brewingtea
brewingtea
About
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- brewingtea
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Comments
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DBD is always pay-to-win for the first 2-3 weeks after a new killer is released. It's never fair. If you paid for Vecna, you know how to dodge his attacks. If you didn't, well, you get to die over and over until you learn what his power sounds like.
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It's a shame that medkits are so superior to every other item choice.
Toolboxes are a distant second, maybe a close one if you have a BNP and can hit the skillcheck. Otherwise, you get a few extra seconds on a gen (omg wow) or sabotage, but I can't recall the last time I had someone sabo a hook against me and I didn't just go to a different hook.
Flashlights can be good IF you're in a coordinated swf, but everything else is just garbo.
"Let me see gens for 3s, oh it's gone and now I have no more charges."
"Let me see the killer or a teammate for 3s, oh it's gone and now I have no more charges."
Not exactly game changing
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They already have a "beam of light" associated with maps. Just make that basekit and allow it to be applied to props like totems, gens, etc.
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Hang on, the 40-hour survivor main is going to school the rest of us on how killer should work
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Camping is boring. I do not understand how killers find the match fun if they get a 1k because they had to camp to get it.
3 players can easily mount a rescue. I've camped the hook and still had a fun race to the gate while the one person with full health tries to body block for the other 3.
Besides, your suggestion (add anti-camp but remove endurance) is literally the exact same scenario except the killer has to stand a certain distance away. Do you seriously "not understand" how that 20m or so might not make a huge difference in some people's eyes????
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Hey, at least they answered the question honestly: They're a gigantic dbag.
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Survivor: As long as one of our team gets out alive.
Killer: As long as I get a good number of hooks (between 6 and 8?)
…then I feel good about my performance. I don't really think about "wins" or "losses".
If I did, it would just be based on kills. 3k+ is a win for killer, 2k is a tie, anything else is a survivor victory.
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If you haven't gotten any kills by the endgame, then I could see removing the unhook protections. If you've gotten at least 1, though, it should stand as-is.
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I think map offerings should have a higher percentage for killers. It feels thematically appropriate for killers to stack the deck against survivors without allowing survivors to pick their bully maps too frequently.
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I think they should add a "Trade-in" system where you can purge any unwanted items/addons/offerings for BP. Even if you only get a small percentage of the original BP (20%?) it would be worth it to just reroll and try for something better.
Yall's suggestions are good, too, but I think there's a place in the game for both.
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@CrypticGirl said:
Mass BP spending and the faster login. I can do stuff while waiting for the game to get to the main menu rather than coming back to the screen "Press any button to continue" or whatever, and then having to wait even longer to get to the menus…
I was going to say "Faster login". I've been asking for that since I first started playing!
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It's another case of "Too strong in a SWF, useless in solo queue"
It's the survivor equivalent of "Too strong on Nurse, useless on Trapper"
They really just need to bite the bullet and address these power gaps with situational nerfs.
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If they nerf the porn addon, they need a "VPN" addon that counteracts the nerf.
Yeah, I live in a red state
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Survivors basically have a 3-word vocabulary: Point, beckon, and crouch.
I frequently say, "Thank you." by crouching rapidly. They could have been grateful for your leniency. (I know people often drop their items as "Thank you" but they might not have had one… or one that they wanted to give up.)
Same thing if someone says "EZ" after you gave them hatch. They could just be joking. I say EZ jokingly to my friends all the time after I struggle with something.
I'm not saying that there are no toxic jerks in this game, but I AM saying that there is a non-zero chance that some of these aren't what you think they are. Why assume the worst 100% of the time (and get correspondingly angry) when the reality is basically guaranteed to be less than that?
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Another killer main who forgot that solo queue exists
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A ping system for survivors
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If there was a rule in golf that said you got -1 on every hole if you played naked with a rubber chicken sticking out of your butt, no one would argue that it wasn't the optimal way to play. You could ask, "Why wouldn't I take every advantage that's afforded within the rules?" and you would have a point.
You'd still look ridiculous, though
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/462526/can-we-start-punishing-people-like-this
My answer to that is tunnel… survivors dont like it but when you get things like that time and time again it makes you realise it doesnt matter what they like.
And when your MMR gets high enough that you're facing SWFs that can counter your tunneling attempts, I'm sure they're WAY less likely to be toxic. Definitely.
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The Killer hears the unhook sound, so he goes back, ignoring gen progress, which leads to gens getting finished.
"Oh, thank goodness I'm tunneling! These guys are gen-rushing."
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Survivors should get a button called "Reversal of Fortune!" during the Mori. When you press it, the survivor pushes the killer off of them, kicks them in the crotch, gives them the finger, and then walks out the exit. It would still count as a loss for them in every respect, but they can pretend that never happened. ;)
@Emeal said:
Can Killers get to skip having to push Survivors out of the exit gates then?
Yes.
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I want to have fun but just feel horrible after every match, even if I win.
Are you sure you like DBD?
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Bring back stealth.
Either make Distortion useful again, or nerf NTH, Lethal, BBQ, etc. etc. etc.
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Wait… do you think stealth is even REMOTELY viable now? With Nowhere to Hide, BBQ, Lethal, Hex: Face the Darkness, and Spies (just to name a few off the top of my head)??
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This is why lobby dodging should be punished. We already have to wait 60s for every match to start, IN ADDITION to the queue times. If you're increasing that wait because you want to unload your bad luck on someone else, and you want to know AITA, then 100% yes. You are.
I know people can ready up and reduce that 60s to something lower, but it basically never happens. Please ready up and try to think of someone else for a change.
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@Classic_Rando said:
Because if killers were allowed to leave a match for free, they would leave any time one little thing doesn’t go their way and survivors would literally never be able to complete a match unless the killer was stomping them to a 4K.
There are plenty of ways to counter “bully squads”. I’ve done it plenty of time myself. And honestly, there types of teams are so rare in my experience it’s not really an issue.I play other competitive games where you can basically forfeit any time you want (after a certain amount of time has elapsed) and people don't just DC constantly, ruining matches, even when it's a blowout. I think killers should be able to "Abandon" for free in the EGC, for example.
Should we punish the killer for going AFK, too? That's allowed, and it's LITERALLY no different from letting them DC, except that the killer player gets annoyed. What do you gain from annoying someone?
And what survivor is getting salty from a free win??? And why should we cater to those people anyway?
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That 60% killrate is severely skewed by horrible survivor players.
In a fantasy world where survivors play 100% perfectly (with a notable lack of killers doing likewise?) you have a good point. I hadn't thought about it like that. I don't think ANYONE else has sat down and thought about that, for some strange reason
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If the killer is allowed to abandon during the EGC, it should count as if each remaining survivor passed through the exit gates, unless they have an "Exit via hatch" challenge, in which case it counts as that. Achievement problem solved.
Or you could say: If the killer player abandons, their character just stands still. The survivors can still do whatever they want (grab items, tbag, etc.) until the timer runs out. It would literally be the same as the existing ""solution"" that people suggest (just go AFK) except it wouldn't require the killer player to be annoyed.
As a survivor, I would NEVER have an issue with a free escape. Oh, boo hoo, I didn't get to see the exit gate. AT LEAST FOR ONCE I GOT AN EASY WIN!! Jesus, even when we're trying to give KILLERS something, survivors can't catch a break…
Killer is a solo role, so they're not "ruining" the game for their teammates when they bail. Sure, don't let them just give up at 5 gens, but by the EGC they've made a good faith effort. If anything, there should be FEWER restrictions on when a killer can DC.
Yeah, survivors can always make mistakes, but someone who has had a bad match might not be in the mood to walk all the way over to the exit gate for the 1000th time to find that out. And they shouldn't be forced to try. It doesn't matter how delicious a food is, or how much someone might like it if they gave it a fair taste… they DEFINITELY aren't going to like it if it's forced down their throats.
I mean, I personally would never use this feature, but what the **** do I care if someone else would? What do we gain, as a community and as a game, by pissing off killers in these situations?? Are we going to give them AFK crows next? Or ban them for "too few hooks" because you don't think they're trying hard enough???
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If you don't like tunneling, you shouldn't complain! You should just play something else!
Oh, wait, that's what all the casual survivors DID, which is why you get bully squads (and long wait times).
But, maybe they'll come back if you explain how their fun isn't your responsibility. That sounds like an enticing offer.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/460834/well-killer-whining-has-done-it-again
and still survivors will complain while still Qing up match after match and refusing to actually counter such tactics. when will people learn? tunneling will always remain so my advice is learn to counter it or get tunneled….or just dont play.
If it was counterable, why would so many killers "need" tunneling at "high MMR"? Remember that was the argument? "We can't win without it?"
If it's SOOOO hard to counter that not even the best survivors can do it, then I think your argument falls apart, right?
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The problem with helping soloq players is that any buff to them is a buff to SWFs
This is totally wrong.
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@cogsturning said:
2x
Same
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@sethrollins said:
The devs before the PTB: "We want to improve the survivor's experience because many are quitting and uninstalling the game."
The devs after the PTB: "Well, we nerfed Septic and Syringe, reduce the number of pallets and loops, and you cant hide cause now crows spawns twice faster. Oh, and we've reverted the killer's changes."This will definitely fix the… oh… OH NO… s*** s*** s*** s***
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Survivor Buff: Basekit Kindred
Nerf: Everyone in a SWF has to bring identical perk loadouts.
Killer Buff: Basekit Shattered Hope
Nerf: Every aura read notifies the survivor that their aura is being read
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None of the above
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I agree. After one person DCs, the rest should face no repercussions (on either side) unless maybe if they're in a SWF. Having one person take the ban so their friends can "get out of jail free" wouldn't be right, but other than that…
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Now survivors can see the states of anticamp, without needing to let the gen go. Obviously nothing seriously negative, but perhaps a distracted survivor could have gotten confused and ran to the hook.
No, no, no, there is a HUGE difference between giving a killer additional information and bridging the gap between solo q and SWFs.
If you gave that HUD info to Trapper and Skull Merchant ONLY, then it might be a fair comparison, but they gave that to Blight and Nurse, too. When facing a coordinated team, your killer matches aren't going to be affected in any way. They already had that info. But you can't say the same thing about a Ghoul or Krasue who thinks, "I'm losing, better tunnel someone. Let me check the HUD…"
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029926#Comment_4029926
I can tell you what I don't like about the new system. It's a common argument that people who ragequit frequently should step away from the game. But this penalty system doesn't encourage that at all. Rather, it does the opposite; it encourages them to keep on queuing up and risk encountering even more of the frustrating things, leading to even more frustration. So with this system, you're damned if you play, or damned if you don't.
If you ragequit and come back the next day, it's not like that next match is magically going to be less frustrating because your next DC is only going to cost you 5 mins instead of 2 hours.
If you're frustrated by 100% of your matches, then it's not cool for you to ruin 100% of your matches for the other players just because those instances happen to be spaced apart by some amount of time. You need to get your percentage down, regardless of time frame, by playing matches (at least occasionally) where you don't DC. The 20-match system accomplishes that.
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You got tilted from your very first loss after a long break???
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Unfortunately, no. If you pull the ethernet cable out of the router, the computer has no way to know the difference between that and a legit internet outage, so it would be abusable.
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So if it didn't work this time, why would it work next time?
Because the current punishments are a joke. Even in this thread, people are talking about giving "free" DCs, like, once a day. And that's a suggestion to INCREASE the penalties! There should be no freebies, bans start at 5min and ramp up.
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While we're on the subject…
I don't mind saving 1-2% of my medkit so I can use a syringe or something, but the way it works now, you have to start to heal, then press the button for the add-on, so it's possible to use up the last X% and ruin your chances of using the syringe. So you have to save EXTRA charges, just so you don't cut it too close. It feels clunky and wasteful.
Have the add-on automatically remove some percentage of the total charges when the match starts, then allow the add-on to be used without charges mid-game. That way, it would work exactly like it does now, but without a bunch of dumb guesswork.
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The game should start when the killer readies up, then. Give survivors maybe 15s, and then they auto-ready. It's ridiculous that we have to wait the full minute on almost every match.
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Ok, make it a feature you can turn off
It annoys me when people veto a QOL update because of what they imagine it will do, not to the game, but to the "psychology" of the players. Like, show me your PhD if you want to use that argument.
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I didn't realize I wasn't ranking up. I feel stupid, but thank you for pointing this out! :)
edit: I'm not so sure. I got an Iri emblem for a challenge by playing 2v8. Maybe it doesn't count towards my rank, but they definitely give emblems…
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on demand blast mine
Also known as "regular blast mine"
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Seconding this
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If they needed to attract players to the killer role, they would ask that.
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The bot doesn't count for anything to a killer
Since someone DCed, the entire match doesn't count. Why not punish the bot and let real people escape instead of the (objectively worse) opposite???
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As survivor, I don't even mind the occasional AFK killer, but as killer, I'd feel awful if I waited 30+ mins for a match and then missed my opportunity because I stepped away at the wrong time…
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I refuse to sweat. If I encounter a coordinated SWF, I'm mostly going to give them the win and the associated MMR boost. "Good job, guys. You played well."
Why would I want to beat them and subject some poor lower-MMR less-skilled killer to that? I'd rather bump them up so they have to play a Comp Nurse or something. ;)