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Z0mbiv0r

Z0mbiv0r

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Z0mbiv0r
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  • I always rate matches, even though I'm pretty sure it won't do anything. And yeah, as the above poster said, I think giving a, say 5k bp reward to a thumbs up would be nice. But I'm sure many people wouldn't do it, so it would eventually lead to nothing but frustration.

  • I don't really understand the killer's powers, but the perks I really like them. Specially Winters' perks. And, again, the backstory. You have very good writing skills. I can even hear the narrator's voice from the Archives as I read it.

  • I'm not entirely sold on the killer's power, but the background is brilliant and the add-ons very well thought.

    Could you elaborate a bit more on how 'leap' works? Does it damage survivors automatically? Does it work like Nurse's blinks too, in that you have to use an attack afterwards? Does it leave her exhausted after using it? Seems good, but there's something in it that I don't dig. Not sure what, though.

    Nevertheless, great job. I enjoy reading so thorough chapter creations.

  • Damn, this is a good concept I would really like to see made. I'm no pro and I still have much to learn but I think it's balanced and interesting. Great work! Can't say much other than I really liked it.

  • Yep, I also agree a Djinn killer would be awesome (in fact, I have a chapter of my own creation dedicated to that), but as other have said, there are still many cultures unrepresented, so it's not like they are intentionally avoiding it, is it?

    Now, the translation thing is another matter entirely, and yep, if people have even volunteered, I don't see the point why it's not getting done.

  • Imo, what they should do is just highly increase the reward for trying an unhook or save of any kind when there are only 2 survivors remaining. They have to make the risk of dying so that your teammate can live better rewarded. I'm a player who almost every match I get to endgame try to save other teammates. No one left behind. Unless that player was playing awfully or did something I disapprove of to other player. It's my way of playing and it's not gonna change, but having a greater reward when I'm giving up on the 7k for escaping would be nice.

  • Intriguing. I do have heard of a couple more cases. It's true, though, that here in the forums it appears to be ok. I checked my connection and it was mostly fine, save for a few games like Dark Souls, in which, in some cases, other players appeared to be teleporting. It is true that my internet has sometimes given me trouble, but mostly while downloading games from Steam, and never in DbD. So it may not be widespread but then what is happening?

  • I guess it's not something that everyone will suffer, hence the 'connection issue', but it was working well a few weeks ago, so... Hope your matches get better, @Meathammer . I had to stop playing yesterday and I guess I'll try a couple days break because it was getting me anxious.

  • Welcome to the fantastic world of DBD server issues. Where sometimes you'll jump out a second floor's window with the killer way behind and the moment you reach de ground you'll be hit, or if playing killer, hitting a survivor when starting the vaulting animation will do nothing. I guess it could be possible to be a connection issue, but from my experience, it doesn't seem like it.

  • I'll check into it just in case, but I rarely have internet connection issues.

  • So it's an error in which it just won't let you play the game altogether? We've been getting some errors similar to that in the past week, I think, but as far as I know it was solved. I'm not sure what could cause it, if it lets you play other games online. Maybe give it a day and check back? I know it sucks if you want to play it now on the weekend, but I don't know how to help you. Maybe someone who know will show up.

  • Do you have a screenshot? What is the effect of the error? I had one error 403 or something like that once and it didn't save the results of a match, but other than that, I've been running ok.

  • No están mal, pero la verdad es que hasta el momento solo he jugado lo suficiente con los asesinos de Trapper a Leatherface. Así que te diré mi opinión sobre esos.

    Trapper: Pienso, como (creo) muchos otros, que haciendo sus trampas menos visibles de base y permitiéndole llevar 4, por ejemplo, o bien arreglar el spawn aleatorio, sería suficiente. De todos modos, tu idea de añadir otras trampas es interesante. ¿Tal vez darle capacidad para poner 2 trampas en paredes que se activen al pasar un survi cerca de ellas y dañarlos? Se podría hacer de modo que hasta que no se active 1 de las puestas (rompiéndose en el proceso) no se iniciase el cooldown para poder volver a poner otra.

    Wraith: Hasta donde lo he jugado, y siempre desde mi experiencia (imagino que MMR medio) este asesino es bastante fuerte tal como está. Ahora que ya no se puede quemar mientras está invisible probablemente es incluso más fuerte.

    Hillbilly: No soy muy diestro con Hillbilly, y no he jugado a su versión 'antigua', pero no me parece un mal asesino. Cuesta aprender a usar la motosierra, y depende mucho de la habilidad del jugador, pero me parece bastante aceptable actualmente.

    Nurse: No sé qué decirte respecto a esta asesina. Me parece muy complicada de jugar y lo mismo tenía partidas en las que destrozaba con facilidad en cuestión de minutos que me pegaba toda la partida no acertando a los supervivientes por milímetros o quedándome bloqueado al hacer teleport con objetos del entorno. Igual me pasa al enfrentarme a ella. O me han tocado jugadores muy nuevos que literalmente me sentía mal porque nos hacíamos los motores sin que nos tocara, o me enfrentaba a un pro player que parecía saber en todo momento dónde íbamos a estar y dominaba el TP. Entiendo parte de la frustración de los jugadores al enfrentarse a ella, pero en mi opinión, no se debería tocar. Está bien como está.

    Huntress: Completamente de acuerdo en que es una asesina especialmente dependiente de la conexión. Quizá aumentaría muy ligeramente la velocidad a la que prepara las hachas y recarga de las taquillas, y disminuiría ligeramente la velocidad a la que las guarda.

    Myers: Partiendo de la base de que es un asesino que no me gusta, desde luego pienso que el Tombstone Myers necesita ser revisado. Quizá le añadiría un sonido de respiración pesada en un radio cercano cuando está en el Tier I de Maldad Interior, y aumentaría el radio de terror en Tier III. De nuevo, reducir el tiempo que necesita para llegar a Tier II podría estar bien, pero a cambio aumentaría el que se requiere para llegar al III.

    Hag: Soy muy malo con esta asesina excepto en MMR bajo, en los cuales suelo poder utilizar Devour Hope en prácticamente todos los supervivientes. Sin embargo, al enfrentarme a ella, a menudo me ha parecido que los jugadores sabían aprovechar bien sus poderes para destrozarnos. Así que no sabría decirte si necesitaría un buffeo, un nerfeo, o qué.

    Doctor: No puedo ser imparcial porque es el único asesino hasta el momento con el que, casi consistenemente, he estado consiguiendo 4k. Me parece un asesino muy roto dada la frecuencia con la que puede usar Terapia de Choque. Así que quizá le añadiría un cooldown algo más larga a cambio de hacer de base el Add-On que le otorga 2 metros más de distancia.

    Bubba: Me parece el asesino más aburrido y detestable del juego. Es cierto que de base, la distancia a la que puede usar su poder no es demasiado grande, pero entre lo rápido que se carga, su cooldown que también es muy rápido, y el boost de velocidad que le otorga, no es de extrañar que sea un favorito entre los jugadores de bajo nivel para campear con Insidious. Personalmente le otorgaría un cooldown más largo, añadiría una carga más de base, y haría que su poder alternase de alguna forma, según decisión del jugador, entre una carga hacia adelante, más similar a la de Hillbilly, con el boost de velocidad que recibe ahora, y los barridos que hace actualmente, pero reduciendo la velocidad a la que avanzas. Y con esto, reducir la duración de la rabieta.

    Editado: Estoy jugando los asesinos en orden (al igual que los supervivientes) hasta llegar a P3 y cambiar al siguiente. Conforme vaya probando más en profundidad otros te comentaré.

  • TC, it sucks, I know. I, too, was in the same place a few months ago. Luckily, I was able to 're-acquire' all the DLC on sale, and I was in a position where I could afford to do so. For now, I'd say enjoy the base game content, buy now a character you may specifically want since it's on sale, and then maybe buy other characters with Shards. Unless, of course, you can afford to purchase several dlc now.

    I am quite happy with DBD so tbh somehow it didn't feel that bad to spend money on the dlc again. Of course, if cross-progression would eventually be a thing, I hope there's some compensantion via shards or cells or something.

  • That clarifies a lot, actually. As I mentioned, the concept and design is pretty cool and I would really much like to have something like this in the game. It changes a lot of things and feels fresh and original. Still, most likely it would need a few nerfs and balancing, but yep, pretty awesome. Good work!

  • While the concept of using the lore on sirens is cool, the way you implement it doesn't seem right. Using a power that effectively negates any intervention or counterplay for the players wouldn't work at all. I mean, for one, If I'm playing as a survie and I hear the melody, I'll run away, negating your power. And on the other hand, if as a survie I am forced to walk toward you and I can't do anything it would be boring and extremely frustrating. I think it would lead to long, boring matches.

    It's a cool concept, though. With a bit of work, I'm sure you could make a very interesting killer. Give it more thought. With a tweaked power and other special ability it could be brilliant.

  • Develop a bit maybe? I speak for myself obviously, but just giving two different images doesn't say much. I see this, and I don't really care about any of it. Don't you have any ideas on what the killer powers and perks would be? The survivors perks? A concept for the map? I'm guessing it's based on some other videogame, but as I said, you provide no context or description, so I don't think many people will be interested at all. Sorry if I sound harsh, not my intention and I certainly enjoy people sharing their ideas and concepts and the time they put into something they clearly love, but as stated, there's nothing but images and a few words.

  • On to the survivor:

    Bail looks extremely similar to Dead Hard, and quite more powerful and easy to use at that. Maybe make it just so the survivor jumps backwards losing collision with the killer (but still able to take a hit) for 2 meters. It could work well to prevent certain killer's powers (such as Surge) or to trick the killer into thinking you are cornered upon taking a turn and losing LoS just to turn away and run in the opposite direction. Not sure, but as of now, as I said, it looks like a quite more powerful version of Dead Hard, the only difference being instead of moving forwards like old DH you go backwards.

    Boon: Lull sounds too similar to that other perk that hides scratchmarks, and besides, what is the point in hiding pools of blood too if the requirement is for all survivors to be healthy? How about this: Whenever a survivor escapes a chase in the radius of the boon, the boon will produce a loud noise notification. It could provide some strategical element to it while also allowing to mislead the killer for a few seconds you could use to put distance between both.

    Double Up is a bit poorly explained too. What would it do exactly? So if I take a protection hit, am I literally invincible for as long as I stay within the range of an injured survivor? Would it be a one time use for activation only? How about making it so that after taking a protection hit, the survivor gains the broken and incapacitated effects and if the killer doesn't hit you again for 30 seconds, you regain one health state and lose said status effect? It would still be OP, specially if several survivors bring it along, but it does certainly sounds less annoying. If we give a survivor invincibility while taking protection hits, it could be easily exploitable ad infinitum to constantly bodyblock the killer.


    Overall, I really like your creation, I just gave you my opinion on it on how it would look better, more appealing and balanced. At least to me, of course.

  • I really like the concept, but there are some issues I would give attention to.

    Starting with the Special Ability: Surge, while the power itself is cool, having it be token based seems OP to me, specially with them recharching every 6 seconds. I would either make it a one time use ability with a 10 second cooldown or give it more uses but make it recharge slowlier, with an extended cooldown timer if you run out of uses. Even more so if the power Rising Tide is tied to it with no specification on it being necessary to be successful uses of the ability. I mean, as explained right now, I could spam Surge 20 times (which would take less than 2 minutes) to get the High Tide effect, and once it goes back to Low Tide I would need less than a minute to cause it again.

    Now to the Power itself. While Low Tide sounds extremely cool to me, High Tide seems like it would be broken. Taking into consideration what I stated before, it would be easily abusable. So, why not make the uses required for both to happen something like 6 for Low Tide and 8 for High Tide, while reducing High Tide duration to 30 seconds AND making it go back to no water after it? Also, I would severely reduce the speed boost and surge range when in High Tide, and maybe make it so that

    1) Cooldown for Surge is slightly reduced while in High Tide.

    2) Injured survivors in your terror radius activate Killer Instinct on them.

    3) Stun duration for the killer when in High Tide is slightly increased.

    All of the above would make for a necessary rework on Add-Ons, but as of now, the ones I think need special attention are:

    Very Rare

    Broken Pahi Kaua - NEW effect: High Tide is disabled.

    Dead Triggerfish - NEW effect: Killer's base speed is reduced

    Ultra Rare

    Fish-Out-Of-Water: NEW effect: Surge uses are reduced to one. Cooldown is increased. EDITED effect: Exposed applies for 20 seconds.

    Iridiscent Leiomano: I would rework this one completely. Having it cause a permanent High Tide effect seems extremely OP.

    On to the perks:

    Hex: Scent of Blood - Cool idea but since this killer concept kind of incentivizes having various survies injured, I would make it so the auras are revealed every 30/24/18 seconds.

    Capsize: Again, cool idea but it needs a timer. As of now, it is basically applying exposed to every survivor until they are hit. Either make it so any survivor within a certain radius is exposed until one of them is hit and increase the cooldown or apply a number of maximum uses, or just make it apply to every survivor but for a limited time. I would like the second better since the first one is still pretty OP, but it still could be doable.

    Unhinge: I don't think I understand clearly what you meant by 'face towards you' for 2 seconds. Like, are they unable to move and just stand there looking at you for 2 seconds? This would completely nullify the option to use pallets, which is, again, too OP. And it would look silly too, imo. I'm not saying is bad, just that I don't really think it's the best you could do. What about making it so the nearest survivor drops the item held, if any? That would work well with other concepts in this killer while not making pallets unusable.

  • I don't know, man, I think my MMR isn't even that high, but I mostly find good, sweaty survivors playing coordinated and many times. I wish to have not easier, but more relaxed games. I don't usually care if I only do 1k or even none if the match was engaging / interesting and with many hooks, but that's rarely the case. And when I do find easier games, usually they are ridiculously easier games and I tend to let one or two survies go after farming some points for all of us.

  • I guess it's due to the assymetrical aspect of the game. As survivor, I tend to escape, let's say, 1 or 2 games out of 10. As killer, I guess I kill at least 2 survivors in 7 or 8 games out of 10, and maybe 4k 4 out of 10. Despite this fact, I usually have a harder time to play as a killer than as a survivor. Whether you're trying to outmatch a survivor in a chase, defending gens or facing good players who will coordinate to bodyblock you, loop you, flash you, etc... it tends to make me more nervous and there's a fine line between enjoying a challenging, enjoyable match and getting stomped and frustrated.

    As a survivor, in most cases I know what the result of interacting with the killer will be, so while I can enjoy chases and trying to pull off protection hits, saves and such, once they get me, I can't do anything else so even if it bothers me (whether I feel I played poorly or it was somehow unfair -as in the killer has poor connection and hits me long after I vaulted a window) I don't get as nervous or frustrated.

    Also, survivors are usually more capable of 'toxic' behaviour, such as t-bagging, and will do if you give them even a bit of a slack. So I don't really know.

    Just yesterday I played a game with the doctor against a group of survies on RPD. I managed to kill one before endgame and then 2 others before they could escape. One of them started trying to offend me in the chat, using old 'your mom' lines, all salty and butthurt. In this case I understand they were angry because I grab them right on the line of the exit and it didn't really affect me, but most of the times I find survivors trying to tease me in the chat when I play chill, or say gg ez noob killer or things like that.

    Usually as a surv I will only complain when from the first moment I face a camping, blatantly tunnelling killer who will not let us do anything. But anyway, people being people.

    TL,DR: I guess both can be played casual and it depends heavily on the player attitude but I do think killer's role has more to deal with so it can be more taxing and difficult to play chill / casual.

  • Yep, I've been able to find three matches in a row now, so maybe it's been solved.

  • Yep, I was about to ask the same. I tried closing the game and opening again, rebooting PC and I did check my NAT type just in case. Nothing.

  • You are absolutely right, they are awful, whether playing as a survivor or as killer. I don't think the concept in itself is bad, but the fact that it blocks vision from the diretion it is coming from for those precious seconds is something that can actually make the difference. But maybe getting rid of it entirely it's not that good of an idea.

  • I actually do like the idea and I myself have given thought about it. So, for the sake of fantasizing, let's talk. But keep in mind that my knowledge of character lore is almost non-existant (I read all the backgrounds once but I've forgotten pretty much all of them and the archives advance way too slow)

    Dwight - Excellent skill checks while repairing grant an extra 1% progression. Vaulting speed is reduced by 5%.

    Meg - Runs 2% faster but take 2% more to heal.

    Claudette - Heals 2% faster but moves 5% slower.

    Jake - Unhooks 3% faster but repairs 2% slower.

    Nea - Recovers from falling and dropping pallets 10% faster but her hook timer depletes 3% faster.

    Laurie - Movement and vaulting while being the obsession is 5% faster but 5% slower if not.

    Ace - Has an extra 3% chance to escape hook but takes 5% longer to search chests.

    Bill - Recovery from bleeding is 3% faster but recovering from exhaustion perks take 5% longer.

    Feng Min - Skill checks windows while repairing are 5% broader, skill checks while healing are 10% more difficult.

    David King - Recovers from body related status effects 10% faster but takes 10% more time to heal.

    Quentin - Recovers 3% faster from mind satus effects but 5% slowlier from body ones.

    Kate - Struggling while being taken away is 1% more effective, unhooking takes 5% longer.

    Adam Francis - Scratch marks left by Adam are visible for 5% less time, but his moaning when injured is louder.

    Jeff - Unhooking or sabotaging takes 10%less time, but his hook timer depletes 5% faster.

    Jane - Moaning while hiding in a locker is greatly reduced, but movement while injured is 5% slower.


    I'm not really that familiar with ohter survivors to say anything about them, but Mikaela likely would have something related to totems, and Yui (I think) with pallets, things like that.


    Also, I was thinking of granting charms a tiny bonus too, to alter slightly how the survivor / killer plays, like granting +1% to repair, or heal or things like that. But I know all of this would break the game, so yeah, it's only just for fun and fantasizing.

  • I think they would work. I have two maps designed for two of my creations which are specially interesting to me. One would be your 'typical' desolated office during nighttime: malfucntioning lights, dark areas, the constant buzzing from lights and computers, etc. I feel like the sound design there is what would actually make it work. Whereas the other one consists of a maze of alleys and huts in a cold, dark, foggy day, a bit similar to what you could find in a Silent Hill game. It may not exactly be the same to what you are proposing, but they both are places which should normally be bustling with activity and are in that moment oddly silent and calm.

  • That's actually amazing. I'll have to check and try a few custom matches to see how I perform, but the skill it takes to do that... I mean, this OhTofu video... He plays with one hand more efficiently then I play with both. Thanks, people.

  • @AnchorTea said:

    Game controllers for amputees exist. They have adapters to fit any console.

    I'm glad to read this. I never learnt of them before, but it sure feels good to know that there is a way for everyone to enjoy gaming.

    @Rulebreaker I'm not so good at using my feet to play. Truth is I've never tried, but I know how clumsy I am, so I don't think it would work xD

    @Bot_Salvo88 darn, that sounds even harder to play than mouse & kb with one hand only.

  • I guess there is a bit of a problem when a killer can only bring 4 perks, 2 add-ons and 1 offering vs 16 perks, 8 add-ons and 4 offerings in the survivor side. It's not usually a problem for me, since I don't really care for offerings or add-ons, but it certainly can have a huge impact in swf's, since they can plan for something which usually puts the killer at a disadvantage. Tbh, I haven't seen it many times in my 300 h in the game, but it does raises a point. But what would the solution be? I can only think of making killer offerings so much better than survivor's to counter the 4 offerings they could bring. Still, I'm not sure about it.

  • Geeze, the amount of ungreateful, spoiled brats still surprise me. If you think the game is so horrible, why not just stop playing it?

    Anyway, I am grateful for the game itself, which is actually very enjoyable and unique, even if there are things to be fixed and sometimes frustrating, it's one of the only multiplayer games I play, with good reason. I am grateful for all the content and attention they have put into several aspects of the game, for the differing killers, which feel very different overall. I feel grateful for their trying to always create new perks or content that somehow change how the game can be played. And I am grateful they are constantly trying to balance and improve everything, despite their ungrateful playerbase.

  • I agree increasing gen times would lead to more boring gameplay for survivors, but it is true that rn it kind of forces killers to always bring slowdown perks if they want to stand a chance. Given that it's a matter of 4 killer perks and 2 add-ons vs 16 survivor perks and 8-addons, it can lead to absurd outcomes, like having 2 gens pop by the time you have downed one survivor, at the very best.

    What I think should happen is balance the effect of perks, toolkits and add-ons, so what still grants the biggest boost to repairing is working together, and even then I would cap it. Like, 2 survies working together, x1.5 repair speed, 3 survies x1.8, 4 survies x2. And I don't think any gen could be done by one person in less than half the base time by any means.

  • Tbh I like how they are trying to make her somewhat better. Her power is still kind of boring imo, but now it seems it's a bit more impactful and strategic without being 3gen focused, which is something. But now I wonder... Will this haste boost have an effect on base speed or will it be added to base speed + bloodlust? I mean, if you are bloodlust lvl 1, and have 2 survivors tracked, will the formula be

    A) Base speed x 1.05 + 0.2

    or

    B) (Base speed + 0.2) + 1.05

    It's not that it will make a huge difference (barely noticeable, tbh) but I still would like to know. I'm guessing it will be option A, but who knows.

  • I really don't understand all the hate for Twins, I find them to be one of the most entertaining and fun killers. True, my MMR is probably average at the best, since I always play more for fun than competitively. And I finally bought the knight the other day and I think he's fun. SM, I didn't like her at all during the PTB, and I don't know how she has changed since then, but it is true that I don't find her appealing, but most likely I'll end up buying the chapter when it's 50% off.

  • I completely agree with most of you. The biggest problem is part of the community. Lack of respect and expecting to be overperforming and winning every game does ruin many matches in some way or another, while sweaty SWFs, while sometimes make for excellent moments of chase and thrill, often are or try to be abusive, while killers will try to go out of their way to make a miserable game for some survivors.

    I, as others and OP have stated, have a mixed playtime between survies and killers -while I do enjoy more and play a bit more of killers- and whenever I play as any of them I try to be the more respectful I can and adapt my game style to how the match evolves so I can have a chance while also giving one to other players.

    Sometimes I will find survivors complaining and ranting when they lose because of their teammates or whatever. Sometimes I won't be able to avoid ranting myself -usually as a survivor- when I find the killer has played in a very boring and cheap way.

    Anyway, I can say that as a survivor, I can enjoy matches in which I die if the game has been interesting and we have been able to complete 3-4 gens while doing some wild chases. And as a killer, I might find a match in which 3 or even the 4 survivors escaped if I have been chasing and hooking people in a way I feel it was a tough battle rather than those matches in which I kill all 4 survivors easily when they have done 1 or 2 gens most.

    In fact, yesteday I played a match against 2 very good survivors and 2 not that good ones. The good survivors gave excelent, even frustrating chases, while the toher 2 died very quickly, which led me to eventually hunt down the other 2 good ones when the others were already dead. So when one of them was on hook and I was going to hook the fourth, I decided to let them escape and farm points. I didn't find it fun to end it that way and certainly it wasn't fair to them since they played very well and would most likely have won if their teammates would have been a bit better.

    I'm not saying with this that killers should do the same, but certainly I think it is more fun and respectful when all the players value how the others are trying, whether the result is good or bad.

  • Investing 100+ hours to farm shards enough to be able to buy one cosmetic seems a bit too harsh, that's why I thought offering a few extra xp boosts and shards to those who have enough time to play daily or prestige a character would be fair. Right now, the game rewards almost leaving your life behind so you can focus solely on DBD, which I somewhat understand, but still think is abusive.

    So if not balancing the pricing on characters / cosmetics, why not offering other things to those with money and willing to spend it while making the grind just a bit easier?

    Look at the Battle Pass, I seriously doubt it is doable in completion to someone who has to work 8 hours a day for the week and has a home to attend to and friends and such. And you might say, 'then buy it'. Agreed. To an extent. Because it still requires a crazy amount of time invested, so at least maybe they should reduce the price for completing it depending on the current level you are at

    And then, Battle Pass rewards on themselves... Free Battle Pass is free, ok, and everything free is not to be taken for granted and appreciated instead. But the Bloodpoints rewards are so small, even in the end, for the time it takes to get them, that it's almost laughable... And there's little more for free. And the paid one... Yeah, the paid one is not bad, and so far you can buy one Battle Pass and get the following ones for free... As long as you complete every single one of them. For such a task, I don't know about you, but they could include some other bonus reward. If not Auric Cells, because of licensed characters and such, at leats Iri Shards.

    Well, enough ranting, I'm sorry. That's my opinion on it.

  • They seriously need to do some work on balancing most maps.

  • Well, they can consider camping and tunneling a viable strategy, but you can't change the view people have on that, and tbh I agree with them. I consider them to be a very boring and unsatisfying strategy for everyone involved, such as could be hacking. I know it's not exactly the same, but it does take the fun out of the game, imo. That's why I rarely use those 'strategies' as a killer, and if I use them it's usually in the endgame or because there is no other viable option for me (eg, I happen to come across a recently unhooked survivor and there's no one else around).

    I don't see how t-bagging is any sort of strategy, tbh it seems more disrespectful than anything, and most of the times it belongs to toxic people being hateful and rude in the chat.

    In the end, anyone can play as they like, but that's most likely what hackers think too. But if not bannable, I do think it should be heavily encouraged to play within a few standards. But that needs some major adjustments to the game, first.

  • Voted up. Here's hoping.

  • I would very much like something like this, but I seriously doubt it will happen.

  • @KateMain86 said:

    Tunneling needs to be a thing of the past in this game. It needs to end now. There is nothing worse in this game than watching a killer run right past other survivors, even ones that are trying to take aggro, and see the killer skip past them to go after someone who is right off the hook. There is absolutely nothing good about this. I've always felt that if there was one thing in this game that could eventually make this game die, its tunneling. The perks aren't enough. BT basekit isn't enough. This needs to stop. Killers should be punished so harshly for attacking and downing survivors who are right off the hook within a certain time frame that it literally makes it not worth doing it, even for the toxic trolls that do it just to be a terrible person.

    I see a problem here, which is basekit BT. If that were to happen, BT should not allow for protection hits. I do use BT as a way to protect my teammates, but I do think it's an unfair advantage if killers were to be punished for tunneling. There are obviously times when a killer will accidentally hit the unhooked survivor even if they're not trying to take a protection hit, but there are several times when the unhooked survivor will spend time to bodyblock the killer, which should be also punished if it were to be fair.

  • @roundpitt said:

    I want you all to keep in mind, tunneling out a survivor gives that survivor a 100% debuff to gen repair speed, 100% reduced healing, etc.

    So maybe what is needed is a balanced way of debuffing hooked survivors and buffing not hooked survivors. I posted a suggestion a few time ago similar to this to address camping too. But as usually, killers complained about buffs to survivors if camping and survivors complained about debuffing to survivors who have been hooked.

  • I think the point remains that lobby dodging, while not desirable or acceptable, is a symptom of the the game's imbalance. People like to play with SWFs because it's a way to make the game far easier, and killers like to lobby dodge because they don't have any desire to face SWFs. While punishing lobby dodgers would be a fair solution to it, it would be unfair if the game would be left unbalanced.

  • @Chiky said:

    give me shards, not BP

    You do realise they still have to make it viable for them to not lose moeny, don't you? Besides, if both worked together, giving you BP and boosts would net you more shards faster.

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/366760/lobby-dodging-and-backfill-lobbies

    oh so you mean killers don't like playing a 2 minute match against dedicated players? wow. never would have guessed that.

    jokes aside... skill based matchmaking in a game that doesn't have a ranked or competitive mode is pointless.

    just punish queue dodging like league of legends. problem solved.

    I don't think that would actually solve anything. I think killers who lobby dodge do that usually to avoid being matched with SWF bully-squads who ruin their matches, so until being in a SWF doesn't actually impact the game that much, I think people will still prefer a 5 minutes break over a match in which they are constantly being t-bagged and abused.

    I consider myself to be a 50-50 survivor/killer player (as of now, 3 survivors are P3 while only 2 killers are, which I know doesn't say much because I can always play killer and spend BP on survivors), but I do prefer playing as a killer, and once in a while, after several games against sweaty SWF who make me go ape, I'll avoid lobby if I see a suspected team or stop playing.

    Of course, I realise many killers defend camping and looping as their only option for playing, so I think maybe the problem is with the playerbase, not the game or the matchmaking system.

  • I'm not sure yet. I have iri shards to buy them, but it will depend on several things. If she's not been tweaked enough, then I won't buy it. If she's been tweaked to a playable state but still remains unfun -always in my opinion- I will consider buying it with shards after a time. If she's been tweaked enough and they offer something interesting in the DLC pack, I will consider buying it with money.

  • Yes, and they can instead purchase a license from WB and introduce the BATMAN WHO LAUGHS. Joke, although undoubtedly it could be a very fun killer.

    No, even though I did vote 'yes' -not thta it's going to matter anyway- I don't think they need to remove it, I just think it needs to be far more tweaked.

  • Meh. Truth be told, I played PTB for two days and stop playing it, because I found it boring. Am I excited for it to release? Sure, I'm always excited for new content to be released, specially since it's been tweaked. But I am definitely not as excited as I've been for Dredge or Wesker -the only ones released after I started playing DBD and before I stopped playing last year.

  • I agree, but I understand they would likely sell less if this happened. I usually try different builds for fun against bots, or play against them once in a while when I'm tired of sweaty tryhard SWFs, but it's quite boring, since bots, even though they play fairly good, are obviously lacking something.

  • I guess I was wrong, but I thought you could not depip when a fellow teammate dcs. It happens very often, and I think there's a message in the end saying something like 'You've been abandoned' and automatically get 0 pips. Either way, not losing pips seems fine but having a guaranteed pip doesn't seem right.

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