burt0r
burt0r
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@missionnhunter said:
I did report them. @jaredlxxiii chose to disconnect - rather than be stuck in game for half an hour? Is that even a choice? Yeah 15 minute penalty sucks because there's literally no way to avoid it - either I'm stuck in a round unable to play and unable to leave, or I DC and I'm still unable to play. All because of the actions of others and because the devs have created the situation.
It wasn't the devs per se that created these circumstances but players themselves (of course not all) that did.
You might've seen the massive increase in DCs when the penalties were off during the event and I don't mean the crashes but the increase in DC AFTER they shut it off. Of course part of that were people that took the liberty to quit laggy/stuttering games but it kept increasing even further.
That was the state the game was in before the penalty were first implemented. Most rounds never played out to the end without atleast one person dcing. And most often only for petty reasons like not liking map, killer (especially funny with old object of obsession and swf instant dcing) or time until first gen/down/hit or some other way the trial didn't go their way. And the game had less bugs in those times so dlthat couldn't have been a reason then.
Those people were the reason that those penalty had to be implemented in the first place.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2406591#Comment_2406591
That's a separate issue that I agree exists. However, as long as that is a thing، you can't deny people are able to do that in a chase.
Well it is still a conscious choice from them to do it. Or if not then they should maybe go out more when stuff like that becomes reflex.
Not that I am one to talk when I can blindly play games like lol and have cooldowns and layouts on (muscle) memory.
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Awww I miss the old scare effect of shroud of separation when mori where feared/disliked enough to quit mid loadingscreen.
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Killer: Oni because he seems to be one of the least hated and in the top for most like to verse killer. Plus i like to run 115% m1 killer that have a useful power unlike trapper for example.
Survivor: Haven't played until now but my favorite is Nea and that due cosmetics.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/2406388#Comment_2406388
How am I abusing it if I try to heal myself? Or if I tap a gen for a split second? A perk that is supposed to give you a chance against a killer that chooses to tunnel deactivates if survivors play the game. It's bullshit. That does not still work as usual. They should have made the perk deactivate if the killer downed or hooked someone else, which would very much be NOT tunneling. But they didn't do that. I'm surprised it doesn't deactivate if you vault a ######### window now.
@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2406407#Comment_2406407
Because no one ever healed in a chase or tapped a gen in a chase I guess.
Well I would say that the 1 frame tap of a gen without really losing any distance on the killer during a chase is bs in itself.
Sometimes there isn't even any animation to indicate the tap. The survivor simply runs by a regressing gen and the sparks magically stop.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2405018#Comment_2405018
Yes it does work in my favor, just because somebody doesn't show up once or has to leave early doesn't mean they aren't a good worker, you need to know why they did what they did, they'll get a cut on their pay for sure but you're not gonna ban him from working the next day are you? But DbD bans you from the next game regardless of whatever made you DC. If you're DC'ing that much or not showing up that much for work then you won't be playing or working.
Anyway you're still suggesting something other than DC penalties so at least we agree DC penalties is not a solution however publicly showing a DC Record isn't good cause again where's the context? You will only know how manny DC's not why the DC happened...So again you're solving nothing and again we're in the lowest point in the games history when it comes to performance so alot of people would have DCs in their record but these DC's weren't intentional so having a DC Record would be meaningless in this situation aswell.
And just like with others you don't differentiate between people that crash seldomly unintentionally and what most people that defend DC penalties are talking about, namely series offenders that quit game after game.
The former were the reason that DC penalties where turned off during the event and the latter showed up again in masses due to that and make it mandatory to have some kind of penalty.
So your arguments are still that people with unintentional crashes would be punished but that is why the punishment starts so shallow and only gets worse after multiple disconnects in rather quick succession. And I would say when your game is so unstable that you can accumulate enough DC to get the penalty up to hours than you should in general think of taking a break from a not working game like in your example when already the main menu has issues.
I can't understand people that know they have issues with their game but hardheadedly keep trying to play knowing that with every time they even unintentionally but knowingly DC screw 4 other people out of normal match. Like i don't play league of legends when I know my internet has problems at an evening instead of being stubborn and play regardless knowing that I will be useless for my team plus i would get pissed off at the lags itself.
Lastly about the point of this game not being a party game in my eyes. I have seen comparisons to either for example fall guys or Apex legends in this and other threads. Both of those games are free for all type of pvp games so either it is everyone against everyone or multiple squads against each other where the individual team member is not as important.
DBD on the other hand is, like a fighting game and other pvp games with two sides/teams competing with each other with no respawn (like league legends/overwatch) or reconnects/fill ups (like rainbow six siege/rocket league in normal games). The team size is also fixed and a small unlike for example battlefield which doesn't have a DC penalty due to rejoins and bigger teamsizes.
DBD operates like the ranked mode in thosd games mentioned above where they also have a DC penalty and therefore DBD too needs a DC penalty in an age and medium where people hide behind and alias and online anonymity and have no reputation to lose (the idea of the branding) or feeling of responsibility without any repercussions thanks to being save from them behind the alias and so on. So a system has to punish irresponsible behaviour and sadly a few innocent have to suffer to keep the majority in check.
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2405316#Comment_2405316
Ohh lol maybe I worded it wrong which understandable when English is not my first language
Same XD
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Well that is why the penalty start at 5 minutes. If this was an oddity it shouldn't be a real problem.
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2404886#Comment_2404886
Killer status as endgame result I meant like entity displeased brutal etc
Ah okay sorry I misunderstood.
I thought is was meant as status as kind of the impact on the reputation of killers in general.
Like i don't tunnel, camp or slug and often even don't intentionally kill but that won't have any impact on the general image of all killer using only scummy tactics.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2404921#Comment_2404921
Yes endure a bad game, very healthy behaviour to have. Let me purpusefully endure this crap match, whatever the reason may be, instead of finding one that can be better and keep me happy and playing for longer... Very good psychology there. Using FEAR of a ban to keep people in a BAD place isn't a Solution. Very good psychology there. Either Endure the match or endure the penalty, so you're just enduring something rather than having enjoyment in something? very good psychology there.
So if a DC'er should endure the game then the remaining ones should endure the game with 1 less player aswell right? So Dc'ing doesn't ruin the game for anyone else more than it ruins it for the DC'er. If someone doesn't show up for work somebody else has to endure right? But you're not banning the other guy from working are you? you need that guy to work, same as DbD needs that player.
DC'ing isn't a crime and enduring crap matches isn't an heroc thing. If the game was better less people would crash, less people would have performance issues, less people would find reasons to DC.
I can tell you 1 DC is the same pratical effect of 1 Sacrifice. The end result is the same, 1 less Survivor. Only if a killer DC's is it really problematic since the whole match is canceled but until you figure out why the killer DC'ed you can't fault the player. The DC ban system also can't tell why a player DC'ed which is why the deactivated the system in this chapter...
So if the system can't tell why then the system is punishing players regardless of anything. Then people stop dc'ing because they are AFRAID of the penalty. How can you support a system that can't identify causes and uses fear to prevent DCs?
Buddy that work example doesn't work in your favor. Someone quitting early again and again under the pretext of a migraine or something will be fired sooner or later.
Same when playing for example soccer with friends. The game doesn't go your way or you think that you get focused by the other team or fouled without repercussions and quit often. At some point your friends don't want you on their team anymore since they know you leave them at man disadvantage on a regular basis.
Let's do this instead of DC penalties. People get branded for everyone to see in lobby killer and survivor. For every DC done in the last maybe 7 days. Let's see how long it will take until there will be no more games and only lobby dodging.
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Aw I find exactly them to be quite interesting. Of course given that I don't care and play for BP and to entertain survivor on the side.
It is always fun to see, afterwards in their stream, at what point they get that i don't even try to kill them or if they think that they legitimately "stomped" me.
Last time was during the anniversary when i started zooming around the map and directly by a few survivor together at a gen and even then they were suspicious XD
It was swamp and later I circled around killer shack right in front of the door during rage and they were still scared.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/2404767#Comment_2404767
Sooner than 6 seconds. People who do those last second swaps just send the message that they're trying to trick you at the lobby screen. Having your stuff in order well before that point is ideal. Swapping in at 20 seconds sends a whole different message than swapping in at 6. Being able to swap at all is kind of a survivor privilege since Killer selection gets locked in.
Yeah btw does anyone remember exactly when they put this switch lock in place again?
I know it is in preparation of sbmmr and makes it easier to get data when killer and matched survivor are made to correlate but it feels like years now.
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@justbecause said:
Let me put this straight most ppl consider 4k a win and they will often tunell to get that and let me explain to you I tunelled ome match and got brutal killer with 4k and no pip and than next match I didn't tunell anyone and got two kills and ruthless killer and 1 pip tunelling is viable strategy only to ppl who works for sweaty 4k that doesn't care about rank or their killer status same goes for camping I'm playing wraith so maybe I don't need to tunell to accomplish my goal but as far as I see everyone is playing powerful killers I got camped at 5 gens by blight who was rank 3 so it really doesn't matter tunelling in my book does more harm than good
Sorry but killer status is cute. As if anyone of any side gave something on that. Everyone only sees the worst in the opposing side.
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Personally, none. I use the minute that one of them not readies Up to check profiles of non X-Play players and wait to see if anyone last second switched but other than that have i never in my 300 hours dodged any lobby.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2404673#Comment_2404673
No one is being "bullied" by pixels in a video game.
There are people behind those pixels, though. The OP may not be justified in their excuses to DC, but let's not pretend it's just "pixels in a video game" or "words on a screen". There are real humans on both sides of the screen interacting with each other.
It's always funny or rather headscratching strange when this argument comes up that the pixel don't do anything.
Humans are empathic creatures and the intent behind any form of gesture can be felt.
Of course rapid crouching in DBD as an example has many messages behind it depending on the person using it but as a community/society it was branded as a rude gesture to ascert dominance over the opponent for example.
What I want to say with this is that even when survivor mean it in a friendly way they have to remember that the widely understood message is one of rude behaviour.
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Normally nothing. I play for BP and action for the survivor anyways.
I use the minute in the lobby (because there is ALWAYS one that does not ready up) to check profiles for swf. Not that I would change anything because of that.
But a last second switcher or excessive attention whoring in game gets people on my ignore list. Inverted tunneling so to speak. I hope they have fun clicking their finger sore or sitting on gens but when I ignore them completely than their skill is irrelevant. Except I have bbq eauiped then I will maybe try to check how good they are to get my stack, if they are way better than me in looping then back to ignoring.
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/comment/2402832#Comment_2402832
The point is just that you weren't as close as you thought you were, so you had NOT caught them up enough to connect with the hit. It's either that they need to change the validation back to being killer-sided or they need to change the animation so the killer doesn't get the hit animation before the server has validated.
The thing is from an objective standpoint it feels as if vacuum pallets are back but now the animation is bugged, lags behind the server or whatever and does a rollback instead of teleporting the survivor forward.
Emphasize on "FEELS" not "is".
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Well that is the problem of all team mulitplaysrr games. It is the reason why I can't play league of legends, overwatch, rainbow six siege, rocket league and other games for long periods of time together with randoms.
It might be always a mixed bag and you win some and lose some but it lies in the human nature's and they selective memory that the bad experiences drown out the good at some point.
For DBD i still suggest to make most of the aura reading and info perks that are made obsolete by coms base kit.
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@Adeloo said:
https://forum.deadbydaylight.com/en/discussion/comment/2402727#Comment_2402727
yeah i guess Devs would have to create a system so that you actually get DC penalty only if you hit the "leave game" button.
That would be bypasses by cutting the connection in windows or pulling the plug from the console and so on.
That is the big problem, the system can not differentiate between a time-out because of loss of connection from the sever to the client from their side or the server registrating the timeout because the connection was cut manually from the client.
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/comment/2394287#Comment_2394287
The real problem here is that it's giving you the hit animation and sound too soon and then it fails validation. I think that's what needs to be fixed, if possible. That could result in a fat feeling of lag, though, from when you swing to when you find out if you got the hit.
Maybe killers need to stop trying for these very last second hits at a pallet? It seems to me that, as some have stated above, killers have been relying on getting an easier hit near a pallet than if they were in the open, else why so many killers are trying to hit killers just exactly at the pallet? maybe respect the pallet and go around or catch the survivor before they get to it or zone them away from pallet locations?
Is swinging at the right time next to the pallet a killer's most important skill?
Sorry I don't really care about the whole pallet affair except for their oversized hitboxes since I normally respect and break them for the BP.
But what kind of argument is "catch the survivor before they get to it"? Most others might be reasonable but when the killer is running behind them and doesn't have a sprint or chainsaw, how are they supposed to magically get faster on demand to get them before that. I would love to know that because it would brake the game and make killer breezingly easy.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2402581#Comment_2402581
Not a bad idea actually. I’d be down for it
That would probably get much backlash from people with crashes since this would hit them way harder than the 5-10 minute timeout.
Not that I am against punishing little ragequitting wusses harder.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2401462#Comment_2401462
Ok Freddy too. It’s basically just like old Object where you will always be able to see the aura of the killer if it’s Freddy and Wraith because they’re usually invisible and it really doesn’t matter if the killer can see you. Also with Spirit you’ll have too much information which means no mind games even if she can see you. Also if you’re in SWF then you’ll be able to tell your friend exactly what she’s doing. On top of all this it’s completely useless against killers that aren’t Spirit, Wraith, or Freddy, which is the same issue Stridor had which was useless on most killers but oppressive on Spirit.
I’m sorry but it’s just not a good idea.
Ehm yeah that's what i said? Any reason you quoted me other than to further elaborated my points? Or wrong quoted post? ;P
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A perk only viable against only 2 of 20+ killer would not be very appealing, even when saying that this would open the possibilities for more invisible killer. Especially since the possible applications of said invisibility as a killer power would really lack variety.
Plus it would be one more tool becoming way more effective in swf with coms, where all in the group could benefit from it instead of only the user.
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From those comments it seems as if the pallet fix screwed up some parts of DBD code for hit registration in general.
The killer does something in accordance to what they see but the server does not validate it in accordance of what survivor might see and vice versa?
And now the server is the judge for more latency sensitive interactions?
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@meatisadelicacy said:
LOL
What should survivors get in return? Borrowed as base? Maybe Kindred? WGLF, even though it's way easier to get four stacks of BBQ than WGLF?
No one has to use any perk. Killers choose to because it's the best perk in the game, for either side. Why the ######### should it be base other than you want a huge killer buff?
BBQs BP part only against base kit kindred, bond and maybe the perk that shows recovery progress on downed survivor. Deal?
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2400224#Comment_2400224
Technically Killers dont have to farm, because they can gain alot of BP even though the game can end extremely fast.
4 Chainsaw hit: 3400BP
4 caught: 800 BP
4 hooks: 2000 BP
4 entity summon: 800 BP
4 sacrificed: 800 BP
Summon entity when they go to 2nd hook stage: 7800, with BBQ can double to more than 15000 BP for a 2min game.
Which is still only a third of most normal games with 20-25k BP plus bbq IF one manages to obtain 4 stacks against decent survivor
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@stikyard said:
Spirit will remain broken, it's a Killer for those who are bad at the game.
Ah yes the usual shaming of people playing something specific.
What you play spirit because you liked the style and the lore? Nah you must be bad at the game.
What you have a daily/challenge for the killer? Nah probably crutching on it because you can't win without.
I don't speak exclusively about your post or spirit but damn is shaming people into the wanted behaviour still going strong.
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Ehm ....no?
Since many people would abuse this to make it easier to listen to footsteps or survivor breathing?
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So you don't get how other can fell. And .......?
Does this thread have any meaning other than to express yourself?
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I would love to know if survivor are getting hit at pallet at least on screw ups or if there are not hit/stun dual exchanges anymore at all. Fyi I prefer to respect pallets and break them for less stress later and the BP.
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@Red_Beard said:
https://forum.deadbydaylight.com/en/discussion/comment/2399667#Comment_2399667
But you weren't supposed to get the down though because the server saw that the pallet was down far enough to stun you before it saw the hit to the survivor. So you didn't really lose the hit, it just looked that way on your screen because of latency.
Well I guess the game showing the killer the down nonetheless leading to the killer breaking the pallet and then attempting to pickup the survivor only to realize that they dropped the chase and the survivor has already made 4-5 seconds additional distance plus maybe loss of los is of no importance then.
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@gnehehe said:
Survivors used to abuse running perks back in the days (e.g. Sprint Burst + Balanced Landing with non-shared cooldown). This was utterly broken and unfair for killers. The consequence was the introduction of exhaustion mechanics few months later to kill this kind of build.
Nowadays, killers are abusing the gen slowdowns with absurd stack of perks (e.g. Ruin+Undying+Pop) in public matches, even against bunches of 4 solo players. At this point, this is an autopilot victory.
Besides, this current situation prevents the buff of alternative slowdown perks such as Surge (too weak, not consistent at the moment).
I do feel that Devs are aware of this critical issue and will implement something similar to prevent these utterly broken builds in the next months.
There are lots of ways to do it: point-based builds, perk-class restrictions, ... but something will be done, just praise in the meantime :)
Sorry but you bring the example of sb and bl being made to share a common cool down aka exhaustion so only one at a given time is usable and then talk about ruin/pop (i will leave undying out since it does NOTHING to gens itself outside of increasing ruins lifetime) and say that the later is still broken?
Ruin and pop already have the same mechanic as exhaustion perks. Pop can't be used as long as ruin is up similar to only one exhaustion perk being used before the cooldown.
And to the autopilot argument, neither perk does anything itself without the killer either A) applying pressure at multiple gens or B)going out of their way to make use of the, otherwise without the perk useless, kicking of gens, instead of for example directly going for the next chase.
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Damn these kind of thread pop up daily at this point. On day "which killer is the most fun to play/verse?" And the next day "which killer is the most boring/unfun?".
Instead of using older threads.
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@Torsti56 said:
I had a game yesterday where killer had rancor and I was obsession and super careful when there was 2 gens left. Had a plan to hop in locker before last gen gets done. Well we got 1 gen done and killer decided to go chase me. Then there comes this Dwight out of nowhere doing clicky clicky while injured, killer downs him and picks him up, he uses DS and 5 seconds later last gen pops. I was just laughing at the exit gate watching Dwight get moried. He had no clue that killer have Rancor until gens were done.
Okay that's is at the same time hilarious as it is tragic for the Dwight XD
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I have one too. Happened a few weeks ago.
I had a daily for hands-on kill with spirit and used rancor (I think even my only perk then since I know how much people hate spirit). 3 normal survivor and one obnoxious clicky-click tbagger and they are my obsession 😍. I play normal with the 3 and completely ignore the obsession all game. 1 gen left and I start chasing the obsession and exact on the down they get the last gen. Cue rancor mori.
THE SATISFACTION. 🤤
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And this idea only runs everywhere on the forums since the mori change but the devs still haven't done anything much less than use this "easy" Moro like fix.
Simply change the hatch spawn parameters in the code and presto but nope until now.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2396124#Comment_2396124
this part: that being a sign of being "trash at the game" = is totaly wrong. Can you please show me where in the post or somewhere else I ever said or thought such thing? This is not my mind not even slightly. I am not gona call someone trash killer running a full meta perks.
You didn't explicitly say "trash" but some of the other previously popped up threads I mentioned did. You only did a soft version of that in the part I quoted.
" Don't make you any good if you win with whole build focused on slowdown"
Coupled with the usual "it's boring" argument before that.
And why does that make people not "any good" when they give up any form of tracking or chase aiding perks and focus on the length of the trial to take off the stressful time limit edge?
You could say the same about survivor running multiple second chance perks with the obligatory added exhaustion perk or say the same about the use of swf with or without comms.
This whole argument of saying using X makes you bad/trash/not good is simply the conscious/subconscious attempt to get people to act in a certain way.
@Chocolate_Cosmos said:
Some of you guys seriously think I am witch hunting or thinking "wow garbage killers get gut" like come on. Stop think that every post is about saying some side is bad or better and "get gut", etc. Thanks.
I don't think you are ACTIVELY doing any of that but can't speak yourself free of not doing it to certain subtext degree.
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@Chocolate_Cosmos said:
I am not saying you CAN'T play them lol, chill guys. I am saying you DON'T NEED them to win since blight is allready so powerfull base-kit.
The thing is this topic about all blights "always" and killer in general too often running the same gen slowdown perks combined with the peer pressure notion of that being a sign of being "trash at the game" even when winning popped up several times in the last few days.
Edit: Here the psychological conditioning part of your original post:
"Also that build is super boring to face and don't make you any good if you win with whole build focused on slowdown."
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These kind of thread seem to pop every week and only differ between " which killer is the most fun or is the most boring".
And thanks to the nearly non existent oni hate I decided to main this killer.
But to the op no killer validates DCing. They are all in the game and queueing is done with that knowledge. But i digress from the topic of fun.
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@pseudechis said:
Why does 3x slow down not make you any good if you win?
it’s such a BS statement to make, if people play it, just play around it.
Not running slowdown perks doesn’t make someone better at the game, it just makes for different style of play.
I guess it is a subconscious child like type of psychological attempt to control or Reform behaviour.
Like we all said at some point as kids "You can only win using X or you are so bad at whatever when you always have to use Y" just to make them not using any of those to make it easier for us via peer pressure.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2394803#Comment_2394803
https://www.youtube.com/watch?v=VpuEDsPvEBA
https://forum.deadbydaylight.com/en/discussion/comment/2394116#Comment_2394116
More power to you.
https://forum.deadbydaylight.com/en/discussion/comment/2394103#Comment_2394103
I provide you with a definition of the word "exclusive," and you resort to belittling me. How mature.
I'd offer you a rebuttle, but its clear you've no intention of even trying to understand the point I'm making.
I simply provided you with several examples of why you're definition is not a world standard. And sorry when I come across belittling but that happens when I feel that someone comes across high and mighty and thinking that their point of view is the only truth.
And again you can define a term all you want. When the distributor or provider of goods didn't declare, specify or some other way made clear that something is exclusive for any reason, then it is simply not.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2394844#Comment_2394844
I'm not kidding. If I knew the exact wording that was used I would have found the post and linked it here. I found it to be quite an bad thing to say.
I would guess from previous DC penalty discussions that the point that mod made was that when people know that their internet tends to time out and I mean not just one bad day but regularly then it is on them that they get punished when they knowingly start a team game which they can get booted from at any time and leave the other 3 survivor regularly at a disadvantage.
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@Mandy said:
As far as I'm aware this isn't actually a bug but intended behaviour - basically, both sides get instant feedback to the action, so the killer gets the hit but then if the server rejects the hit the survivor remains in the previous health state. The problem seems to be that there's no further notification to the killer to advise that their hit was rejected.
If every action had to go via the server first prior to giving the notifications, then there'd be massive delays in the game. As it would be "killer swings, server checks whether the hit is valid or not as it connected for one side, then gives the hit notification or denies it".
I would call this a big middle finger for killer (if I would go for pallet hits). They get the visual conformation and for example decide to take their time to break an easy pallet but after the animation notice that they lost the chase completely.
In my eyes the previous system didn't have such a hefty flaw. Survivor either got hit through a pallet and continued to run any way (except for tbagging or partial self heals) or the went down and couldn't do anything any way.
It didn't really have a impactful influence on their decision making like this visual conformation problem might have.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2391285#Comment_2391285
I literally defined the word exclusive for you. When something requires money to obtain, it becomes exclusive.
The more an item costs, the more exclusive it becomes.
Items can also cost nothing at all and be exclusive--as is the case with Legacy Skins.
If people were to attribute a value to Legacy Skins, they would cost more than any other skin in the game because they are the most exclusive item in DBD. But they are not the only exclusive item in the game.
Sorry but paying money for something doesn't make it exclusive just because of your little definition.
Battlefield 3 for example had timesaver packs were vehicles and gun attachments could be unlocked without farming for real money.
Another example in league of legends and other games you can buy skins or in game premium currency like auric cells to unlock skin but also get them for free in loot boxes.
Third example rainbow six siege. Skins again available for premium currency are also possible to obtain by free loot packs
The argument of using real money for unlocks making them exclusive is as false/useless as it gets.
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@Junylar said:
Stop the disinformation, nothing has been removed: I still get hit through pallets.
Then, just like others, that said they didn't get the hit as killer, were told, you probably have the higher distance to the server, the worse ping or play on wifi.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/2393922#Comment_2393922
I don't care that you don't like how the perk is sometimes used. I've seen people make this post over and over and over and over again. How is it not the same? I don't like that BBQ is used for extra BP, therefore it needs to be nerfed. Or maybe we should just switch. I don't like that BBQ shows auras, so that should stop working.
Fun fact it does and has 4+ counter. Now tell me again the counter to dead hard for distance after investing one and a half chase already?
Drop the chase? ....Good answer. 🙄
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@meatisadelicacy said:
Imagine if Dead Hard actually worked and you weren't exhausted on the ground because you got hit in the middle of your animation three-five times a game. IMAGINE.
If Dead Hard needs a nerf when it doesn't even ######### work, then so does BBQ. I don't care if killers get a 4k. They should only get one or two stacks. Seems fair to me.
Imagine still argumenting with dead hard for dodging when most people have a problem with dead hard for distance and not the dodge but not reading any comments.
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@ShinobuSK said:
They already lost the challenge. Yea at first it was boring but once they start getting red ranked killers it was really entertaining and tense to watch.
The best rank they get was 4 I think. Then they run out of survivors to use and challenge ended there
Maybe give some spoiler alert next time -.-
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@Clowning said:
https://forum.deadbydaylight.com/en/discussion/comment/2393741#Comment_2393741
Though respecting the pallet often results in a stun regardless since the Nemesis update, which makes the whole 50/50 rather annoying.
They got the huntress hatchet treatments and killer finally can have the same feeling. /S
From my point of view they were always bugged since the beginning. Often you simply ran by a pallet and would stunned without getting shoved away, so it showed that the physical body wasn't even close to hitting you.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2393740#Comment_2393740
It's a bug, it's gonna be fixed in coming weeks/months.
Probably coming on the bucket list of sound bugs, nurse problems, blight slipping, plague fake infection hits and the new huntress hatchet pallets.