially paired with the Endo CPU, Foxy Hook is one of his best add ons.
If you are talking about the Celebration Poster I agree that it is bad, cause it needs to be with a Survivor to work and has a very long range.
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@Leandralan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950150#Comment_3950150
If from your point of view the addon makes a big difference in movement speed, then I ask you to post a video of several matches using addons for speed.
I literally said that Survivors and Killers get the exact same movement speed bonus. What are you trying to argue?
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@poujh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950080#Comment_3950080
the bonus speed is NOT the same btw, as the bonus is based on the default speed of each one. The killer having a higher default speed gets more speed from the 12% haste than the survivor. so yes the killer does get more speed
Nope. 4.0 m/s is treated as default speed. A killers normal movement speed of 4.6 is classified as 115%, and all haste speed bonuses are based on 4.0 m/s. 12% is 0.48m/s regardless of what side you are playing.
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@Falcao said:
comp players play among themselves. they don't even play in public matches dude. your statements about toxicity are just nonsense. any school kid who came to dbd from cs2 or dota2 has much more toxicity
Plenty of comp players play normal matches. I literally just opened Knightlight's stream and he was finishing a public match as Springtrap. (I think he swapped to a comp match now, but feel free to watch the Vod.)
And I never said that comp DBD is the most toxic community or that it should be banned. Just that I don't think BHVR should give it their stamp of approval.
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@littlehoot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949334#Comment_3949334
But you see the idea is wanting to leave a bad, doomed and unfun match, to go play a better match. Which you can't do if you DC, because you'll get slapped with a DC penalty. Because the devs apparently enjoy punishing their players instead of making their game functional.
@KA149108 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949334#Comment_3949334
Why should you have to eat a penalty because your sat on hook while teammates aren't doing anything and the killer thinks they've got money on the line if they dont win. If MMR was stricter then it wouldn't be so annoying. Also there are hackers to content with, I've had a game that was 30 minutes long because I couldn't leave, I couldn't be unhooked and I couldn't go next I was literally held hostage. There should be atleast 2 free DC's in a 24 hour window with the current state of the game.
If you don't enjoy the game beg the other side plays to win, odds are you are not going to like the next game. The DC penalty also serves to discourage DCing since a bot makes the game unfun for the remaining 4 players.
Hackers are rare enough that they shouldn't contribute to your DC penalty being highly unless you DC a bunch anyway.
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"the New hook system, being forced to be kept in a sh***y match where there's slugging and camping, etc."
You are not forced to stay in the match, you can just DC.
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@DarkUros223 said:
as somebody who is pretty often in contact with people from DbDL, i think it's about time to stop the hate train towards DbDL when your statements towards them are based on assumptions and random players that have never even played in DbDL, but some random tourneys instead.
The DBDLeague is best known for its members being extremely toxic and at times even bigoted. I don't think "tryharding" to win is toxic.
my response above.
But DBDLeague players are the type of person who, before the abandon update was added, would go for the 4 man slug and then jump the survivors on the ground as they bleed out. They are the people who tbag, nod, hump, etc... and insult you furiously in egc, especially if the other person does it to them back.
again, this is a very absurd statement taking in mind how most DbDL players spend 99% of their time playing scrims and tourneys.
But I still think we should try to reduce the toxicity in this game. Things are just nicer if people are nice to one another. And this move goes completely counter to that.
how exactly does acknowledging dbd as an esport mean more toxicity in the game when, as i already said, huge majority of DbDL players barely ever play pubs?
There is a reason not every dbd content creator is automatically made a fogwhisperer. But what you have done is basically give the most toxic part of the community your stamp of approval.
i don't wanna name, but literally some of fog whisperers are spreading toxicity and are pushing hardcore us vs. them mentality and you are now blaming DbDL for it :)
All of my examples were from established players involved with DBDLeague.
Also, lots of comp players play normal games (For example, I checked Knightlight's Twitter and out of his 10 past stream announcements, 8 were for streaming public games).
And it doesn't matter how little they play the regular game mode, when they play tend to be disproportionately toxic.
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It just wouldn't work well. Sight based mechanics are always janky (see Ghostface), and most of the time the false path would probably just immediately go into a wall. Most people would just use lucky break.
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944786#Comment_3944786
I am not against preventing excessive hiding, but this new system detects everything as "excessive hiding".
Survivors gain afk points and crows too quickly. For example, you can't cleanse thrill of the hunt without getting a crow and even in justified situations (e.g. hiding from oni in power) the system will give you crows too fast.
There is a difference between employing stealth as a legitimate short term strategy and excessively hiding to bm or drag out games, but this new system doesn't differentiate at all.
Thrill of the Hunt with full stacks makes a totem take 35 seconds to cleanse. Thats like half the amount of time to get 1 crow. And finishing the cleanse resets your AFK progress.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944117#Comment_3944117
Should be more like 30 seconds or so. Or at the very least 20 seconds, that way it would take a minute before crows start spawning on top of survivors.
Not to mention it seems like cleansing hex totems doesn't count as being not afk? If so that's just crazy.
It already takes a minute to spawn crows if you are not running and you are away from the killer. 1 minute is already the minimum.
Also, finishing a cleanse removes all crows. To prevent "totem tapping" to become the new "drop and pick up items" you need to finish the cleanse.
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@Stalker_Tube said:
Please don't.
Why not? Can you show me footage of it being too harsh?
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@KingOfDoom55 said:
I've ran into a match where the killer allowed a Sable live but was purposely hunting me, and I was the 2nd to last Survivor, I was hiding in a locker, got crows bc the killers was camping the gen I was trying to work on, situations like this, needs to. Have a exception in some way
- Pretty sure you would have gotten crows there with the old AFK system too.
- What exactly do you want the game to do? If you make it so crows can't spawn in at all while the killer is nearby, then it makes the last two Survivors execisively hiding a problem again.
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@ThatRyanB said:
There have been some great discussions in this thread so far that have highlighted concerns we can keep an eye on (i.e. totem hunts), so thank you for that!
For those of you who had a chance to test this feature on the PTB, did any of you directly encounter scenarios where you received AFK crows, but felt they were unwarranted? If so, I'd love to know the specifics of what you were doing, as this is useful info that we can share with the folks working on this feature.I tested intentionally standing still/running around without doing anything and it felt too generous.
I still have yet to see Survivors get AFK crows by playing the game normally.
What I have seen however is that before this patch, sometimes my soloqueue teammate would not do any objective for a minute straight at the start of the game. So yeah, I think encouraging objectives is good. This is one of the greatest changes brought to the game in recent times.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943648#Comment_3943648
The Dead by Daylight Stats Tracker can be found here:
When I try to click on that link it says it's not an official BHVR site.
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@knitejin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943664#Comment_3943664
Madjura is over here playing on the most top-tier and buffed-out internet connection out there! Clearly, you haven't considered power outages or any other factors outside of the players' control. It's not hard to be empathetic and understand that not every disconnection is a personal threat to your game. It doesn't even have to be often — one disconnect follows you through 20 games. That's overkill.
Not really. I played with literally hotel WiFi for one week. And while the package loss was annoying, I didn't ever get straight up disconnected from the game.
Hell I have seen people with literally 4 digit ping play without getting DCed. If you get disconnected regularly then your internet must be absolutely terrible to the point you negatively affect every game you are in.
Power outages do happen, but they are not that common that they should stack up over 20 games.
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@CherryCookie said:
I don't understand the new crow changes. I've been playing it today, and I like to play stealth builds and sneak around getting people off hooks and healing them.
Now, if I stop moving for 10 seconds, I get a crow, then even if I'm moving? it seems like I get another crow, and another if I haven't switched to some objective like generator or didn't get them off hook yet or heal someone… It's not allowing me to follow through sneaking to the hooked survivor and getting them free, I'm now forced to 'run' there, leave a trail, and end up having the killer on me instead, because I'm being forced to move at full speed constantly.
Basically, now stealth is 100% defeated and useless in the game. The killer finds me easily, even with stealth perks on and the crows are helping him do it. The game is basically forcing everyone into a looping build or some such, where you must constantly be on the run. I don't get it.
I'm giving up on playing survivor at this point and switching to killer main now, where I can just have the crows help me 4 kill every match. hehe This new patch just eludes me. I feel like the game play is ruined for survivors that like a more tactical approach. Either you are a generic (Jack of all trades, objective seeker always on the move, doing 'everything') or you eat crows and die. Okie dokey.
Oh and btw, out of probably 20 matches tonight, people have actually escaped maybe 20%? Everyone is just dying badly due to this new patch. The solution seems to be to switch to playing killer and call it a day, or quit playing the game period. I dunno.The first crow still takes 60 seconds, like it used to do. What you are saying is just straight up wrong.
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@Jacknalls_Paw said:
No changes for the new AFK system? Are you serious?
What exactly is the issue with the AFK system? Now you can get crows if you run around doing nothing for 2 minutes and dropping and picking up still gives you crows. Other than that it seems pretty much the same as the current one.
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@Alen_Starkly said:
I hope BHVR realizes that being on hook is boring . I'd rather be insta-unhooked (farmed), then have to wait for ages for someone to come. So, I hope they implement something to keep the hooked survivor busy. Just the first phase, because the struggle phase is intense and perfectly fine, imo. The 1st phase is a problem, because it's boring and you have nothing to do. VHS had a great system, where when you were downed (equivalent to DBD's hooked), you could go around and collect spectrals, to quickly improve your recovery speed.
DBD needs something similar, to make the 1st hook stage fun, instead of super boring.
Dead by Daylight is a game that has off time sometimes. Walking between objectives. Doing gens. Hanging on hooks. Etc… Thats part of the game. If you want a game thats 24/7 action there are plenty for you to choose from. I enjoy the game as it is.
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I am not seeing the Map Showcase Queue on my client.
