burt0r
burt0r
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The cap was implemented in the first year of dbd because many things were managed client side and people tempered with their game files to give themselves infinite bloodpoonts.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2041316#Comment_2041316
OR lets make killers have to equip a perk that lets them camp and a perk that lets them tunnel, and revoke their God mode
Just for giggles, please also propose mechanics that would be disabled when using those wished for killer perks.
Maybe for camping an Alphawall circle with a 30m diameter to prevent the killer from approaching a hooked survivor? For tunneling true invincibility for the last hooked survivor for a certain amount of time?
Btw for anyone not getting it this is meant as sarcasm for the suggestion but being serious in respect to the question for suggestions from the op.
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@Dizzy1096 said:
I’d just bodyblock them in, the rest would have to leave eventually triggering the EGC. Worth it to teach these exploiters a lesson.
Of course I’m sure they’d want to ban me for that. Exploiting survivors tends to go unpunished from what I’ve seen
Not really doable from what we can see in the video. The killer can only block 1 of the 2 free sides and the broken Alphawall is too far away from the corner.
Let's just hope it gets fixed fast. I also had a fat shame spot between a locker and a tree but I can't remember the map and it wasnt that bad, given the tree was slim and could easily be moved around.
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I wouldn't mind spawning in the basement as killer. Would be quit atmospheric. But damn you call everything you don't like cheating XD
Iron grasp, one shots, this and probably a lot more normal stuff😂
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@Tillablerhino44 said:
https://forum.deadbydaylight.com/en/discussion/comment/2039553#Comment_2039553
No I'm talking about basement killers n general instadown oni Billy bubba and basement trappers stop maining killer which is extremely easy and play solo survivor and see for yourself stop looking at it from a killers point of view and look at it from you being put on a basement hook cause for some reason bubba needs iron grasp and when you ask why I had to do a challenge bro it is the same excuse every time and if that's the reasons I'd rather not play against sweets play for fun or not at all when I play killer I don't have the problem of being gen rushed so I don't understand what killers are crying about I get 4ks alot and the only time I tunnel is if I catch injured survivor on gen instead of healing because I am constantly patroling gens don't use totems with the exception of haunted and that's not often because pop and the twins perk is enough you don't have to be good to play killer only decent but cause most killers don't know how to build or they heard true say something about gen rushing killers want to patrol hooks when all you need is to apply gen pressure and nothing else guarantee 4k alot but no you would rather punish a survivor for saving a teammate because you are morbid bullied or lazy
You don't the problems of other killers since they are rank one and not at rank 20 were a 4k is a walk in the park. Additional, how about using punctuation in your texts, they are hard to read. And don't worry bad punctuation and grammar is still better than non at all.
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@UnentitledBunnyMan said:
🤣🤣🤣🤣🤣Maybe try don't get downed near basement next time? Dev designed basement for a reason: to make it easier to defend hook. Did u know that in the old days killer can just stand in the middle of basement stairs and totally block all survivors inside? If u get hooked in basement just hold as long as possible because killer will try to defend u as a bait, and if your teammate got hooked in basement just cut loose unless u know killer is very far away from basement
I also remember the time when basement hooks were the only go to option because of the perma Sabo meta. 😫
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@CheesyGuy said:
Welcome to the DBD's new MMR system where the killer has its own rank. It is at the learning phase and in that phase it is kinda normal. I know it sucks but when you try to add new mechanic to the game it needs random data to learn and that was necessary to do it. I hope after all this effort there will be really good system which is more fair.
Except they turned it already off again since the test was only 24 hours?
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It would be interesting to get an even smaller killer like chucky (with the smaller twins model size maybe) and giving him the normal lunge distance. Survivor would be in an outrage for demogorgon shred like lunges from such a small killer without a cool down or anything XD
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The only thing this would accomplish is to increase queue times for both sides.
The system the op is talking about would be that each player or in an swf the group leader would be able to filter their own match search excluding certain maps.
For example as killer you could say I don't want to play on haddon field or the game. But like I said this would lead to several maps being close to never played again since one side thinks of it as being an advantage for the other. So survivor wanting to play on haddon field and killer not, neither side would find any matches anymore.
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Devotion prestige 3 level 16 indicates that you are not a rank 17 new by.
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@[Deleted User] said:
Well I've been in queue for 20 minutes now without getting a match so it definitely isn't helping that problem as survivor.
Also; is it going of statistics from the past little bit, or does it only start finding the right matches now? I mean logically it would take several games for it to know how to match you right? Unless it's using data from matches BEFORE the MMR test went live?
It should most definitely be the latter case. No mmr could correctly work on only a few games and not in a 24 hour timeframe.
I guess they fed it data from the last test until now and just let it start working on the live game for those 24 hours now. Pretty much anything else seems illogical.
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Well that is the result which should be expected. The killer roster has a definite scaling in viability against more or less skilled survivor. This will lead to the best survivor only playing either player that have truly mastered the respective killer or only the top of the tier ladder over and over again. But I already foresaw such a development months ago since that is the logical conclusion.
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@saltmineinaction said:
https://forum.deadbydaylight.com/en/discussion/comment/2028789#Comment_2028789
Its a known issue i assume?
Why doesnt the devs do something about it?
It's been like this for over two years by now with varying degrees of problematic.
The devs are saying that they working on a mmr system similar to other pvp games.
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Maybe doc or legion because their power easily allows to farm deviousness points and help with hunting points.
Both powers allow for easier tracking. I don't know if legions frenzy hits also count in the brutality category.
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I don't know if this post is serious/ a pledge for a nerf to bbq or not but since this is the umpf-teenth time this is asked for.
How about taking the bp bonus from bbq and adding it to monstrous shrine/unrelenting. Change the condition for stacks from 25% per hook per individual to 10% per healthstate off a survivor and make the cap 150-200% and you will suddenly see a Z-tier perk being meta.
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Maybe at a time when Santa Claus takes the quarter from under childrens pillow and leaves an easter egg there XD
I think these are reasonable odds.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2027036#Comment_2027036
Had absolutely nothing to do with that, they literally stated they didn't want to change how moving felt and it did the entire opposite, it felt incredibly awful to move and even made it feel slower for no reason.
That's the thing, it FELT different even when it wasn't. I found some videos of direct comparisons between both animations and the moved distance was close to exact the same.
Edit: speaking of moved distance in terms of dodge/turnspeed left/right and other animation speeds.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2027193#Comment_2027193
You have the right to play whatever you want I just want to know why people want to make the game as unfair as possible in their favor and some people are giving real responses.
You could ask the same question to swf groups running 2 prove thyself plus 2 streetwise coupled with bnp.
I had one of those games as a green rank vs red and purple. Trial didn't even last 5 minutes.
But atleast they used bp increase offerings for themselves, which is also baffling to me given their rush builds.
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I had the first salt in weeks in the Aftergame chat yesterday in one game. The funny thing is it wasn't even aimed at me ( 4 escaped my trapper, which I played to get the 180 sec daily) but a teammate that did a instant unsafe unhook rescue. To be fair I focused the freshly unhooked (he was TBagging at every pallet), slugged him and went to open the exit gate since the last gen popped right then.
He stated his report for the other player for farming and got angry with me when I said that nothing of this sort really happened with it having been only one unsafe unhook.
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@DoritoHead said:
Wake up, make coffee, read the latest Sluzzy post. The steps to a perfect morning.
Wait
You aren't Sluzzy
THEY'RE MULTIPLYING
I have sluzzy's profile on bookmark and from his comment history you can find all the hilarious gems like this thread XD
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@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2023077#Comment_2023077
Yes I understand that both sides have their issues, maybe try a map offering or corrupt intervention? Survivors can’t do anything against tunneling without wasting a perk slot
Ehm you're asking people to use a certain perk on killer side but in the next sentence taking a perk for certain situations on survivor side is a waste?
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2015155#Comment_2015155
There was also a red rank statistic published too.
It showed trends that were indicative of correct data. ie Nurse kill rate increased dramatically.
What I don't understand is this see-saw effect when all the data was an upward trend for kill rate as ranks increased. Do you mean the smaller sample size 4 man SWF games as ranks increase?
Of course it's not solid enough to determine game balance but there are statistics BHVR could publish to us that is. 4 man SWF, very experienced player statistics etc. etc.
The problem with those red rank statistics is that red rank by now is no index of skill anymore. I read of people reaching red rank survivor or killer in a few months. They have less than 200 hours in this game and got there with not the skill which should be indicated by the highest rank.
Rank 1 is simply a limit and could be compared to gold rank in lol, of they didn't have platin and above. Both are just a matter of dedication and time invested. (Of course there are always worse player unable to even reach there because of real potatoes gameplay).
Red ranks are more of a crucible of all kinds of skill levels and therefore also not a clear indicator for statistics. And another problem is how easy it is for either side to get there. We don't know if both sides have the same mixture of skill levels in them, for example it might be that killer side is 80% veterans while survivor CAN be carried by swf (any group size) and the amount of veterans/really high skill player comparable to the killer is way lower in percentage. This would mean that many less skilled red rank survivor (aka red rank potatoes in content creator terms) get still rekt by the killer or do still bad plays and/or suicid on first Hook.
But the data given by bhvr gives no indicator of any of that. A better metric would maybe be Killrates in relation to prestige/account level or playtime.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/2011520#Comment_2011520
Not all aspects of the game are sensitive to latency, mostly chases in fact. As you said, a player with a poor connection can ruin the experience for 5 people, but at least as a survivor can repair gens and stealth without being impacted that much.
Also, it's easy to assume everyone is on the same ground when you start a match, that's not true at all. And equating a leave of absence to someone on the other side of the continent or another that can't afford to upgrade their ISP is really in poor taste. Should someone move to NA to improve your DBD experience? Do you think it is as easy as cancelling an appointment so that they can finish a match with you?
I had the same discussion with someone else on these forums yesterday. A stable internet connection is as much a requirement for online gaming as is a rig/console that is able to play a specific game at all. For example until "horizon zero dawn" was released for pc i would've been forced to buy a ps4 to be able to even play it.
I think it is still mentioned on the backside of retail games that an internet connection is necessary. The fact that it should be stable is just an addition necessary for multiplayer team games. Noone cares if you have a bad ping if you play games like cod or battlefield were the individual performance isn't as impactful.
My argument is about the thought of the person with the problem trying to play nonetheless.
I use this as a real life metaphor. The Person with the bad connection is represented as a kid with a medical health condition like asthma and the game is some teamsport like volleyball. The kid knows that it won't be able to perform on the same level as the other kids (lag) and might even get an asthma attack and has to quit ( involuntary dc). They still decide to play knowing that they will be a burden to the team to a certain degree and the team has no say if they want to play with such a "liability". In my mind the kid with the health condition should try to be mature/reasonable enough to simply stick with playing alone (Singleplayer games) or games without small teams (lol, r6s, dbd and so on). If it still insists on playing then in my eyes it shows some kind of selfishness to put one's own fun (as much as one can have while lagging) before the risk of potentially ruining it for others.
I might have a radical view on this but it is my philosophy to show responsibility towards my potential teammates and simply stand back when I know that I have an evening of bad connection or am already stressed out, being prone to Ragequit.
Again this is all about acting while having a known problem Not sudden blackouts or anything.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/2012355#Comment_2012355
First of all, I don't know when this 5% will kick it, the cause is simple: my wifi extender is kinda stupid, so sometimes it will work and other times it won't, resulting in my pc changing to my og internet randomly. I can't check when this happens in game, so it's more or less a gamble.
Also about your edit, what you said has nothing to do with the discussion, you think that people with lower or average income shouldn't play online games. That's a really poor way of viewing anything really, and describing online games as "higher class"
It still has nothing to do with income or wealth. A more down to earth metaphor would be a kid with a health condition (like asthma or something) wanting to play a Teamsport like volleyball (without bench players). The kid knows it will not perform on the same level as the others or might have an attack and leave their team at an disadvantage. At least give the rest of the team the choice if they want to play with this potential liability or not. Atm the only one with the control to make this choice is the kid aka the player with the bad connection.
And to your personal experience I talk about people that have periodical bad connection and know that. Your case is simply like mine when I lived with my parents. I didn't know when those drops would happens but when they happened I knew that online gaming was done for that evening/night. I didn't try against my better knowledge and risk it. Partly because out of a sense of responsibility but maybe I am just to harsh on myself in this regard.
Again and for the last time from my side. If they KNOW that they will lag or disconnect and still decide to try it, then they are at fault.
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@Duality said:
Okay so im rank 3 and i get matched whit red ranks
What am I supossed to do if all 4 survivors know how to loop, they know the map the strong pallets the strong tiles etc and all of them are working on different gens, and when i get into a chase it doesnt matter how fast i down the surv (which is pretty damn impossible cause they never run into unsafe pallets or dead zones) im chasing gens f fly.
I really want to know what am i supossed to do?
First of all the first 3 gens don't mean much because the less gens there are on the map (along with pallets smashed during chases) the smaller you defending area becomes. I don't know map names very well but for example suffocation pit (the long slender map with the killer shack on one end and the mine shaft on the other), here you can only defend one side and completely ignore the side with the 3 already popped gens. This increases or rather makes creating pressure easier.
I am in greens again thx to long pauses and reset. I had a game against a mixture of purple and reds and the first gens flew by but at 1 gen they started to slip up and the map or the defendable area became rather small, but not a real 3 gen. In the end I managed a 3k and giving hatch.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/2012290#Comment_2012290
The actual #########? So you believe that I shouldn't play online games because 5% of the time my internet will ######### up? Everyone should be able to play with any amounts of bad connection. So, because people are poorer and can't afford good internet, or can afford but their internet companies don't give the exact amount of mbs that a family or person is paying then they should be punished for that? Are you serious?!
I won't stop playing online games for this 5%, and you know why? Because online videogames ARE FUN and I've already completed most of my single player games, and most importantly because I dislike single player games besides from celeste, undertale and pokemon.
People shouldn't be punished for having bad internet. They're just trying to have fun. Online games shouldn't simply be "for the rich only!"
I never said you shouldn't play at all. I said you shouldn't play during those 5% of the time.
An exaggerated analogy/metaphor would be if a person infected with corona or any other infect (the bad connection) still knowingly wants to go to a public event (play online games) should have enough common sense to stay at home without being forced (don't play online games without getting forced by timeout or bans).
But suit yourself, this is the internet I can't stop you from doing what you want and this is just an opinion. But don't expect the world to take extra consideration for something like that. It still is your choice/decision to act with the potential to ruin yours AND other peoples fun.
Edit: also to your point of rich vs poor. I have an average wage and can't afford for example a new car/pc/tv or whatever every year or so. So is it unfair that I can't have a new shiny car instead of driving my 10 year old rustbucket? No, that's simply life and life, as hard as it sounds, is unfair.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/2011520#Comment_2011520
Dude, sometimes my internet is really awful and sometimes it's good. The company doesn't care enough to fix it, so what am I supposed to do? Not play multiplayer games?
When I enter a trial it's a gamble. 95% of the time my internet is ok, so you're gonna punish me for the 5%?
To be honest....yes. the internet in my parents place also had hiccups pretty often and when I knew that it was one of those days guess what, I DIDN'T PLAY ONLINE GAMES and simply switched to Singleplayer or read a book or played with my gameboy or watched tv. But I had enough sense of responsibility towards my friends and the other players to not ruin their rounds by having a lagfest and not getting ######### done, also it wasn't fun for me either. Now in my own place I have 99% good internet but it still blacks out once in a blue moon and I take it in stride and simply don't play.
When the internet completely blacks out it forces you aways from online multiplayer and lies out of your control but when you only have a rough evening of bad connection and you are aware of that, then it is in your responsibility to be mature enough to think about what your are going to do to others people's fun by being a lagging and/or disconnecting burden (also lagging games aren't really fun or are they?).
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/2010277#Comment_2010277
Just to make clear, I am not defending the quitters. But saying that others need to toughen up, or just pay for better connection is oversimplifying the issues in this case. Git Gud™ is a meme.
DBD has a core getaway mechanic (suicide on hook) and is freaking snowbally. Player retention needs to be stimulated, that is why I now defend catch-up mechanics such as NOED and Hatch. They give the losing side hope on turning the tides of the match. Most of the killer and survivors DCs I see happen when the situation turns grim to them at the start of the match.
If you only play killer you can only experience other players' DCs when a survivor does it, but if you play survivor you see them both.
And regarding the good internet connections, have a little bit of empathy. I versed a killer a long time ago whose connection ruined the match for me and, salty as I was, I just took my leave bc I can't expect a guy in Venezuela to have a low ping in NA servers. He is the one that has to deal with that issue daily, not me.
Just as a comment on your last point, because I think the rest is more of a personal opinion and we can agree to agree/disagree.
Tbh why should we show empathy to people with bad internet connection or similar when they don't seem to show any for the ones they are playing with?
In case of dbd this has either negative impact as the killer in getting unfair hits or as survivor in giving an inherit disadvantage to your team by not being able to perform on the same level and doing so knowingly from the getgo. The latter is also true for practically all team based multiplayer (pvp) games, they know they will be a burden for their team but set their own (impaired) enjoyment before others. I wouldn't care if they did it in free for all games but playing team based game knowing that either their connection or rig can't handle it is also unfair to all other players they get involved with since they negatively influence the gameplay.
I see it similar to starting a trial while knowing that you have an appointment so that they would need to quit halfway into a match and leaving the team by themselves. In doing so they show that they don't care how they might screw over their teammates and also lower the experience for the opposing team (given they also want to play a fair and exciting game instead of been given an advantageous win). I simply can't really show empathy to such people when they don't seem to care about anyone they negatively impact by wanting something against better knowledge.
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@Baby_Victor said:
If you don’t like body blocking, your gunna love Tricksters new perk coming out...
I don't think it will work the way most people want in form of instadown but the survivor will get the exposed notification and simply run away. But that in itself is already helpful to the kill and maybe they will get someone trying to last second Sabo the hook.
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@lagosta said:
Not all killers are appealing to every player on both sides. Some killer players find playing Hag boring, some survivor players find versing Spirit boring. Some people just give up bc they were found first. As much as I hate DC and suiciders no one should be forced to play a match they don't want to.
Not everyone is equipped with the emotional or psychological baggage to deal with adverse conditions and sometimes people are just having a bad day. This weekend (Saturday, I am not sure) 3 out of the 5 games I played had DCs. One survivor was having connection issues during the whole match and 2 killers.
When a killer DCs, the impact is lessened by the fact that the match stops. When a survivor DCs, all remaining players remain in the game and have to deal with it. Also, just by sheer numbers, it is 4 times more likely a survivor will DC.
Edit: I redid this whole comment. Sorry if I was to late for you answering to the first version.
Sorry but if they want to cherry pick their opponents, don't play multiplayer pvp games especially not team based ones were they quitting will screw their whole team.
Also if they don't have the nerves or are too fragile to play under those conditions again don't even start playing those games and stick with Singleplayer.
Just like a good internet connection and a rig that can handle the game, this is a minimum requirement to play in my eyes.
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@Xzan said:
https://forum.deadbydaylight.com/en/discussion/comment/2010020#Comment_2010020
Please provide the stats instead of telling others to look for it.
And if a survivor isn't doing gens, while a Killer is camping, the survivor is part of the problem. Having a bit of game sense shouldn't be hard to determine if the killer isn't leaving the hook. If the hooked one has Kindred, even better.
Camping is a boring tactic, but if its working, it's not the killers fault.
Want there this little overall known signal of aerobic exercises or playing flappy bird being hook camped? Every survivor can see that and only if the killer hides from the hooked survivor it would not work, given they run insidious or any other type of stealth otherwise their tr will reveal the camp to the hooked survivor.
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@ShamelessPigMain said:
They should probably address it in the survivor base kit, or at least add some perks. DS is a fart in the hurricane and Borrowed Time is one extra hit, if they don't tunnel the rescuer anyways.
I can't believe I'm saying this, but there is a feature from a roblox DBD ripoff that may address this issue. Preferably as part of the base kit, they could have it so that the hook speed is significantly decreased while the killer is in close proximity. The intent of the devs was to make it so that camping robs the killer of pressure, but what usually happens is that one survivor is camped to death for two minutes, max efficiency survivors will churn through 3 gens (80 seconds each) and then they can team up to tackle the next gen, at which point the killer has 1.5 gens' worth of time to catch and camp another survivor, after which only 2 survivors escape. By slowing down hook progress by proximity (it would scale, so facecamping would reduce it to a crawl, proximity camping would extend it by a minute or two), it would carry out this intention of punishing their lack of pressure.
I would also be a fan of making it so that at a certain distance, the hook progress just stops, but that's boring and has potential for holding the game hostage.
Speaking of holding the game hostage, nothing is stopping a Bubba from waiting out the entire match with one hooked survivor, until endgame collapse happens and eventually shuts the whole operation down. That, however, would probably best be addressed by a perk that protects the rescuer, as well as the rescued survivor. You can hook dive with borrowed time, but then you're going to be hooked, getting the killer a completely undeserved kill. Perhaps a perk that lets the rescuer absorb a hit and protects them from grabs when the killer is nearby.
As for tunneling, that would probably be addressed by a perk (not DS). I won't speak to its specific design, but it should 1) not require you to be hooked, just to be tunneled. 2) proc multiple times, each time more debilitating than before. Once DS is out of the way, you bet that killers are going to continue tunneling you into the ground. 3) have minor functionality outside of anti-tunnel capacities. Tunneling is rare, but it's so incredibly unfun that you'd be obligated to run said perk. Might as well have it give you at least a minimal buff when you're not being tunneled.
First of all how would any of this not be abusable against normal or friendly (12 hook) killer?
The slowdown on proximity approach was already tried --> survivor looped around the hook and abused it
old but had this protection for both rescuer and rescuer leaving the killer without any chance for counterplay.
And your anti tunnel idea doesn't sound much less oppressive/abusable.
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Oh hey the thread was just now banned into the "Feedback and suggestion" void. ^^
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2010070#Comment_2010070
To be fair I have posted 23 pictures of cows and 2 small donkeys thusfar so I'm not sure im helping matters
Well let's say you keep the mood at an acceptable level and diffuse any potential aggression XD
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@GoodBoyKaru said:
oh my gOD I HOPED THIS WAS FINALLY DEAD-
It's really astounding how such an obvious biased Trollpost can get over 250 comments XD (And not be closed by mods).
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I think I read something about that as means to complete the rift? The simply spam games while doing something in real life to progress the grind?
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@Kolossoni said:
https://forum.deadbydaylight.com/en/discussion/comment/2009900#Comment_2009900
How can survivors abuse that?
No survivor can "force" a killer to body/face camp.
No but when the devs already tried a similar system the survivors would just loop the killer around or in the vicinity of the hooked survivor and the killer would get their penalty.
For such a system you would have to also take into account the behaviour of survivors. Are they hovering around the hook, leading the killer in a chase close to the hook or is there no one and the killer is just camping.
Also there would be the need for an exception during egc since the only objective for the killer remaining is defending any possible kills they get.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2005120#Comment_2005120
I mean people like otz and Scott jund were getting fresh installs to go against
Yeah that part was maybe due to the devs having no clue how to handle new players with a mmr.
New player either have no rating at all or like in competitive chess start with the average in the middle making them a target for everyone above and below.
A solution for this like in other team vs games would be something like a separate queue for everyone under devotion level 5-20 or something. Of course this would again cause problem with queue times.
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@Xzan said:
Ah yes, the overpowered Hex: Solo Queue.
Too bad the lit totem is at bhvr hq and the devs protect it with their lifes instead of making it better.
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@Phasmamain said:
MMR will be a mess just like the last one. I don’t like being negative but MMR will not work in a game like this where we can’t even define a win yet
My personal question for the last try at mmr would be, was it really a mess?
I think most people complaint about playing too many rainbow rounds. Of course there were obvious new vs veteran players rounds mixed in.
The problem is that the personal mmr might not really corresponde to their rank atm. This point was already often discussed but rank does not necessarily equal skill but time invested. So it might be possible for red ranks to be matched with yellow in accordance to the mmr.
I just hope that the next time they want to try activating matchmaking based on the hidden mmr, that they hide or deactivate the until then used ranks. So people can't judge based on a rank which is not relevant anymore.
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@ChurchofPig said:
People bring up that The Trickster does not fit in Dead by Daylight because he's wearing bright flashy clothes and is not scary. Here's the thing though, if I asked you (the reader) "When was the last time you were actually scared in Dead by Daylight?" It would probably be a long time ago. For me I stopped being scared after the first 5-10 hours of playing and I have between 2.5k and 3k hours in this game. The argument of how "scary" a killer is doesn't feel very fitting for people who have been playing the game for a while. Am I right?
Now for the flashy clothing argument. Go to the freaking shop and look through the cosmetics. I'm pretty sure that's enough an argument for why "flashy clothes" isn't much of an argument once the shop released in 2018. We have onesies and elf cosmetics and you're arguing about this guy wearing hot pink and yellow? Sorry, but the looks argument died out once the shop was introduced.
I understand that people don't think he fits. That's fine, but the arguments aren't really there since the arguments used, if you play the game, aren't really arguments anymore and haven't been for a very long time. Yet here we all are still playing (and complaining but still playing).
Edit: After reading comments I don't want people to think I mean "Your arguments don't make sense." I'm saying they're weak arguments based off of what the game is. They're still arguments, they just aren't the best.
I didn't read the whole post or the comments (sorry) but the thing that makes this killer standing out so much from the crowd in my eyes is not the brightness of his clothes but that he looks the most like a normal human.
Most of not all killer have either no face (instead a mask or similar) or are straight up monster and/or extremely disfigured.
The trickster is the first killer that just resembles a real life murderer and not a monster/killer from a movie. He has a normal human face and no real marks of being a monster and uses "normal weapons". This leads to an uncomfortable feeling of realism in this killer not fitting the "dark fantasy" atmosphere of dbd.
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@EvilJoshy said:
As a killer I feel bad for the next group I come across when I get bullied. Most of the time I try to play for fun but when I eventually run into a try hard swf group that pisses me off. Then I say #@!% it and switch to my main killer. Then I look like an ass for beating the crap out of another group of survivors who had nothing to do with my bullying. Who is the #########? Me or the people who drove me to use the meta?
Tbh, in my opinion both. They because they did what they did and you because you COULD make a show of character strength in trying to be the "bigger/better person" and instead of continuing the cicle by taking a break or simply not giving in to your frustration.
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@fpschosen said:
change my mind please
Those "change my mind" posts are among the most lazy discussions. The poster mostly provide nothing of their viewpoint or standing on the matter except a single absolut statement. They just want to be a reactive part of the discussion, without preparing any arguments themselves and just disregard many comments going against and compliment statements going along with their opinion.
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@DevourOfSalt said:
Dc penalty helps no one it was good idea however no one cares about dc penalty, iv gone against many survivor just pull the plug as annoying as that is dc penalty hurts game more then helps it.
People still dcing don't care about penalty sure they cant play for who knows how long but now that person, plus the 100s or 1000s of other players who think the same will do it still increase time for Qs on either side because dc people aren't playing.
Dc penalty like double edge sword its for good intentions but it also hurts it at same time
Yeah the people not caring still dc but think about how many people that do care would use a free pass on dcing. The numbers of dc would go up what feels like exponentially.
Also to the point of problems with queue times increasing. I wouldn't be so sure about that because.i think the tendency to dc is way higher for survivor than for killer atleast at the straight beginning of the trial. Stupid reasons for instant dc for Killer could be either the map or too many gens popping within the first 2 minutes. While survivor tend to dc at the beginning because of wrong map, unliked killer, being found first, getting hit too fast, noticing an unliked perk being run by the killer and stuff that doesn't come to my mind right now. And those are just from my experience as a killer main playing during the last penalty free times.
So back to the point of queue times in relation to penalty free DC's. They would probably slightly up to moderately improve for the survivors because, like said above, the tendancy in relation to the amount of stupid reasons for dc seems to me much higher on the survivor side and therefore reducing their queue times.
But this whole argument is my subjective opinion since I only intentionally dced once in 4 years being run around an old fatshaming spot and not dealing with people exploiting stuff.
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Latency Problems themselves didn't get fixed.
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@Shenanigan said:
https://forum.deadbydaylight.com/en/discussion/comment/1968953#Comment_1968953
Idk if it's just me, but when it comes to this game saying "gg" feels like it could be immediately interpreted as toxic/smug behavior to someone else depending on whichever side won that's just me though
Gg is always a term tainted by one's own interpretation.
"G"Ood "G"ame
"G"et "g"ood
But to be fair the latter one just became popular in the last few years.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1974572#Comment_1974572
You are practically asking a troll to respond XD
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/1974574#Comment_1974574
Honestly I think I might have attracted a troll lol
Maybe just tag "Ilovedemo" and make it quick. I am quite astounded that he is not already making comments here.
(Btw, just for clarification, is this already considered as naming/shaming or the like?)
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For me it's trapper with setting up totally random traps and then hearing these snaps and thinking "really? You walked into that one?" While being on the other side of the map.
Right now I am trying to assemble a goof build on him with brutal strength, iron maiden, bamboozle and bbq. Just making most interactions go faster and my beloved increase of bp. Btw this build will probably be useless but I don't really care.
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The 4 bbq stacks with up to 8 hooks evenly spread if possible.
Meaning as much bp as I can get and a nice middle long game.