antgnstea
antgnstea
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/720123#Comment_720123
If you experience that regularly you need to equip ds and dh,and play with people with bt.
If that's the tendency of the killer rush the gens and save after adrenaline has popped.
It's not fun but that's something that happens
Just a question. How should I play with people with bt? Should I ask whenever I am in a lobby?
It is simple impossible for solo survivors to know that. You just hope your teammate has some common sense and save you appropriately. Which is frustrating tbh.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/720095#Comment_720095
IDK how they measure camping, but with this blood hunt event all the tryhards hook someone, then go away for 10 seconds and then they are back to get a free hook again, so its still camping but they get like 27k doing crappy games like that and Im pretty sure they Pip.
Yeah unfortunately. What you talk about is tunneling though. And they don't have a penalty for that, plus it is stupidly rewarding,
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@Mister_xD said:
thats just as ridiculous as the killer killing 3 or more survivors and depiping.
you clearly won at that point, so you should at least get a safety pip!
Not exactly. They implemented emblem penalty for camping, just to make sure you can't get to high ranks playing campy even if you killed 3 survivors.
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@lynelmane said:
Sure it sucks that you lose a pip for escaping, when you shouldnt. But you also didn't distribute your emblems enough (healing, helping others) so you didn't get enough points to pip.
What about the times killer couldn't hook anyone? You can't participate something never happened.
And these depips mostly occur when there weren't much hooking or hitting in the game and it ended quickly.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/718476#Comment_718476
What benefit would you give wglf that isn't second chance perk #200 or is detrimental to the killer?
The only thing i would agree to is merging wglf with kindred.
It could be kindred.
It could be we will make it
Or it could be like BBQ every time someone is hooked you see others and killer for 5 secs.
And definitely healing tokens as well.
BBQ is very useful as killer and you get tokens to do what you supposed to do. But WGLF is useless own its own and very challenging to acquire stacks. So anything added to it would improve it.
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Agree a second objective is quite necessary and the objective points that comes with it should balance survivor points more.
But that WGLF needs some love. It is no where near BBQ, has no benefit other than extra bp and most of the time can't even get stacks
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@Speshul_Kitten said:
This is my solo survivor build for red ranks as of the DB event:
Deliverance
DS
Unbreakable
Adrenaline
It's worked great, never used DS so much in a short amount of games. Adrenaline comes in clutch to save you as well.
Except for Deliverance it's my built too. Deliverance becomes unnecessary at these events because 4 out of 5 times you will get YOLO saved and can't use it anyways.
DS is kind of useful, since most of the killers expect you having it and slug you anyways.
Unbreakable is good to counter that,
Adrenaline kind of useless for me right now cause most of the games I have end before gates powered.
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All the REMOVE SWF posts finally payed off. I prefer going in solo instead of waiting 15+ mins (if killer dodge takes even longer.)
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/704182#Comment_704182
They probably have a lot less people testing the game internally than the people who test the ptb. More eyes always means more chances to catch any bugs before official release.
But still there are tons of bugs with the official release. Most of them are reported during PTB, but there are new bugs added to them.
I've already read the patch notes, seen the fixes. You think they could able to fix them because of PTB? I think they could've fix them without it.
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Yeah my bad. I couldn't express myself well.
I wasn't actually asking the textbook definition of PTB. I remember the notes, why it was implemented in the first place.
What I wonder though is it working as intended. Like couldn't they figure out that bugs in two weeks internally. A PTB roughly goes on two weeks. Wouldn't it be better if they just test and fix instead of waiting for bug reports.
And feedback about gameplay can be given after live version and mostly ignored, like how it is now.
@twistedmonkey also I believe PTB kind of kills the hype instead of giving community a relief in the long run. I wonder if PTB affects the release date of live version.
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@Dbdsaltykiller said:
Are the devs looking at a rework of this perk. As a killer main I go crazy when I see it in my game. I will go all out to hunt the user down plop them on a hook and I dont care about anything else. I just want to punish them for bringing what I regard as the most broke, toxic and unfun survivor perk in the game. It alters how I play. I never hook same person twice in a row. Try and get 4 stacks of bbq before someone dies but that perk just spoils the enjoyment for everyone in my game.
Yeah, I am guilty of that as well. Nowadays I am playin with the Ghost Face. And the moment of spawning when I see someone has it or 2 survivors have it, I just lose it. I do every dirty trick to get them.
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@BloodyNights said:
https://forum.deadbydaylight.com/en/discussion/comment/686832#Comment_686832
I don't know if I am or not, I could just be looking at the games from a different light. Most people don't pay attention to the games they win. But heavily remember and get frustrated on the games they lose. Everyone, no matter how good they are eventually loses a game, and everyone escapes. They could have misplayed, or just got heavily unlucky for that game and it just steam rolled before they got a chance to regain control.
I average 3k myself, the majority of games I play more survivors die than they leave. I don't 4k every game especially not with a hatch. And SWF are way harder than solos most of the time. If they are not being overly altruistic and making bad saves. But if you average more than you kill...why are you complaining as much as you are? This game has tons of rng, Totem placement, gen placement, basement placement, windows being open or not, what map you'll get etc. You are going to get bodied a game or two. It isn't the norm it's just what you most remember.
If you really are losing constantly, you're not staying in red ranks and will go down.
It is not about loosing or winning at the end. It’s the game quality itself too. I either dominate the game pretty quick or get dominated hard. And these extreme ends of same stick are both frustrating. There are few games where I really enjoy the challenge where it’s touch and go. And at those even everyone escaped in the end I couldn’t care less. I never said or intended to say I am sad they escaped. I am saying when they do gens organized it is almost impossible to apply map pressure with most of the killers. Maybe it’s just me and my skill level which is ironically also in red ranks.
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@BloodyNights said:
https://forum.deadbydaylight.com/en/discussion/comment/686768#Comment_686768
Well I consistently reach red ranks with Myers, and I'm told his map pressure is bad and he suffers against loops. I rarely get gen rushed to death, and usually when I do I'm talking with a friend and not paying that much attention to the game at hand. Of course I use Ruin as well, personally it seems mandatory for a lot of set up killers, like Myers and Trapper. Not being in Evil Within 2 is not fun. And no traps equals no power. Billy, Nurse, and Spirit I don't really think need it.
The first gen to me is my time to get out of evil within 1, and hopefully down someone before it's popped. I fully expect it to get done, it's just a matter of when. However I'll make sure I go to the important gens like ones in the middle, before checking that random one in a corner. So even if 4 of them swarm to the middle I'll make it to them before it finishes.
Then you are clearly better killer than me. I look for survivors on gens, injure the ones I can start to chase nearest left to me. I try avoiding main building loops. But have a temperature check if the survivor I am chasing knows their loops or not.
If I am facing solos I probably get 3k. But if I am facing 3 or 4 swfs it could go either way. Either they are overly altruistic and get down pretty easily or they play smart with gens and probably all escape. I am sure I made mistakes along the game, but when 4 gens pop in 3 min. I feel like there was not much I could've done.
P.s. these 3 minutes have not spent on chasing one survivor, in case that was your first thought.
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@BloodyNights said:
https://forum.deadbydaylight.com/en/discussion/comment/686735#Comment_686735
When they spawn on ruin or do a gen in the first minute into the game while you are patrolling/setting up before you do anything, you are in that unlucky category. The 80/20. The 2 games out of 10.
The first gen barely matters to me regardless, I'm more concerned about setting it up so when gens do get popped the survivors put themselves in a corner and all the gens are in a certain area of the map. Instead of me focusing heavily on defending an area with a gen way out in the boonies, or in unfavorable locations with strong loops.
It becomes your fault when you let them rush 4 gens in 3 minutes. Not the first gen, to some extent not even the second. After that you better apply the pressure or you're going to be in a lot of trouble.
I don't think most of the killers have that map pressure. And I do believe the first gen matters a lot. The more you can delay the completion of first gen the higher chance you get after that. That;s why ruin is a meta perk. It kind of gives you that 50/50.
And when you are dealing with an organized group. I mean like not 4 SWF on coms necessarily, but 4 survivors who knows what thy are doing, not wasting pallets, knows when to heal when not to heal. Even you down one of them quickly, I mean in the first loop they go into gens pretty quickly. It is really impossible task for some killers.
I think killers rely more on survivor mistakes. This makes it hard to apply pressure whenever you want.
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@BloodyNights said:
90% of the time getting gen rushed is the killers fault imo. You are doing poorly in chases, aren't putting pressure on gens, not having enough situational awareness to realize where survivors might be hiding or even spotting them and walking right past them.
There is the 10% where it's just bad luck. If you wanted to argue it being 80/20 I'd be even fine with that. But regardless the majority of the time it's the killers fault on why gens get rushed.
Kill rushing is also a thing, it's just not as easily noticeable when playing as killer, but there are times when a killer just takes down 2-3 people at once sometimes very early if it's a Billy, Tier 3 Myers, Leatherbutt, or perhaps haunting ground went off.
People complain about noed, and then people say do bones, and then people say they don't have time to look for and cleanse the totems. Both are rushing their objective, it's just how this game goes. I don't think Gens really need a nerf, but I do think some of the weaker killers could use buffs to help them compete with the killers who have the mobility to traverse the map like Nurse, Billy, Freddy etc.
How it is my fault excatly when they are spawn on ruin. Or 4 of them spawn together and just start to work on the same gen, while I am just starting to patrol gens. That's why fast moving killers are better at map pressure its not like 80/20. More like killer choice issue.
When I play as trapper and not even got to collect my second trap on a side of the map and get one gen pop in 30 sec into the game. and examples goes for many of the killers as well. and can't say its 80/20 here.
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I spent most of my time in DBD as survivor. And I still think there is something as gen rush.
One of the main issue comes when 3 survivors work on the same gen. Even I can't believe how fast the progress bar moving. Doing gens by yourself is boring and long. But when its done by 3 survivors its like 10 secs.
However I don't know how could they intervene that without encouraging more gen rush.
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You know, when you changing your built you click on perk and it goes to the page of that perk. And to replace it you have to either click that perk again or click on to another perk.
I am saying it would be nice to have the option to remove them from the slots all together. Like a clean slate. Then we could choose completely different ones by search bar.
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When I play a killer I learn about their weaknesses and strengths up close. So when I play against them I have better understanding than other killers.
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what is the difference between buying on day 1 and day 10 or whenever you think is better? It is the same killer it is the same game they are the same designers. I don't even regret buying Ash dlc with the nerf MoM got after a month. Developers made designer choice which is their prerogative. So either you want it all or you don't. It won't change my mind either on day 1 or day 50.
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I was playing against Leatherface and, gens gone pretty quick at corn field. than someone opened the gate we struggle around noed. He downs 2,chasing 3rd then downs him too. After noed gone we unhook him 4 of us just run to the gate only to see blood warden and timer left to 1 quarter. We said cheese and had a memorial picture at the gate waiting to taken by entity.
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Happened today.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/683336#Comment_683336
Only the first Hit counts as a Protection hit. So if multiple Survivors are getting Hits and you are not the first, you will not get a Protection Hit.
Besides that, WGLF should have more ways for obtaining Stacks. But I really like the change that it needs to be a safe Unhook for the Stack, because it was horrible to get farmed because someone else wants that 25% Bonus BP for the Stack. At least this does not happen that often anymore.
Exactly my point. So messed up. It is making teammates act like crazy to get those stacks. They run over to get the first hit, its annoying as killer, annoying as carried survivor.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/683336#Comment_683336
They are not. I was emphasizing on the fact that you can get stacks through other methods aside from unhooking someone.
And I am emphasizing that those stacks also are problematic like the perk itself. While killer carry a survivor to a hook taking a hit there won't make it protective. same goes for unhooking. it counts as protection while you take one unhooking. IMO the real protection starts after the unhooking not before. Maybe I am too strict.
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@Johnny_XMan said:
Taking a hit for someone else counts as a stack as well.
Those protection hits are so messed up. The ones you take to actually protect the survivor almost never counts and the hits you take at unnecessary places counts. So it is not exactly reliable either.
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@Shad03 said:
If ebony moris have to change I'd rather the pre-requisite of having to hook everyone first. Sometimes you need to ignore the second hook if things are not going your way.
Yeah that could work, too. I just think mori tunneling someone is a little unfair. You literally have nothing. Having a pre-requisite other than hooking that survivor once, would be more balanced.
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I am kind of obsessive about these type of players and start to check up on them after I've reported them. Yes, you don't get a message from ACM saying "Alright, we banned them. Don't you worry." but they really do take care of them. Some of the players I reported even permanently banned.
So knowing developers care about our game play quality. they can't ruin game for me. Its just a little inconvenient to upload videos, but is a burden I bare, to see these toxicity out of the game.
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https://youtu.be/Wdwaom_iNJc
I know it is a bit cliche, but it was very exhilarating moment for me. So I wanted to share.
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Literally too many to choose from. But I am gonna go with a Meg, since its happened recently. We were on Rotten Fields against Billy. 4 gens completed 2 survivors sacrificed. Its all on me an Meg now. He found me, started chasing. We went through a couple pallets. As last resort I went to no pallet basement. While on the way Tinkerer kicked in, so hurray its a 85% completed last gen. I vault, get hit, thinking adrenaline will kick in before he vaults over to pick up. Still waiting. Any seconds now. Then he picks me up as I look around to see Meg crouched behind a CORN. I mean yeah that’s gonna cover your ass. Not to complete almost done gen.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/680902#Comment_680902
And keys. Don't forget those.
Actually I had keys in my mind, but I don’t have a proposition for them. I agree they completely change the outcome. And they are too common to called rare. When they run PI, almost guaranteed a key.
@Buily09 however I am not certain about the insta-heals. They are strong when effectively used but other than that they don’t change outcome so early in the game. Its annoying. And guarantee an escape at the last moments. Agreed. But it is last moments and you had whole game unlike someone just unhooked and mori tunneled right away. Still I am open to adjustments for them if you have any propositions.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/673428#Comment_673428
Mad Grit does not speed you up. Source: I am a frequent user of Agitation + Iron Grasp + Mad Grit because it is hilarious.
The counter to this is to bait the Killer to go after you so you can drop a pallet on them. It won't always work, but when it does, the Killer threw away a perfectly good hookin'. Remember that the Killer is not running at normal Killer speeds even with that set up.
I always encountered them on an open field, never occurred to lure them, though. These builts like trends. They come and go. I hardly see this built now for example. After I got 3 out of 5 matches, I kind of lost it.
@thesuicidefox And I re-watched the gif I posted. yes i doesn't regress there. When I've watch the original footage I looked like regressing for a bit then resuming. I guess it was just a latency, high fps caught a millisecond change there and I mistakenly took it as regression.
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It is a great idea. Also maybe they could add something removing perks from slots more easily. It would work great with a search system.
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It is not an equivalent perk to BBQ.
BBQ is useful own its own and has a bonus for doing something you supposed to do. But WGLF, is useless own its own and has a hard to earn tokens. Personally I don't give a perk slot to WGLF despite always needing the blood points.
I think they should rework WGLF. It should have some altruistic benefit and healing tokens added to it. That way maybe I can run it more often.
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if you run Self-care it always has prompt. While you opening a gate if you take a hit, you start healing instead of unlocking the gate. Same goes for unhooks and gen repair. It is one of the many reasons why I don't run self care any more.
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@Rizzo said:
In that second gif your wiggle bar pauses only when he hits someone, so it works properly.
I understand your frustration, but remember for that combo you described, a killer needs 3 perks.
Firstly the wiggle bar won't pause when he hits someone, it literally regresses. It is quite detectable by human eye, unlike his missed attacks. At missed attacks the wiggle bar is barely moving, basically doesn't move.
Secondly, when he has no cool down at all, makes him accelerated. He moves faster than any perks can provide by doing something against normal game play. Do you honestly believe this movement style is completely normal and not like a miner gone crazy?
It might cost him 3 perks I haven't seen on anyone else just running Mad grit. But it completely ruins that game. I thought insidious basement camp is boring to play against. But this right here. Makes it impossible to escape killer grasp or avoid basement. On Coal Tower map, he could carry every and each survivor down to the basement while still managing to chase and hitting others in the process. It is not just frustration against a player. If this is the exact purpose this is designed for, it is frustration against developers. I thought they were against the designs that don't have a counter.
What possible counter play do I have here? When a killer chases you while carrying another survivor almost as fast as normal. And that carried survivor will get hooked in basement no matter what you do? I really can't seem to find any. Could you help me find one?
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@Rizzo90 I hope you could see it this time.
https://drive.google.com/open?id=1TiGxnh7v3yRsHmRtoQDH7CDaLpGn0zrjAlso in this one my wiggle bar won't move, even he misses his attacks. So right now killers running Mad Grit has no missed attack cool down and also gain pause in even in missed attacks. Is that true?
https://drive.google.com/open?id=13RXvTYYXLXOj2hz1XVGfWk_q_Jnjy0kx -
@Rizzo said:
Ehm, if you posted a gif, it's not working as such.
Anyway if they were running Agitation, they get the movement speed from Agitation, but again, it's not an exploit.
Yeah I noticed its not running. Are gifs not allowed anymore or just a size issue? I really would like you to take a look at it.
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It definitely feels like they are moving faster by swinging. Cause if I am not running Mad grit, the lunges are pretty short ranged and I have cool down after it. But when they swing with Mad grit running they can catch up to very large distances without affected any cool down. And you are telling me this is totally normal and intended. And absolutely no advantage for killer. Right?
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@White_Owl said:
Personally I'd prefer an audio cue, like when there was that bug that played her glass sound (normally audible only by the killer during the charging) to survivors too, but only in a short range.
I love playing the Spirit and I find this stand-still-to-win "mindgame" bullshit, since it requires literally no imput from the killer. At least with an audio cue the killer would need to at least charge the phasing losing sight of the survivor for a moment... that would be a real mindgame, needing prediction and observation (grass, steps etc) to get a successful hit.
If you say stand still to win, I'll assume you don't play against organised teams.
@sailormars Also I am not saying Spirit is a mid-tier killer. She is very strong in the right hands. And she should be strong, she is one of the few strong killers in the game, and that audio bug literally ruined her during that period. I don't know saying they should get rid of her mind game ability is like saying they should get rid of Nurse's blinking through objects. It is very hard to deal with a good Spirit, like many other killers, but it is one of the most skill required killer as well. So the ones play her well, deserve to get your so called "free hits".
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@sailormars said:
https://forum.deadbydaylight.com/en/discussion/comment/663498#Comment_663498
That's the problem. When a killer's best mind game is to stand still, then that's when change needs to happen. It's BS that she can get free hits by doing absolutely nothing lmao, what kind of gameplay is that?
It is not like she can get free hits just doing nothing. Have you ever played as Spirit in high ranks? Experienced survivors don't fall for the act so easily. It is not like every killer has this ability o Spirit only has this ability. But she is a killer design this way and I don't think its BS. It makes her unique and skillful. The more you play against or as Spirit, the more you see the tricks she's got. So you can deal with them more easily.
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@NoShinyPony said:
As a killer, I want survivors to spend time on chests so they aren't working on gens.
As a killer, I'm under time pressure, I don't have time to deal with chests.
But you have something to gain from chests as well. Plus each chest you destroy decreases their chances of finding rare items like a key. Also this is a perk idea for those who wish to have. So you are not obligated to actually break anything.
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@Yung_Slug said:
There should be a limit on how often the killer can break chests or survivors won't have much of a chance. I always liked the idea of it being like the lunar event where you can smash a chest after hooking someone. Though I think it should be its own mechanic rather than a perk. The amount of chests per map should also be increased, and the cut coin should be changed to block off some chests for survivors instead of removing them. It would be interesting to have both sides fight over something other than generators.
Yeah I agree. this is just a raw idea of course there should be some restrains to balance it. Just didn't know what they could be exactly. Also agree with the offerings.
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this mechanism is a huge part of her ability to mind game. So no, they shouldn't ruin it.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/663085#Comment_663085
Well I've had pretty decent matches even if they leave. Maybe even some of the most legendary ones but that happened only once. About 60-80% yes it results in very bad experience for everyone that was left behind.
I never said to ban them. I said punishment. That can be anything, like time out for 1,2,3,5 or even 10 minutes. Depening how often they misbehave. My main issue is how to lessen the consequences for those who are left behind without it beiing abuseable. Probaly best solution would be to give everyone minimum of blackpip and some BP compensation for the DCer or suicider.
Dunno if just forcing someone to just sit there for 2 minutes is really that much of a problem. The new reworked hook stage would only make minimum time to ragequit 2 minutes. That's not even that long if you just wanna play another match. You wouldn't have to press anything, just wait it out so that killer can be fooled to think that you are still there and you can still be a threat if saved by teammates. It's all just for the sole reason to give other surviros time to do gens and not screw them over by someone's childish behaviour.
What I see here we both want the same thing. A compensation for their actions. We just look at it from different ends. I think any punishment won't fix the underlying issue, and want something else from developers. And you want these kids to behave well and fear the authority. Same discussion, different approaches.
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@Kebek I have problem with people who suicide at the start of the match to ruin the game for everyone since they want to ragequit without any punishments.
This ruins your game, cause you probably depip because of them, all the offerings, items addons go wasted, and you couldn't earn much of a bloodpoint. Am I wrong?
I am saying they should compensate that as a new system. And I am saying, this actions wouldn't matter that much, if we didn't have to suffer the consequences . That is what needs to change. You can not enforce good behaviour by threatening to ban.
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/662990#Comment_662990
Not self centered, just my opinion on it has the power role.
I admit that it "might" be my mistake. But thats not the point.
The only point of this thread is I dont find a timer on a perk being relevant. Thats pretty much it.
Then, I might agree the timer is being a bit annoying. However I don't have a replacement idea for it. Your when someone else get hooked suggestion might work. But ds is an anti tunneling perk, your suggestions doesn't really counters that.
Also the point of your post really looks like saying " I tried to tunnel and win, they Dsed and escaped. Now I am mad." I do understand the frustration, but this is not only perk related. Ds is not a free escape now and that is my point.
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And if they do suicide againt that LF they give him exactly what he wants. Free instant kill so that he can go hunt another poor soul and he'll keep on doing it since he will think that "it works". What needs to happen in that situation is that nobody comes for the poor souls while he heroicly keeps the beast at bay and allows them to do gens. If they run into him they'll learn the hard way what the right call was.
So just to be clear you are fine with hook suicide as killer in the beginning of a game. They couldn't or shouldn't fix that. But you have a problem if you can't get the last guy because of it.
And as survivor how much of a good teammate do you think that suicide guy will be, if he forced to be in the game? Do you think he help you fix gens or unhook you when needed? Yes it sucks I am right there with you, but it can not be punishable.
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/662969#Comment_662969
Yeah I was in a pretty nice spot, 2 people on the ground that have been unhooked recently and just hooked another guy. That was decent.
My mistake was to not be patient enough I guess. Thats why I find this mecanic bad. You're just an hostage of time. I could have wait here and proxy but thats not fair to me, find the last survivor so someone else pop an unbreakable ? Same result.
I don t know I think something might be twisted.
So you admit it was somehow your mistake and still find it as a bad mechanism. Don't you think this is a bit self-centered. DS already has counters unlike before the rework. Not tunneling obvious one, slugging another option you have. You can even mori a ds player and never know if they had ds or not. So mechanism is good right now.
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@Aven_Fallen said:
I usually only kill myself when I really have no chance to get unhooked. Or to give the Hatch.
But the thing is, suiciding on Hook is part of the game. You have the Option to attempt Unhooks. And you have the Option to not press Space to struggle. This is all Part of the game and intendend. DCing on the other Hand is not intended, the "Leave Match"-Button only exists because games need something like this as an option (every game has it).
I mean, Dedicated Servers will solve nothing with DCs. People will still DC and even if they dont DC, they kill themselves on their first Hook. And I fear there is nothing to be done about it, but it should not count as a DC. I would not like to get punished for giving the other Survivor the Hatch.
Completely agree here. You explained what I wanted to say so much better then me :)
When they address the issues causing so many disconnects, the action will reduce anyways. For example people used to dc almost immediately when they see Legion. After the rework, I never saw any rage quits, against Legion.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/662734#Comment_662734
From what you're saying you sound to me like you actually encourage disconecting.
"You shouldn't be forced to play in a game where you don't wanna play for some reason"
Like whenever you get downed in first minute or when you face viable killer or when your teammate does gens and doesn't stupidly rush hook. Yeah let's not punish ragequitting people who "don't want to play beacuse of this and that ". If you hate something in DBD so much that you litterally have to DC against it every time then you shouldn't be playing in the first place.
You really can't make good teammates by threatening them by punishment but you can lessen the amount of bad teammates that do these things until you have healthier playerbase. And no, people can't ruin your game whenever they want since there are rules and those rules should include suiciding or the hook stages need to be rework so it's no longer possible.
Did I say everyone should DC or something? No. Also I did not say you should dc or suicide on hook every single game. You can not categorize these things by simple putting them in white or black, That's why they have options to end these stages quickly. It is player's choice. Also that's why they have and will have a limit for disconnects. I come across many sandbagger teammates on daily bases. They ruin your game by blocking you, hook farming you, bringing killer to you, etc. Personally I wish those players would just dc and leave the game. But if they don't I might. Or at least I could suicide on hook and move to another game.Also sometimes lags in a game become unbearable so they might wanna leave the game.
I am not encouraging dc, I am just saying you can't enforce a game on someone by threatening to punish them. If they wanna leave they leave. What I would like to see from developers would be a new ranking and blood point system including matches like these. Because the real frustration comes from not the dc players, but cause you pay the price for their actions.
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If people wanna ruin your game they will one way or another. And you shouldn't be forced to play in a game where you don't wanna play for some reason. You can't make good teammates by threatening them by punishments.
