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burt0r

burt0r

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burt0r
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  • While I enjoy watching it to some degree, i have to say the only real tension is the point of "Will they get more characters killed by Facecamper than games they need to reach rank 1?".

    I only watched the first episode by now and already read something here about overcoming a facecamping billy so i don't know how much of a thread Facecamper are to them but losing enough characters seems to be the only real danger here given their expertise to reach rank 1.

  • @GeneralV said:

    I know how it feels.

    There were some situations today where I hit a survivor, I hear their scream, I see the blood...and the survivor walks away as if nothing had happened.

    One of those moments happened during a critical context, therefore allowing the survivor to escape. This is not fair. If you mess up the timing, you deserve to get punished. Not the killer.

    This is the biggest problem. The psychological aspect of seeing the hit with all its indicators and then it simply hasn't happened but the killer already acted accordingly.

    For survivor i think that wasn't the case or at least not in the same dimensions. Yeah they got hit from further away but they were running or downed either way and it didn't impact how they played immediately after the drop to the same degree.

    About the pallet validation per se, i don't care , i already respected most pallets and instantly broke them for more points and less stress later in the trial.

  • @Sunbreaker7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2378154#Comment_2378154

    I hardly find this as a valid point, though I see where you are coming from with it. Thinking that investing time in chase, only to see the survivor using DH to make their escape, is not really exclusive to Dead Hard. You might just as much see someone use Lite or Balanced landing after having invested time in chase, only to see them escape through a simple window leap or falling down from a high place.

    Just because DH is available at any moment, does not mean it is useful in every moment. You as a Killer have the power to decide from which angle you approach and if you approach at all in cases where you find the generator too convenient for the use of DH. There are plenty of choices you are free to make during a match - Forcing a chase against a skilled DH user in a bad area of the map is perhaps not the best use of your time if there are weaker survivors in a match easier to chase down first.

    I really think Killers should pay more attention to their pressure game and not chase game, as survivors will more often than not be in the advantage of running away but not forever. Dead by Daylight is designed to be played in a way where Killers pick out weak survivors and create openings to quickly injure survivors, leave them, and come back later to finish the job if they have not healed. Naturally, this tactic does not always work depending on so many factors; what killer you play and in what map, what survivors bring with them, etc. It is a bit of chaos mixed in. But trust me, Dead Hard is not the reason why you fail in sacrificing survivors. If it was, you would see me talking in favor of nerfing Dead Hard instead of defending it. After all, I have played Dead by Daylight since 2016, and most of it as a Killer.

    Hey, first: Damn that is a late response XD I thought the thread would already be dead after a week.

    Second: I don't care about dead hard. I got luckily behavioured with the rank reset bug 3 months ago and chill in yellow to green ranks and friendly farm BP/adept while not killing anybody outside of dailies. 🤗

    Third: My point was aimed at the topic of the thread and my point of view why deal hard is more annoying/frustrating than all other exhaustion perks.

    Fourth: I have seldomly seen people really hold their bl or lithe. Bl is most often telegraphed when they run up somewhere and obviously want to you it and lithe is most often used early on the chase to gain distance, just like sb right of the bat.

    P.S.: I also started playing this game since release but i still have less than 300 hours since I can't stand to play this game for long periods of time alone and never had people to play survivor with in my circle.

  • @DuneT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2393805#Comment_2393805

    Absolutely, it's more an ironic footnote aimed at all those who expected/claimed the reinstated penalty would fix DCs like a fairy waving a magical Wand.

    I personally expect player-induced DCs still occurring, just maybe a bit less frequently.

    Well that's the point. When they were on DC's where a seldom occurrence. Now they are in 9/10 trials. It won't make them completely disappear but reduce them from 90+% to less than 20%. And yes people will instead give up on first Hook but even then will they work as distractions for the killer as help for their teammates and for the killer be a bigger source of BP than 650 quitter points.

  • @DuneT said:

    Well, apparently it didn't turn out to be a magic "fix" to the wider issue. Last 5 matches I had just now did have all one DC each from my fellow survivors.

    But yeah, guess that now fixes any DC issues for at least a decade... and maybe even brings world peace, right...

    Well you can't expect everyone to know when the penalty is back for less than 24 hours, maybe?

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2391434#Comment_2391434

    Kill grab registration wasn't changed...

    All they did was just give you the score event/Archive completion for failed grab.

    That flatout said that this patch has temp killer grab compensation but not any real fixes yet.

    My post was more meant as cynism of sarcasm.

    But good to know since I didn't read the patch notes or played since ethe update.

  • @FatallyIconic said:

    Do you know what else isn't cool? Getting hit through a dropped pallet as a survivor because the killer has a higher ping than you. Survivors have had to accept that for YEARS. Now killer players need to accept the consequences of having higher ping. No more free hits. Deal with it. Have a taste of the crap that survivors have had to endure for years, only in this case, it's actually fair for both sides.

    Still waiting for grabs to get the same treatment of being fair again.

    Many shoulder massages to be done I guess.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2391380#Comment_2391380

    Just kidding, I just had my 3rd killer disconnect. I'm not sure I believe that you've had so many people DC in your games today. I don't think I've had a single game where any survivors DCed.

    And your totally not known or rather your comment history indicates a lack of pro killer/equality and hefty amount of only pro survivor posts.

  • @Apollos said:

    I played for several hours yesterday and I had 2 survivors DC, and 2 killers DC lol It might start evening out.

    https://forum.deadbydaylight.com/en/discussion/comment/2390775#Comment_2390775

    I really, really think they should implement this. Chances are they won't, but I hope they do.

    Blacklisting and/or blocking others without the ability to target only raegquitter would lead to a massive abuse.

    Many killer could block every (even assumed) swf survivor they want and survivor every killer that didn't play like they wanted.

    It would lead to nightmarish queue times and cherry picking.

  • @TroyXX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2390776#Comment_2390776

    Can't expect people to play out a match just because they clicked a few buttons. If you don't like it then that's your problems.

    It is a mechanic because BHVR has given everyone the ability to do it. If you don't want people to DC then go cry at BHVR and tell them to remove the ability for people to leave the match early.

    Way to go full circle. First you lament people for making this outcry post against DCing and now you advise to cry to the devs which this thread is exactly for.

  • @kaeru said:

    Kill them! Kill this #########! Don't give up! Give them hell! Kill them! Kill! Kill!

    Why would you want to open doors as killer? It's beyond my understanding. I do lose, but I never felt like I want to give up because survivors too strong for me.

    I want to go play killer again.

    Extra points after a hard loss maybe?

    For me it is that at least since I don't even have the intention on killing them.

  • @KayTwoAyy said:

    I find this a strange thing to say in the first place.

    Just force them out.
    If you want to go AFK in the corner, then actually go AFK.

    Go to the bathroom, go get a drink, pull up the news, watch a Tik Tok.

    ---

    Killers going AFK is not the universal sign for "please leave."

    If anything, it tells me as a survivor that I can do whatever I want until the EGC timer runs out, because you're doing something else in the meantime.

    ...or are you just staring at your screen with your hands off the controls waiting for everyone to leave?

    That is the least efficient means of ending the game I've ever heard of. No wonder you struggle with it so much. Even a German Shepherd would know the fastest way to end the game.

    This is about a potential toxic mentality in terms of gloating after a sure win and not wanting to play into it.

    By going to the gate and pushing out potential tbagging, last hit dodging and overall toxic survivor one plays into their intention and gives them, unintentionally or not, a feeling of validation for their behaviour.

    And yes nothing of this has any direct impact on anything but humans are empathic creatures by nature and pick up on stuff like this. Thick skin or not.

    My personal handling is getting all possible points from pallets/breakable walls and if possible spamming my killer power or going off screen watching yt or getting a drink/taking a leak.

  • @shalo said:

    Just remember this the next time survivors cry about you wasting their time by slugging them.

    That's what I am always thinking when i see thread like this and I wholeheartedly agree with them and then some other people defend the gloating in the exit gate.

    They want to waste 2 minutes every game they manage to get out, so i hope they don't have the audacity to cry when they get lugged for 3-4 minutes for the 4k every 4th or so game (going by the average that only one survivor each trial can be subject to this tactic).

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/268935/getting-robbed-of-my-pallet-hits

    This is just the reversal of how it's been since the start of DS where if a survivor safely vaulted through a window or palette they'd still get downed by an attack even if they were several steps away already.

    BHVR for whatever reason decided to reverse the code and make the hit detection survivor client-sided instead of killer-sided.

    Welcome to the Survivor's World I guess.

    So now in exchange killer get better registration for their grabs? Since those are also bugged for almost a year by now?

    Or do killer get nothing at all anymore? I don't care since I normally respect all pallets and prefer to brake them for the BP and less stress later in the game but canceled grabs without any injury bugged me also for months/years.

  • XD hahahahaha Okay I didn't expect that kind of response. 😂

    I expected more of a looking down on me for finding entertainment in this kind of crooked way.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2389142#Comment_2389142

    I don’t think being stunned from a mile away is good either, and I hope the devs are able to implement a fix for that as well.

    Yeah getting stunned by a pallet even while respecting it and then having to make 0,5-1 step to even get the break prompt is pretty bs.

  • For fun and the discussions. My league of legends forum was closed 2 years ago so i can't enjoy toxic people lamenting their "unfair" bans anymore :/

  • @MrBuffalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2388819#Comment_2388819

    okay I'll stop "exaggerating" so you'll take me more seriously.

    So lets say an average game of DbD last about 10 mins and you slug 1 survivor for 4 minutes while searching for the last survivor when you have no clue where they are. That is nearly half a match left on the ground to bleed out.

    There you go no exaggeration but I highly you will even listen to what I have to say regardless.

    Yeah not really since I am truly a killer main but stopped caring for kills or ranks in my second year since release and purely play for BP and fun.

    So i am not really invested in stories about camping/tunneling or intense slugging/for the 4k. But still don't like such exaggerated statements just to drive a point further.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2389015#Comment_2389015

    You should try make a post that isn’t just ‘survivor bad’

    also survivor queues are instant

    And I will again and again point out that such bare statements about queue times are empty and useless without proper context.

    For example i played killer (like always) on Monday evening in euw at 9pm on PC with X-Play on and didn't even have the time to pick an offering before getting a lobby.

    Is this standard for everyone just from my experience? Hell no and I guess so is yours.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2389001#Comment_2389001

    It’s not 4 minutes when you get picked up, downed, picked up, down, etc. It lasts longer than the rest of the match, it’s ridiculous.

    And again yes this is considerably griefing and toxic and if done to the last survivor should open up the possibility to "give up" and drop out of the trial.

    Done in scenario with 2 survivor alive, it should be like in my previous post and never lead to a 4k.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2388896#Comment_2388896

    I don’t care if killers go for the 4k, I just don’t want the game to be extended by 10 minutes, and slugged multiple times. It’s not really one sided, it’s just common courtesy.

    Well the bleedout timer is still just 4 minutes, except you think of the dribbling until drop and redown. Then yes, that is indeed toxic but will probably never lead to a 4k since the last survivor should've found hatch by then except it is done on top of the hatch.

    But topic of this thread is or atleast should be in my eyes about the simply slug with 4 minute bleed out timer to get the last survivor. And that is just normal gameplay in my eyes just as 3 survivor trying to rescue the 4th at egc. Both sides have the right to play for a clean slate.

    Edit: And to the topic DC for hatch circumvents the right of one side. Killer can't do much if multiple second chance perks on multiple survivor are in play in my scenario above except for chainsaw killer.

  • @maaadinsomniac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2388875#Comment_2388875

    I have broken leg, so 24/7 EU servers, is it enough for you? Okay, maybe around 22pm CEST is like 1:30 for Survivor to get match. But as Killer I'm literally dying any time, no matter what.

    I don't know what your broken leg has to with me or anything in this discussion but i still don't know which platform and if crossplay on or off since your experience seems to differ pretty hard from my own despite the regional close proximity server wise and similar playtimes.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2388859#Comment_2388859

    Okay so if it’s not RPD or haddonfield, we can agree that it’s not okay to slugging for ages :)

    I love this one sided mentality.

    Killer going for the 4k because hatch is always a factor (friendly or not friendly killer) -> damn those toxic pos killer and their sweating.

    Killer going for 12 hooks (without camping and so on) and managing the 8th in egc -> survivor doing everything they can, probably armed with multiple dh, DS, ub and all bodyblocking because the killer basically lost at this point, according to their narrative.

    (And yes just like most portrait every killer as a toxic/sweaty/camping/slugging/tunneling/

    whatever killer, i cherry pick this scenario according to my playstyle,while I also dont care for kills anymore but want to shed some light one the other end of the spectrum.)

  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2388861#Comment_2388861

    If they aren’t making an effort on touching gens you can report them for holding the game hostage.

    And we both know how much reporting is worth here and how much better one feels after doing so. /S

  • @maaadinsomniac said:

    Surv Q ~30 seconds, Killer Q ~10 minutes, yeah, it's a long time for Survivors to queue up. I'm not even trying to play as Killer for last month, only for daily because this waiting simulator killing me more than I killing anybody.

    And considering looping as "toxic" is on another level. What you want? 1 hit, 1 hook, no windows, pallets, no objects at all and 4k every game to feel satisfied?

    And again someone posting useless queue time information without context in form of region and time of day.

    Btw I played on Monday evening 9pm in euw, on PC with crossplay and didn't even have time to check my killer load out before getting a lobby.

    Is this personal experience a widely applicable standard? Hell no and yours isn't any better.

  • @Customapple0 said:

    There should be a “give up” option for the slugged survivor after 15s being left on the ground.

    Then it will be fair, right?

    Of course that’s just assuming people are only complaining because of the principle of DC’ing for hatch, and not because they are entitled killer mains who need the 4K for their ego.

    Then I hope you plead for the same for killer without tracking perks against 2 survivor out immersing each other to get hatch for way more than 4 minutes.

  • @Killing_Time said:

    It's best to just main Spirit & Nurse to prevent this. Since Billy got killed and Freddy got buried, I've been thrashing survivors with Wraith & Spirit. When I see keys, I bring out the NOED Nurse with double recharge add-ons and Ebony Mori.

    I fight toxic with toxic.

    Good job perpetuing the cycle.

  • @ukenicky said:

    I can say the same for killers lately. Red rank killers have made playing absolutely miserable lately with all the hardcore tunneling, face camping, hitting on hook and abusive end game chat. I'm beginning to think some killer mains are killers irl because goodness they need to chill out.

    To anyone who goes out of their way to ruin others people's day, on either side you really truly are awful and just perpetuating a never-ending cycle of toxicity so thanks a lot for that.

    They are the reason this game is in this mess coupled with the mechanics given by the devs.

    Normally player like that should either be separated by matchmaking ranking or other mechanics so they only play each other. But just like in essentially all online multiplayer pvp games there are methods to Smurf or derank again for this kind of people to infect the rest of the community until everyone either has to stop caring or run their top game all the time just in case. And in the latter case people have to learn to tone it down a notch ones they notice that the other side is not armed to their teeth and that they don't necessarily have to use their shotgun that they brought to a knives fight.

  • @Customapple0 said:

    Not entirely sure how survivors are toxic for playing the game.

    Same as killer being toxic playing the game with certain "tactics". It is the most efficient way on both sides.

  • @MrBuffalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2377553#Comment_2377553

    I see nothing wrong with slugging for a 4k like you said HOWEVER killers who slug and leave the downed survivor for legit 10 full minutes and let them bleed out is not playing smart THAT is holding the game hostage.

    Stop with the "Boo hoo killers need to do this" cause there is a massive difference between slugging a survivor, doing a quick sweep of the map to find them then coming back to hook that downed survivor. compared to leaving a survivor downed for 10 full minutes and letting them bleed out.

    Maybe slow down on the exaggerating and people take you more seriously.

    Bleed out timer is and always was 4 minutes.

  • I don't care if cheesecake is a cake or a pie, still my favorite and I have to stop backing one so often for myself XD

  • Expected the usual biased hate, got entertainment. 8/10

    (-2 for having realistic irks with the killers ;P)

  • I would love to see a performance comparison from before the re chapter and now. Simply to see if the comments with "best performance since 2019" are just psychological sensitivity cases from the abysmal problems of the last two months.

    Like you only know how "good" something was (even when it was bad) once you known it even worse.

  • @Kill_Yr_Idol83 said:

    It pains me too see so many players settling for the bare minimum and/or brown nosing the devs. It's barely fixed with only slight improvement and after 2 months of the game being broken and 5 years of the game being released, it's inexcusable. Period.

    Damn you must be in quite a lot of pain to post this under every thread with this topic.

  • Sounds as logical as asking for a refund on a game that one has already played for thousands of hours.

  • You know that DS was already nerfed?

    Or do you mean from the people that want the change reverted?

  • @Spykitty358 said:

    I don't DC in games however i do hate people who do, especially when I'm trying to get a challenge done for a friend. The only time i DC'd was to give my friend the hatch so they can finally complete their adept challenge. And it literally felt like i ripped my soul out when i did it. I may not have had the penalty, but my moral felt shattered but also glad they finally got their achievement.

    However what i really want to see if BHVR add an icon that shows a player who DC'd by choice (pause and exited the game) VS someone who lost connection or crashed. I couldn't count how many times my internet crapped out mid match and i lost connection, i constantly had to tell my friend who i was DUO'd with to tell the game my internet crapped out and i did not DC. And i know this sort of mechanic is possible since source games like TF2 have a notice saying

    (Player left):Disconnected by user

    (meaning they left by pausing and leaving)

    or

    (Player left): Timed Out

    (meaning they lost connection or crashed)

    That's mostly what i want to see added to the game in regards to players leaving, i want to know who lost connection and who rage quits. Because honestly i don't think a DC penalty will really stop toxic survivors or killers from DC'ing in a future game. Also i think the DC penalty doesn't exist do to Switch players.

    There is still no way to differentiate between a time-out/crash and the person unplugging their router. Only serversided disconnects would be discernable.

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2383274#Comment_2383274

    With all due respect, and I hope I am not overstepping here, but there is no such thing as a “boy” - that’s an antiquated and highly unscientific term and it’s potentially dangerous to categorise individual free-entities as such. No offence intended. I just feel obliged to point out problematic or harmful words or else I’d feel like I’m just letting it happen.

    Wraith is a wraith, but I call zhe a “she” because it’s always good to represent minorities in my IMHO but that doesn’t mean zhe is actually a she nor a “he” (whatever that even means!)

    ♥️

    Judging from his lore, created by behaviour just like the character itself, I would guess that he identifies himself as male.

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2383430#Comment_2383430

    If Survivors could see who the Killer is, they would take the perks and items needed to counter that Killer every time.

    They would also lobby dodge 'unfun' Killers (read: Killers they are too lazy to learn to play against), so those Killers would never get a match.

    Allowing Survivors to see who the Killer is is one of the worst ideas ever.

    Especially since this was the case in 2019 when temporary match data was client located and not incrypted. There were even selfmade apps to pull that info comfortable in real time in case killer then would (they still could) last second switch.

    It took behaviour several tries to stop it. Those were also fun times. /S

  • @Lordofweed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2383749#Comment_2383749

    "This brings me to your point about matching a 5,7k hour player against someone like us with roughly 200 hours. That is the problem of the RANK BASED matchmaking and thedchanic of widening the matching parameters with longer queue times. That is the mess we are given NOW."...

    Uhm Rank based? Look at this...

    https://us.v-cdn.net/6030815/uploads/OBS5INFXNWUZ/screenshot-1.png

    If you mean this, then congrats, your wrong.

    "And to the point of mixed lobbies of 2/3 mens and solo. Then the system would've to set up lobbies in accordance to the killers mmr and the range around that. For example your 1490 and the 734 together with two solo around 1100 and a killer with the same.

    That would be a working sbmmr system."

    In theory this sounds good but practically this is unbalanced, because you dont play against the MMR Rating itself, you play against different skilled human beings.

    I think you blissfully missed the sentence "problem of the RANK BASED matchmaking and the mechanic of widening the matching parameters with longer queue times".

    And the picture only shows me either exactly what I said above or a swf using a rank 11 to fool the matchmaking that is in use right now.

    I can show some of my lobbies if You want that show the mess of mm we have right now but i am finishing work right now and am on mobile and would have to black out the names.

  • @Lordofweed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2383729#Comment_2383729

    There are Teams with only 2 premades or 3. There can be 1 or 2 random Survivors. So this makes it even harder for the System to balance.

    "In a full functional sbmmr system there wouldn't be discrepancies of up to 700mmr points in a full solo group." - So thats why im getting matched with 5,7k hours Survivors, while im having 170 hours of DBD Playtime? BHVR is testing the new SBMM right now or am i wrong?

    I also have heared not very positive feedback from other Killers and even frome some Survivors.

    Where have you heard that they are testing now Oo they announce their tests and made the last test a mess by resetting the data.

    And of course there will be some negative feedback. Especially from streamer. They are to DBD what pro player are in league of legends. They only get to play against other pro players and have to wait quite some time for a match to happen.

    But that is what it means to be the best of the best. What do you expect for them. That they get to play against noobs like now?

    This brings me to your point about matching a 5,7k hour player against someone like us with roughly 200 hours. That is the problem of the RANK BASED matchmaking and thedchanic of widening the matching parameters with longer queue times. That is the mess we are given NOW.

    And to the point of mixed lobbies of 2/3 mens and solo. Then the system would've to set up lobbies in accordance to the killers mmr and the range around that. For example your 1490 and the 734 together with two solo around 1100 and a killer with the same.

    That would be a working sbmmr system. The swf is averaged with or without some correction factor for the possible communication (which should be dampened by balancing solo with swf via additional in-game information) and then the rest of the lobby and the killer is set according to that.

  • Who would've guessed that the game would feel empty once one got a taste of what it could be like.

    That's also the reason for this bloodhunt. The pr management noticed that the screwed up with the anniversary and the extra BP. The grind gets worse with each year and behaviour does absolutely nothing to change that.

    In league of legends or rainbow six siege character get cheaper with the growing pool. Not so DBD. I wanted to get all perks on my oni but would've had to level all other killer to 40 and THEN level my oni but i lost interest due to too much grinding and the overall "friendlyness". Now I have still 45 perks left meaning leveling only oni additional 135/2 times IF I had all other killer on 40 which I don't.

    And I thought of doing the same with nea on survivor. 🤮 Just the thought alone of all this grind without the 5x multiplier makes me sick and let's me play other games.

  • @Lordofweed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2383717#Comment_2383717

    Please read the whole Text. Please look closer at the example of the Matchmaking:

    Survivor A : 976

    Survivor B: 1100

    Survior C: 734

    Survivor D: 1490

    Killer: 1075

    The Killer has 1075 MMR so this represents his Skill level. Survivor D has a MMR of 1490 which is a massive difference in Game knowledge, experience and Skill Level! A Survivor with its strength, can make the difference, even though the Survivor Team is seen as Balanced for the Matchmaker. In fact it is not balanced at all. The Killer cant know which Survivor is good or not and Time is everything in DBD. Also Survivor C will get heavily overwhealmed by the experience of the Killer. This will lead to a total chaotic Match if this example Match goes live.

    And this example would only come to pass on swf which the system would've have to compensate in one way or another. It would've to take the act of playing together into account and sorry I also have to suffer in league of legends when I play normals with a buddy on high diamond/master rank but that is my decision and not the responsibility of the system (a reason why I don't play much with him anymore).

    In a full functional sbmmr system there wouldn't be discrepancies of up to 700 mmr points in a full solo group.

    Edit: Also in your example there are not only the two high elo survivor but two below the killer and the 734 elo player would be the weak link. It is already customary for killer to find the weak link and get them out of the game to tip the balance and you example would be the same except when the 1,5k player were able to protect the weak somehow and even then 2 out of 4 survivor don't really do anything.

  • The most important thing ATM in this regard is to give survivor on hook and getting face camped points for distraction as the sacrificial lamb and maybe some emblem progress for that too (but the latter might survivor rank when they shouldn't because they can't hold a decent chase and so on?).

    Also wglf should award stacks for charges equal to full heals or in regards to progress equal to a full gen. So even when disrupted by the killer the progress is not lost and this would make wglf more ein line of bbq giving stacks during playing like normal.

  • @jamally093 said:

    I still don't get how people find Wraith he isn't Spirit power full in the way she's broken but he still fun to face because there is no way to counter him and he can be fully uncloaked but no the person to the cloak button and can remove the fact he was uncloaked yell you want say no Wraith is fine your just being a baby because you can't play the game properly go ahead I don't care Wraith is and will always remain unbeatable because he is overpowered and his add-ons make it worse so go ahead say i'm wrong I dare you.

    Do some proper punctuation and maybe people would understand more than "I don't like this killer because they are op/boring or unfair play against" wee wee.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2381579#Comment_2381579

    I've already replied to what you just said in the post you are quoting. Once again: survivors just don't have the luxury of seeing who the killer is before the trial starts, so they can't dodge the lobby like killers constantly do. Let the survivors see the killer before the trial, and the frequency of DCing among survivors will drop next to nothing. And if they fix the hit validations and remove the ridiculous hits by vpn killers, and then rework horrible maps like Hawkins and Midwich, I don't think anyone will ever DC again in this game. This is how you solve the DC problem properly, no extra punishments needed.

    Ah yes, back to 2019 when survivor were, thanks to bad encrypting of clientside temporary data by behaviour and part of the community even making a mod/app for this, able to tell which killer they were facing in the lobby. Even in close up to real time since back then killer switching was still possible.

    Every doc was met with 4 calm spirit, every trapper with 4 toolboxes/saboteur (since his traps were Perma destroyable back then) and every hag/wraith saw 4 flashlights. Not to speak of all the lobby dodging of better/more "annoying" killer like nurse/freddy/legion and so on.

    Why not scrap half of the killer roster alongside the lobby info for survivor since every "What killer do you not like/do you find boring?" Discussion has 50% of all killer every time and up to 75% get an honorary mention.

    Also I would love to see queue times then when 4 people have all to agree that they want to play vs the killer given at that time. Once even 1 of the 4 does not like what they see they will dodge and in case of swf directly 2-4 people all at once. And even if this was implemented, they would've to do the same for visibility of swf on pre game lobby so everybody can see everything except perks.

  • @throughshot said:

    You all killers are talking about 2 survivors can finish the game (in math).

    Actually there was only 1 (It' me. The teammate freezed first.) keeping going.

    The killer should done his job but he chose to scew me.

    OK you said killers won't hold THE GAME in hostage (in math).

    The killer just held ME in hostage.

    I don't see what's the different for such a bad trip.

    I don't think most deny that it was a shitshow for a trial by the killer but i, like i commented above, just don't understand your handling of the situation.

    Either you could've tried long and painfully to advance the game because as you said the killer gave at least some attention to the second survivor which should give you windows of opportunity to work at something or advance your bleeding out.

    Or the other option would've have been DCing yourself which is not an encouragable behaviour but still an option and penalties are already off ATM.

    And if either bp, a pip or an in-game item OR a potential five minute time penalty are worth more than the frustration and time wasted you experienced for you then I would say you should check your own priorities in life.

    Second and, if your problem is the attitude of the killer then sorry I get more than often said that taunting action from the other side can't hurt one and one should try grow a thicker skin and stand above such behaviour and I would have to say the same to you that I get told.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2378083#Comment_2378083

    Moot point as I never do that. Escaping is the same as 3k, which is the same as 4k, they are all equal.

    Sorry but this argument made me chuckle. So because you don't do something it is a moot point?

    So because I never tunnel, camp and at most slug one person at time and only when they are on their deathhook to not kill them and let them escape, that all arguments in discussion about killer camping, tunneling and slugging become moot once I join them?


    That would be hilarious 😂

  • I just don't get how this game could not be finished by the survivor. There were two of them and the killer can only handle one at a time.

    So during the time the killer does their pickup-dro-thingy with the slugged, the other has 30seconds of either bleed-out-timer or gens progress time.

    At some point after either (i don't know the number of remaining gens) 30 minutes max of progressing gens or 15 minutes of alternating bleeding out either the doors should be ready or the hatch in play.

    Now the killer can keep this slug juggling up and every time during the stun the survivor can try to either progress a door (once they managed to get there) and the killer can't undo the progress or they can try to find hatch and, IF the killer decides to close it, egc starts and sets the game on a countdown.

    It is overall a freaking griefing fest from the killer and should them get banned but the survivor could've done something but opted for going afk.

    Also DC penalties are still off and I don't think that neither bp, pips nor any items are worth to stay in such a game.

  • @Sunbreaker7 said:

    I have played DBD since 2016 and through most of it, I have been Killer Main, with only recent years I have begun playing both Killer and Survivor equally. I have nothing against Dead Hard in its current state, it works just fine and well. It is a risky perk that in no way guarantees you escape. If you learn that a survivor has a DH, simply time your strike next time when they try to mind game you in DH. It's not like DH is a OP perk. People just are too hasty to use M1.

    Granted, there are situations where Survivors use DH to grant themselves distance enough for a free window leap or Pallet safe when normally you would have had them there, but that's just part of the game for crying out loud. Just like Lite, Balanced landing, Sprint, and every other escape perk give you opportunities to create distance from the Killer, so does DH, just differently. It's not like they can spam it, and it's not like you can not continue to follow them if you so desire or leave them and come back when they are still recovering their DH.

    The biggest issue most people have with dh is neither it's distance covered nor the iframes but the availability of the perk. Every other exhaustion perk has either conditions that make it harder to play or are map context sensitive.

    But dh condition is only being injured which is already the preferred state of experienced survivor to counter instadowns and not waste time with healing and then it is ready at the push of a button after the killer invested already into chasing the survivor.

    Of course stuff like sprint burst is also just pressing shift while moving but the killer can instantly react to seeing that they have the perk and decide to drop the chase or try to cut them off or something. Dh mostly comes into play AFTER the killer already invested one chase for the first hit and then some to get close again.

    I personally don't care for kills or pips rather bp but it is still the most frustrating aspect of dh that it is so in your face and ready on demand.

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