Zarathos
Zarathos
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1639874#Comment_1639874
Now, this may be because I am a Pig main and I play a certain way, but for me as a killer I basically have a hand in EVERYTHING. My current perk build has Ruin, BBq, Nurse's and Surveillance. Tracking and regression.
Surveillance has been one of the ultimate tools for me to track survivors as majority of them never expect it. It requires that I kick generators (when Ruin is destroyed). Generator now regresses and I have more map pressure through Intel. Yes, I still hunt and slug, but those are the ways survivors EXPECT me to apply pressure.
If your enjoying yourself excellent. Do what brings you fun. But being frank your style of play reeks of inefficiency. Thrilling tremor's is a superior surveillance as your not losing precious time kicking a gen. Nurses is a perk I dropped ages ago because for the most part survivors don't heal and will throw themselves at gens whiles there are still a large number of pallets in play. Ruin imo suffers from a. being a hex perk and b. requires pressure that a pig cannot exert. Which is why I run pop instead. This also encourages survivors to finish gens forcing trap activation at inopportune moment's. If you insist on ruin, hex undying is a must (relatively new so it might get MoM'ed/changed). BBQ is just common sense the grind is heavy in this game and getting as much bp as possible is always smart. The last perk slot can be a flex slot I encourage experimentation maybe dragon's grip if you want to get more value out kicked gens with pop.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1639874#Comment_1639874
I do worry about the devs plans to slow the early game gen times. I think it might be a better option to just look into buffing the weaker killers instead of touching gen speed.
Most recent DLC releases and the slew of newly buffed killers I feel are all pretty well equipped to handle current gen times. It could get pretty ridiculous if you start increasing the length of the trails when it comes to the current meta killers. Even an extra minute or two is huge when you have killers like the Oni running around; able to chain 2-3+ downs off essentially a single M1 attack.
But I don't think any killer should be losing a gen before he can find the first survivor, that would just stem from an oversight in the killers build.
There's multiple early game perks that will help you prevent that from happening. Whispers, Discordance, Corrupt, and Monitor + Abuse all come to mind. I'd say if you are playing a 115% 32m terror radius killer you want at least one of those.
While I agree with a lot of what you say big maps have become more common and more common. Ormound, sanctum of wrath, midwich, dead dawg saloon all recent addition's. Its extremely easy to lose a gen just as you find someone simply walking to the location survivors are at. Again yes corrupt helps a lot but were back to the issue of weaker killers being forced to use a perk slot they desperately needing that slot for snowballing to not get screwed by big maps and setups where survivors spawn next to gens Or crush you by spreading out. Most of the perks you name don't assist in crossing distance the key issue most 115% immobile killers face. I know the spawns and even then it doesn't matter those gens are getting done because my fat clown, pig, Wraith (without windstorm) can't hurry up. Worst of all for this issue is deathslinger who is capped at 110% and has a limited range of 18 meters that's negated by obstructions. Sure in chase these killers will have tricks and such some I'll admit is too powerful
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@MusicNerd_TC said:
*League of legends fandom has entered the chat*
You know what's worse then someone being toxic. A group being toxic to you in a 30 minute long game which you cant leave without receiving a temp ban. League is the ultimate in toxicity. People will give you crap just for the champs you pick, nevermind making a mistake or missing your smite. This is not an excuse for dbd's community I just think people should look around them before condoning dbd. I'm glad they haven't pushed DBD in a competitive path because trust me when I say those fun pebble head on moments suddenly become tabbo because there inefficient.
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Making regression matter is not the right approach. As a killer you should be striving to accrue pressure by hunting and downing survivors. What is ridiculous is that starting at 0 pressure means the killer can lose a large number of objectives before he can secure his down on a map that is filled with max pallets. Currently band aid fixes like corrupt help but I hate having to reiterate the same thing every time this discussion comes up but a perk should not be mandatory to see success against decent players. Say nothing of large maps where some killers will lose one gen (due to a lack of mobility) before they can even cross the map. A brief degrading gen slowdown effect for the first minute ought to suffice. From that point on its up to you as a killer to create enough pressure to get survivors off gens. Kicking gens and playing the attrition game should be the exception not the rule and making gen regression matter is creating a significantly less chase just to hold gens.
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Funny I see people rolling there eye going oh ya complain about the small pp build and justify that they don't run it. Fully well knowing the build is busted. But somehow the hypocrisy of a perk combo locking you out of meaningful decisions only occurs for survivors. Incoming "whataboutism" garbage to try and claim this topic should wholly be explored by itself failing to see that meta perks live an ecosystem defined by how well they circumvent the tools of there opponent's. It's a sweaty killer build living in an ecosystem where a sweaty survivor build exists I want both gone as far as I'm concerned or at least capped so they don't horrendously mess with the flow of the game. But I guess I'm a killer/survivor main who has his own agenda.
Since no ones offering advice here some tips for messing with these perks. Soulguard is infinite unbreakable vs the endless hex totem onslaught very valuable vs most high skilled killers since slugging is almost mandatory. Against ruin drag chases to distant areas away from survivor gen repairs. Don't listen to people about detectives hunch or small game those perks are trash. Focus on generic survival options exhaustion perk of your choice, soulguard, iron will and ds. Feel free to experiment but if you want to beat meta you need to play meta.
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Haddonfield I win. The map is one dimensional has only one viable chase route at all times robbing survivor's and killer of interesting decision making and is easily the biggest snorefest. On average my survivor and killer games yield crap all bp because the games are so quick and I get barely any boldness or chaser points.
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Hex undying and hex ruin. Yes its two perks but those together will be absurdly strong. I theorize hex undying will be nerf or reworked because as it stands the perks is crazy busted. If your getting the dlc anyway make sure to take advantage of the perk I'm getting the feeling its gonna get the MoM treatment.
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4 killls tombstone myers. Entity displeased. Screw you boss XD. I legitimatly got the myers cheevo by unintentionally deranking due to how many games i played trying to get the damn thing.
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Extra health states have historically been a problem. My advice tweak mettle so after your second unhook if the next hit counts as a protection hit and you would be downed instead the perk activates applying deep wounds. Make the extra health state situational. If its a body blocking perk it could have new purpose.
Obviously the perk deactivates once it has triggered once. Your suggestion is still to flexible to not be abused. The condition is difficult I respect that but extra health states are too powerful to not have conditions attached beyond just earning it.
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Applies exhausted(it kinda has to). Exhaustion perks effectively equal distance or prolonged chases trading it for a stun that has high risks makes it a meme. It has some amazing potential but it hard to argue its better then dead hard, sprint burst and balanced landing.
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I believe the reason ds dosent get off half as much is because good killers are conditioned to accept its in play or risk wasting there time. Trust me if ds was useless "tunneling" would be more common. The only time a killer will ever risk ds is if the situation is bad and there desperate. Which is why you force the perk.
People will argue hoping in a locker is a waste of ds its not. In many circumstances it can open up saves or buy precious seconds to finish a gen if an incoming pop empowered killer is coming.
I personally dislike it being used as an offense perk used to push high progression gens but I acknowledge it needs to exist. I'd mess with the perks timer or create conditions that turn off the perk. Maybe the perk timer reduces to 0 the second you touch a gen.
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So monto and zubat are garbage killers? Some people use noed as a means to explore new builds that usually end up using a lot of useless perks on killers cough(bloodwarden) that are in many ways garbage vs competent survivors. Ya if the killer is running either ruin or pop etc. It feels a bit frustrating to push through all the killers crushing powerful perks only to be met at noed. But that's kinda the nature of multiplayer games no honor code no rules (minus what behavior stipulates of course). Is noed good for the game no its not. Is ds and unbreakable good no but if you want a balanced game I hate to break it to ya but that's not going to happen the foundation of dbd is built on exploiting the games imbalances to find new ways to do silly crap. The best you can hope for is an annoying perk or element to get nerfed or reworked. Which will only be replaced by something that will potentially be even more broken. Honestly this seems like a post for someone who wants to vent if your opinion was worth a damn you'd actually contribute on potential changes or come up with new ways to make noed feel reasonable.
You could have noed be earned by hooking survivor's and building token's throughout the game reduce the ms bonus granted any number of changes. Maybe add power to the perk in exchange for fufilling difficult tasks like getting 5 to 6 hooks and now you can mori. Sure what I'm putting forward might be too strong but again if your going to rant about something please strive to be constructive nothing gets done when its us vs them. Noed exists because there are a lot of extremely weak killers who have absolutely abysmal endgame. Wraith, pig, clown etc.
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We call it the witching hours. Times when no killer should be caught hunting. For in those time's lie the deadliest of sweat squads so great is there skill the trapper traps cease to function, spirits phasing is moderatly less oppresive, Deathslingers Redeemer suddenly auto aim's to debris. I would speak of the atrocities committed in these hours but the sheer horror of what these hours involve would even drive a doctor main slightly madder.
Jokes aside it seems to be a time frame where a lot of survivor group's join up and play a few games with friend's since solo queue can be a little challenging and for me is usually the time I hook up with my squad. The above statement is obviously a joke just in case someone thinks I'm serious.
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I'm surprised no one picked you up. Those two perks create a lot of killer vitriol much like how a mori's tend to get survivors to dc or just teabag. Honestly dbd is a game with a list of broken crap stop playing fair if you expect others to follow. There is no rulebook, no honor code. Play what you want. Obviously normal behavior rules apply hacking,holding hostage and exploits etc are ban able.
If someone tries to guilt you into playing otherwise then remind them no ones obeying the honor code rules so why should you?
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1575776#Comment_1575776
That's not true xbox takes slurs especially slurs towards LGBTQ people seriously. If you were to type or use these slurs you would get banned.
Low tolerance means the person dosen't tolerate/punishes that kind of behavior. You seem to misunderstand me. I had a friend who got banned for 3 months for pming a trans slur at some poor dude. My friend got what he deserved and hasn't done crap like that sense.
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Generally speaking the mods on xbox chat channels tend to be pretty low tolerance for racist transphobic crap. So I'm not surprised these people got there come up in's. Not sure about steam or Behavior unlike most large online multiplayer games there isn't any positive feedback reporting(at least I've never seen it from either friend or forums) and believe me i have reported people for the n word so there was definitely grounds to get these kind of people punished.
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@SavouryRain said:
https://forum.deadbydaylight.com/en/discussion/comment/1574033#Comment_1574033
Whether or not they are equal or not is irrelevant: It's a logical fallacy to bring up keys when moris are being discussed because it is an attempt to draw attention away from moris.
It's called whataboutism, which itself is a casual usage of the "tu quoque" fallacy.
If you want to talk about keys and moris, feel free to start up a discussion entitled "keys and moris both need a nerf, and here's why."
"Whataboutism" for christ's sake. Sounds like a fancy way to shutdown a conversation. A balance need to be scaled. Give and take both are elements that share similar issues and require adjustments. You don't evaluate items in isolation you compare and examine other perks items and counters. By your logic this forum post should only be about the mori. Not how it play with other killers or how survivor can interact with it. Its a purist vision that create imbalances since you aren't acknowledging its rival factors. You don't judge a killer at his base against other base survivor's you measure them both and find a compromise.
It looks really bad when you condemn a mechanic for accelerating a game and giving an unfair advantage and not recognize it opposing counterparts. How doe this term of "whataboutism" contribute to a healthier game it rude and disingenuous. Again the discussion is centered on mori's which are largely hated for accelerating games and bypasses existing sacrifice conditions if you cant see a keys parallels or simply chose not to see then that's your prerogative.
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@SavouryRain said:
https://forum.deadbydaylight.com/en/discussion/comment/1573082#Comment_1573082
We're not talking about keys, we're talking about moris.
Both are equal issues closing a game early and giving an unfair advantage to one side. Even a developer noted that keys would be seeing changes in a previous post just like this when the topic was focused on mori's.
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I advise learning hag. While its not helpful having someone say pick something else hag does scales better then trapper. Trapper has limited options open to him and he generate's low bp. He also has significant prep and reset time.If your playing casually as stated above pick a side of the map and defend it at all cost. He tends to score poorly under the current rank system so get used to brutal killer and entity displeased. Over all i love his power but its a little too exploitable and vulnerable to perform well anywhere above purples.
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Alternative fix mori's work on death hook. They save you time hooking and can be used to bypass obnoxious perks/equipment. Also whenever the mori comes up its generally important to bring up it's counterpart the key. They hatch only spawns when all gens are done or all survivors except 1 are killed. Both are items that end the game fast both should have there power weakened.
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@PrettyFaceKate said:
You're just picking an aspect of his power and decided that that aspect in isolation should have upsides and downsides. That's illogical. The power as a whole has upsides and downsides. The overheat was added precisely in order to be a downside to a power that previously had very little of that. Not to mention that overheat is hardly noticeable as of now.
Yes but the dev have stipulated they want overheat to impact his play. So if they want to push the mechanic give a payoff. They have stated that they think billy is in a good position so if they insist on further nerf's throw him a way to play with the mechanic. There are a lot of ways to play around myers constantly changing tr. Billies kit is straight forward with limited depth on how you can use the saw. A lot of what defined his high skill level has been nerfed ie his engravings and add on options base kit billy charge time always was abyssmal. While i do agree instasaw was busted I do believe spark plug and guide where very reasonable in terms of charge speed especially when countering the long charge time on the engravings.
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Bump bump bump. God this map is awful historically it generates the lowest amount of bp for me. Some killers I straight up disconnect because there no way in hell I'm playing killers like huntress on this map. Its horribly designed and the length of the fences is unforgivably bad. Back when people were railing against midwich (granted that maps is pretty poorly designed as well) I still was pointing out haddonfield is worse. Haddonfield by all rights should be disabled until they fix its glaring issues.
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Billy just dosent keep up with competent survivors. Once you have the basics of looping down hes a very easy killer to overcome. Any nuances he had weere stripped away i.e. Craic billy.
In many ways he is inferior to killers like oni and spirit on account of playing loops in a predictible manner. I really struggle to pick billy over oni. He has only been the subject of nerfs minus some minor add on buffs that at best help gimmick builds or try to compensate what was already nerfed.
Then theres the fact that behaviour are threatening to push the overheat mechanic further in the patch notes. Who the hell wants to stick it out?
Writings on the wall billy is damaged goods and is marked as a nerf target why risk time investing in improving your billy play when a mechanic like overheat which is widely hated is being pushed and threatened by the dev team.
Give me a reason to be invested in billy some kind of value in the overheat mechanic that isnt just locking me out of using my power they could have the charge speed required to saw decrease the closer the saw is to overheating so players could tread a thin needle to get some fast saws that potentially risk locking you out of your power. Instead its a frustration mechanic plain and simple.
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Do you know how long ds took to get nerfed? They had an idea shelved it because it wasnt working as well. How about legion? That took some time to change considering the state he was in.
It will take a long ass time and its gonna be hard to nerf him on account of his gen pressure problems. They wont nerf him until they find a fair way to compensate the fact that he relys so heavily on his quickscope.
Id like to think we move past pre rework freddy reaction where they nerfed an already weaker killer and had pushed him into the tier of so awful he became the butt of every joke.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1570488#Comment_1570488
This sounds fine, since Killers can hit through Windows. A window is not a solid Wall.
(I mean, it sounds fine from what you wrote, would need an actual video to see what was going on)
Not as in im standing in front of the window I have completed the vault animation im at least one meter away from the window but i still get hit. In comparison to my killer games i would smack off the window.
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Kindred if your playing solo and this is the caliber of your ally randos run kindred.
Alternatively assemble a team or even get on other ally who is competent to play with you. This should dramatically increase your survival rate. Also there's nothing wrong with running ds. As long as you dont abuse it. (not that anyone can stop you) its a very reasonable perk that prevents scenarios like this.
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I notice crossplay tends to have some bs hits. Had a game vs a spirit where i was completed the vault animation on a t wall and got hit at as my feet touched the ground. Post game it said they were playing from cross play.
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I'm pretty sure the reason killers are miffed with ds is primarily because survivors are using ds as a means to extend the chase time of other survivors by deliberately putting themselves in harms way so the killer is forced to hit them and lose distance on a survivor there chasing. Then there's the freshly unhooked survivors who sit on a gen post unhook because they know they can't be picked up for the next 50 or 40 seconds. If you approach they hop in a locker forcing you to eat the stun which is again more time lost. If ds was used to prevent killers from hitting a survivor who was looking to just get some time to heal I could understand that. But ds isn't used defensively its being used offensively. Ds is being used to push gens and take killer pressure off the rest of the team without risk of being hooked. Even if you slug they will already have
A. Bought time for other survivors and be in position where pick up eats into there time with a stun.
B. Likely have unbreakable so you can't even slug them.
This effectively becomes an extra hook state. Before agreeing with a perks power expose yourself to its uses and see if it still feels fair from the other perspective. Nothing feels worse then having your opponent lock you out of any meaningful decisions. Killers who tunnel I understand but when you put yourself in harms way so the killer has no choice tunnel then there an issue.
As for bt the main perk being discussed its pretty fair imo simplify the save process but when it comes to killers who will not let go of a single survivor its necessary.
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Here's a list of concept's and ideas that immediately spring to mind. Maybe all making it into the clowns kit is too much but picking and choose how many should be added can be decided any of these suggestion's make it as far as QA.
Switchblade mastery: Every time the clown scores a hit he builds tokens that reduce his cd between attacks by X% per stack these tokens stacks up to a maximum of X stacks.
Contaminate blade: The clowns coats his blade in the bottles extract making attacks inflict the slow effect emitted by bottles for an increased period of time. This also applies any debuffs associated with the bottles add ons.
A clowns excitement: After successfuly hitting a survivor with the bottle the clown receives an increase to his ms of X%.
All of these abilities can be improved with add on's. Depending on what abilities are selected this will define how add ons will be reworked or added too.
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Huntress has multiple hatchets, they can't be screwed by debris post connecting you don't spend an excessive amount of time reeling in a survivor and then reloading. Huntress has effectively no range limit, significantly reduced cool downs and her add ons are more powerful/efficient then deathslingers. Compensate for the differences and then we can talk. Objectively speaking huntress has way more value as a killer and is superior. If he got los and he is in range you screwed yourself. Do gens from more optimum angles so youy get a wider view don't rely on trs and this big tip will take you along way in terms of countering him, play the damn killer. He might seem like the most op killer in the world but when your in his boots you'll quickly realize he has a lot of problems that even a quick scoping sniper cant fix. No map pressure slow ms screw him here. Requires two hits to down with an extended reload time which allow survivors time to split up. gets horribly screwed by indoor maps.starts the game with no means of reaching far distance gens and walks at a slower pace so your even more likely to lose your first gen before you even get a chance to arrive there. has range limitations and whilst he can shoot over walls he's not guaranteed to down you if you break the damn chain.
I'm so sick of deathslinger complaint threads when half of them aren't proposing fixes there just straight nerf's. Use constructive criticism. Like maybe having a base ads wind up of x seconds that if you hold for a longer period of time will empower the shots so its an instadown if it connects. Maybe more rounds in the chamber so 30% of my slinger games isn't me fumbling with ammo while survivors are pushing gens across the map. Maybe apply reduced ms to reeled targets so i can potentially get a follow up hit if I reel them into a difficult spot. Maybe increase the range and strength of the chain so I can better pressure gens at farther ranges.
All of these could compensate and address his core issues whilst giving survivors more input and info on when the slingers gearing to shoot ya. But no half of these threads are I only play survivor/don't even play the damn killer nerf pls this killer not fun.
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I dont get this slinger no counterplay bs. Walls, walls and prediction crouchs. A smart survivour knows real excellent play is keeping distance from the killer at all times. This aittude of i need the killer to send me notifications for every action taken is ridiclous.
Every time i face a slinger i force him to make tough shots always maintaining as much distance as possible. Why the hell do you think he has a range limit. If your mind is stuck in the world of 115 ms killer on my ass and there lunge is the limit that's just entitled.
I want diversity in my high rank games not just spirit and nurse. Whats being proposed is the same formulaic killer strategy. 115 ms killer with a delay on his power.
Treat slinger like huntress with wind up add ons and youll be fine. Maintain distance and force optimum shots. Stop standing in the designated safest point in the loop and move further ahead depending where you think he'll come from.
You know who also has a giant notification with a extended range attack. Pig and how well did that work out. Pigs low tier garbage because people coped that if you just maintain distance or act on the notification the killers screwed. You want current deathslinger who has reeling in limitations reloads on every shot and two hits targets. Without any gen delay or additions to the kit.
Until you start suggesting actual compensation for nerfing at best top mid tier killer i cant take anything said here seriously.
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Gonna make an archive response of commonly explained answers. The reason your getting wonky ranks is likely so people aren't stuck in lobbies everyone wants matchmaking to be equal ranks but sometimes your playing at a time period where either there's a lack of survivors killers or just a general lack of people playing the game. Believe me you don't want hour long queue time's just so ranks can be correctly matched.
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Implement AI killers there gonna be dumb but it means the survivors will have something to play with if the killer has to dip or is stressed out and needs a break.
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If your less then 30'000 points you going in the trash thank god the sabo challenge is in that category. Mori yield too many points to be thrown away imo. So if you really hate mori's practice self control throw on either a yellow or green mori and mori on death hook or end game. It's not that hard to pass on mori'ing later and hey if a survivor brings a key its an even playing field to early mori.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1532781#Comment_1532781
I agree that people being arbitrarily judged isnt good. And even though league back then actually had relatively good results, the amount of work they ended up having to do was more than it wasnt. Personally, I think both systems should be in play. And technically, not speaking english in an english community, while avoiding any usage of pings could be considered refusing to communicate with teammates(even though they also added in the option to mute your teammates, which is a bit counterproductive).
The problem with putting them in a seperate queue, right now, for obvious reasons, will probably end up making the situation worse. The voting system wouldnt ever be a permanent fix. However, it would yield overall better results than slapping a 5 minute punishment on everyone. And the whole point of the game is to reward a snowball, its just that some snowballs are too unstoppable. Its a bit mean for someone who has the upperhand to lose it because your upperhand ends up giving your opponents an edge over you. Which, ofcourse also is one of my reasons why bloodlust should be removed from the game, and simply only be implemented on some addons(like perma t1 myers or burger king myers, who actually are the only builds I can imagine that relies on bloodlust). Its just that with current measurements for the pipping system are simply too unbalanced. You have 1 survivor that can get mori'd within 2 minutes of the match because they ended up medium vaulting instead of fast vaulting against a billy, who would earn a depip and practically no bloodpoints.
I think the best thing that can happen to this game, is consider a downed survivor to be still in chase by the killer, with that chase ending with the survivor being hooked while any gens being done while on the hook would fall under the same catagorie as gens being done while being chased. That way, if a killer camps a survivor, that survivor could still earn a pip if their teammates do gens. If a killer slugcamps a survivor, that survivor could still earn a pip if their teammates do gens. That would fix like 49% of the reasons why survivors would want to dc. Which leads to the other 49%. Currently, if you're gonna depip anyway with only 2k bloodpoints because of a mori, you might aswell disconnect as soon as you get downed. So having a secondary measurement stick to compare your personal progress to the progress of other players to be an indication of if you were performing overaverage or underaverage would also give people not a reason to depip(a killer who mori's early in the game doesnt tend to have good progress, so to lose a pip in that situation, you would essentially have to be afk).
There are a lot of things that can be improved to actually discourage the reason to DC in game, but as things are currently, I think voting on a dc is the fairest implementation of the system. Worst case scenario: you get the same punishment you would have gotten with the regular dc penalty. So it literally can only get better.
Picture seeing on reddit a dude being banned or temp banned with the report reading he was an afk (insert ethnic race here) (insert slur here). Now imagine someone put its up online. Suddenly DBD looks like a haven for supremacists. Yes you could hide what was said and have someone banned or temp banned with a vague afk, exploit. People will clamber for the exact reason why they were banned what exploit, when was I afk, then you show what people wrote in the report and boom instantly your games nastier elements get blown up on social media.
Players can't be allowed to judge a Killer or Survivor guilty because they will run there mouths saying crap that will get Behavior in trouble. Multiplayer games can get toxic turning off chat is important sometimes as you can get some nasty stuff thrown at people. Excessive pinging can be used to screw with your ally's concentration (especially in sound based games) they can also be deliberately used to get a negative reaction.
Also there's an inherent survivor and killer bias that exists. With majority ruling and potential abuses via twitch streamers and personalities its best to leave the report system to the devs. Promote positive play have nice rewards for playing out your games. Imagine if you have an swf or a killer who has friends in the game abusing the system to lock people out of playing game or temp banning them. Even if its a minority the occurrence of stuff like this will create some abuses that are frankly unacceptable.
I like your idea of a proximity chaser points awarded to the survivor its again another fine addition to compensate a survivor who has to hold on for the rest of there team.
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Community is too divided to have them arbitrate. The roles are to vastly different to have one side engage on what is an isn't fair. League used to have a system like this. People miss it but the reason they had to retire it was because some cases the community ruled guilty purely because the dude being judged was polish. The report read that the guy was being reported because hes polish and doesn't speak English. That why systems like this don't work. My advice is to improve compensation systems for dcs like right now we have abandoned scoring events for survivors. A small percentage like 10% post game could be awarded to players to encourage them to play on.
If you want to combat dcers put them in a queue full of other dcer's make it 5 games dc queue system. which refreshes on dc.This is assuming the system can read the difference between a killer dcing and all players dcing. Maybe a low priority queue for dcers could work. Plenty of ideas out there but the simplest fix for a lot of dc issues is encourage players to stick it out. If the situation looks dire give them a reason to stay. DBD has a very snowbally experience with either killer annihilating survivors or survivors blasting through the game at breakneck speeds. Some comeback mechanics for both sides would encourage less people to dc. Maybe hook states required to kill reduce as the gens begin to complete but survivors have increased gen repair speed as survivors die.
The current dcing is the result of a lot of DBD's frustration mechanics getting the better of them and just how hopeless a game can be once an ally or you got screwed early on by rng.
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So a key circumstance where a killer might camp is if they see two gens pop while a survivor is on the hook for a prolonged period of time. The killer might choose to punish the survivor's who push the gens by using that opportunity to wait out the remaining time on a survivor as oppose to rescuing so they have a better chance at controlling the remaining 3 survivors.
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Swf needs straight action speed nerf's. Swf's are more efficient, informed and can take advantage of certain perks that are absurdly powerful in coordinated hands. The penalty can start off small with two people but increases for the group as there number goes beyond two. Solo's and swf's have no business being balanced together.
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So I want to bring up some key reason why this argument doesn't make sense. Its mainly built around the emblem system because that is the means by which you win or lose is defined by the pip system. Sure you can say I 4ked i won but that's not the objective victory layed out by the devs.
- The pip system is your victory condition. 2 kills is not a pip.
- Gate keeper requires gens not to pop in multiples.
- No one will be happy getting good chases as kill winning all of them and still lose because survivor hook attrition outlasted good killer play.
- 2 kills can equal a de-pip
- In comparison to survivor death still results in a pip if you play well so survivor death is by no means an indication of a loss.
- If you want to pip as survivor you need the killer to play well otherwise you run the risk of depiping.
- So your point's don't make sense with the current win conditions set by dbd. Yes they are far from perfect but its a hell of a lot better then just 3-4k equal victory or escape = pip.
- In lower ranks a 2 k will pip you in some cases but I'm using purple and red rank pip measurements since that's the place balance complaints are usually more clear and is generally where most knowledgeable players are at.
Tldr Killers expect to 3-4k if they play well because that is the required victory condition.The fact that the survivor role tends to pip despite dying can win due to attrition, poor map RNG and general swf irritations annoys killers. Killers like myself like to spread out damage to give every survivors a fair chance (avoid ds too) which does not play nicely into the current system. A lot more doable with the mobile killers but again were back to the old mobile killers are only viable in higher play which isn't healthy.
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Entity disproves of not hooking your survivors correctly. You 4k and still safety or 3k and depip for that reason you its a terrible add on. A 4k is not a win you need to satisfy your objectives. Its like being a top fragger in cs or having a high kda in an objective game mode. Its nice but ultimatly how you achieve your objectives is more important.Tombstone is bad.
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@A_Skinny_Legend said:
https://forum.deadbydaylight.com/en/discussion/comment/1512488#Comment_1512488
Even if it were the case, playing in an swf would prevent the quitter from getting rank 20 teammates.
You not going to always have 3 people around to play with you.
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If a dc is a kill then the dc player will likely lose mmr for it. Effectively reducing the competency of there teammates and reducing likelihood of playing against them. It's not obvious but its a clever way to put all the dc players into there own little queue. You still get points and I thought it still counts as a kill. I'm pretty sure there's a hook quota you have to hit in dbd not just all 4 dead survivors. Its weird but that system likely doesn't matter and as said above them tanking there mmr dcing is gonna be very costly for them. Its all guesswork but well see soon.
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Same Issue whats weird is this issue occurred shortly after steam maintenance. I wonder if a screw was knocked loose in the programming. At least it reassuring seeing that someone else in a close time frame is experiencing the problem. For context I was mid game where I experienced an issue with my connection and it disconnected me. I closed dbd diagnosed my connection all is well. Then open up steam and find that the play button has been replaced by purchase. Maybe it something on steams end?
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Side note I watch a lot more DBD then play because even as I speak I'm still in queue.Why is the queue times longer then the actual games I will never understand. Give me a quick play option already!
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Or hear me out noed is a perk for endgame builds.Not your basic meta crap. Example of a noed build that serves a purpose beyond just being optimum.
Actual example endgame build
Noed, blood warden,bitter murmur and cruel limits
Basic meta build
Noed, pop goes the weasel, Corrupt intervention Highly desirable meta perk for specific killer (eg demogorgon will want stbfl)
Yes you can run noed as failsafe but that's no different then running ds, unbreakable, adreanaline and an exhaustion perk. Your just playing the best perks. Practice what you preach! Explore other options.
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Agreed moris and keys are pretty busted. Both basically end the game early. Both are obvious to the killer and survivor. Both have little to no counter play. Remember two side gents and ladies. If you think your side has something obnoxious or unfair then you need to also observe what the other side has to contend with. Imo both need changes. Mori's can function like pyramid heads ability to kill on death hook as for keys the hatch only spawns when all gens are done or during the endgame collapse.
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- Because its usually a best of as opposed to every game they played. At least on youtube.
- The better you are at the game the more fun your going to get out of it since this game punishes mistakes heavily. So a lot of popular streamers and youtuber's who have a lot more experience then average players will often have more exciting games.
- Experiment with weird builds but dont expect instant results. Even monto and I'm paraphrasing when I say this states in order to try different builds you will experience more losses. But if you do get your weird build to pop off like 5 stacks autodidact then its incredible. So my advice is to try and move away from meta perks and focus on trying out weird builds to add some spice to your dbd experience.
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I doubt it. Community feedback and different streamers have a huge impact on what killers see play as long as there decent. For instance there was a big uptick in deathslingers post scotts video. Whenever monto post a killer video expect those killers to appear more frequently.
Also I'd say if your a billy main you'd switch to bubba or oni. More likely oni but well have to see.
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Community: I absolutely hate these changes stop and revert them.
Behavior: Haha saw go tssscchh (overheat noises).
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@Veen said:
If a survivor can run around freely throwing every pallet in their way, it's not the survivor to blame, but the Trapper because they're any traps around.
Buddy if trapper could trap up and lock down pallets effectively he wouldn't be d tier. If you want to play a trap based killer just learn hag. Trapper just doesn't work around competent survivors unless your using his iridescent's. I'm pretty sure even if you gave him the iridescent stone at base he would still be at best an average killer.
@johnmwarner said:
This video review by Tofu, first chase shows how much time can be wasted chasing a survivor just dropping pallets and running... no real mind gaming just hold W.
Yes the trapper gets baited by DH, but even outside of that it’s going to be a decently ling chase and the Nea does nothing special. Drops pallets early and doesn’t even watch what trapper does, just turns and runs.
So basically if you don’t know how to loop as survivor using up pallets to avoid getting downed can really be beneficial to your team. Maybe they won’t have them later but they also won’t have to stop doing gens in the first 2-3 minutes to save you so things will get done fast.
Trapper is an awful killer to be basing your judgement on the state of killers. Hes probably the worst killer in the game. His power is very easy to spot disarm and when dead hard is thrown in the mix trappers traps tend to screw you. Survivors are fast on gens and he has no slowdown. Most of his strategies for success involve basement patrolling and locking up 3 gens. Hes imo the worst killer in the game. Age has done him a lot of issues. If you want a benchmark killers to judge dbds balance on I'd say doc or myers is your best killers to compare with. There powers actually have an impact and are very powerful in a variety of circumstances. Notice the keyword impact dbd is a time based game if your messing around with traps and it only locks 3 or 4 areas then your probably a crap killer. It would be nice if traps had some kind of detonation aoe effect it would add mechanical skill because at the minute a survivor spots the trap they will just take a hit or disarm it. Games to fast for a killer like trapper.