burt0r
burt0r
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1422078#Comment_1422078
id agree to that last bit but change "and" to "or"
ive had 20 minute matches where the killer just cant find anyone. should we be penalised because we werent in chases?
Nah sry a mistake on my part. Obviously the generator should be the main part but the chase be an alternative.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1420893#Comment_1420893
When the game's a normal length of time yes. When the game is half an hour you'd wanna change styles. When it hits an hour you definitely need to do something different. An hour and a half then YIKES man you'd think you'd change by then since clearly what you're doing isn't working.
The thing I would change is the tab on my second screen and start watching Netflix or something while running around the map. If they want to waste time I can use it "productively" XD
Edit: The devs should also add an afk check in form of not interacting with any generator and not being in chase for maybe 10 minutes straight. The afk check right now can easily be bypassed as far as I know.
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@Huff said:
They had no crows on them? You mean they just evaded you for a full hour and more?
I mean, they were jerks about it of course. I'm just wondering how the game lasted that long. Usually even if the survivors keep hiding and whatnot it doesn't even take me half an hour ever to find them. Maybe even 20 minutes tops.
I read in another thread about holding the game hostage, that survivors only have to emote (and not move) to ward off the afk crows.
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@Yamaoka said:
Is any PVP game community known for kindness? Genuinely curious. I think PVP games naturally bring out the worst in people as having fun requires you to beat your opponent which -as a result- reduces THEUR fun. PVP games are basically a battle for fun so conflicts and some aggressiveness is just normal I suppose.
Additionally to that comes the protection by online anonymity. It is the same in every online PvP game with any competitive gameplay like lol, DotA, r6s, rocket league and so on.
As soon as people are save from any repercussions except angry verbal retaliation, they vent their anger and frustration and let it rip. In in-game chats, voicechat, on the individual forum or reddit.
This anonymity is the basis for all toxicity online because I think more than 50% of the toxic people online would not show such behavior in real life. Or their upbringing might have been rough.
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The funniest and maybe most toxic thing I did in the last weeks was a farm game because of the crown event. Everyone glowing got a free escape and I only farmed my BBQ and points off of them.
The thing is I forgot that I brought Franklin's against multiple flashlights and the last survivor had key in hand and stop in the exit with my right at the finish line. I thought he wanted me to good-bye-slap him. I did it and he exited but lost the broken key he had found in a chest. I even had in mind to say "GG to you new key" in after game chat but was greeted with a sad smiley and "my key...".
On one side I felt really bad since we had fun farming while I pretended to kill them and on the other I found it hilarious that he lost his key right at the finish line.
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Really seems like the bugs and problems keep piling up instead of getting reduces over the course of 2020.
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Another post on this forum said they disabled DC penalties but I have no idea if that is true. But it would explain the reoccurrence of instant DC. Oh glorious times /s
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Well I guess I would say unlucky but that is the exact reason that killers or rather players all over the forum want keys and Moris removed. Both give uninteractive advantages.
The first survivor the uses a key to open the hatch escapes simultaneously with the opening action. The others after they have the normal jumping animation. But I could be wrong about that.
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Is it really gone? (Didn't play for 2 weeks.)
If yes, GG, back to instant DC when survivors don't like the:
killer, map, killer offering, perks/add-ons used by the killer, length of the first chase, getting found first, getting grabbed from an obvious locker,.....
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The increased volume helps to notice that a survivor is in the vicinity but it messes with the fence of distance if you are not used to it.
The range is relatively large and sometimes when I use it I think that a survivor is behind a close object (wall, tires,....) but in reality is behind something behind that object. So maybe don't get too used to it, or playing without it will be harder.
I never noticed the sound bugs that are current, so no comment on that from me.
Tl.Dr:
1. Positive and negative impact: find survivors easier vs messes with your sense for the exact position if the survivors
2. yes you can hear them
3. Depends, if the sounds range without the perk is let's say 20° then it goes up to 50° subjectively
4. Yes
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@LudvigVonBastard said:
https://forum.deadbydaylight.com/en/discussion/comment/1394356#Comment_1394356
Maybe you should play more, because if you hear them breathing you are already dead. :/ Also, footsteps, really? Are you joking?
And yes, it is more stressful.
https://forum.deadbydaylight.com/en/discussion/comment/1394360#Comment_1394360
Dont say, its very common? Maybe because this is the experience of 95% of players? Just look at achievements. ONLY 46% of players have most common achievements (Yeah, this here alone should be starting point for someone responsible to gameplay in this game). So we can safely assume 56% of players are even more confused as me. 3,8% had at least once 1st rank with Killer, and 6,3% as survivor, so 6,3% are pros, like you. I beat at leas half of remaining 40% playerbase have similar experience like me. We are the "noobs" with "only" 50h on clock. So yeah, i beat its very common. This is the experience most of the players have.
While playing now i see quotes from "Game Director", "Gameplay Tester" etc. They all should be fired. My god, so many people allowed this? "New" player experience in this game is miserable. Truly miserable. I seen more fluid gameplay even in F2P games, and those games are designed to make my experience miserable.
And BTW im not new with my 50h, at this point im advanced. 50h is a LOT of my freaking time.
https://forum.deadbydaylight.com/en/discussion/comment/1394369#Comment_1394369
Learn to read. Thanks. :*
https://forum.deadbydaylight.com/en/discussion/comment/1394380#Comment_1394380
Well, if you are standing in grass and killer (i guess he didnt care about time) is looking for you sometimes 2m away, lurking around you over and over again, you cannot really move because you will die. :)
Hiding is the only strategy survivors have, and yet they are punished for that. Not only with crows, but if you dont interact with killer whole game, also with bloodpoints.
https://forum.deadbydaylight.com/en/discussion/comment/1394383#Comment_1394383
Gold? Thanks, you are too kind. :)
- It dosent matter. First of all even after escape usually Killers have more points. And one more time - do i play less as survivor? NO. I dont. I play the same game, as long as i can, doing my best. I should not be punished just because im playing survivor. Seriously, it dosent make any sense. They dont need to outsmart anything, they have weapons.
- Eee... What? If he can block aura reading by skills, survivors also should have this ability. Yes, survivors have no heartbeat, but running, breathing, fixing gen, jumping - everything make a noise. And on top of that killer gets visual indicator. On top top of that, they see running scratches. They dont need hear heartbeats.
- This explanation also desent make any sense.
- Yeah... And how do you explain lobby where my 15 level basic trapper is connected to 2x<10 and 2x<4? It was impossible to find better killer? Im thaaaat good? :)
- Dude, HOW you can hide from BAC perk, when you dont even know killer have it? Thats the point. When i play LF its ok, he will know where im, i can react to that. I have problem with cross-perks, when Legion finds you because BAC you will never know why until game ends. Not only cross-perks make every killer the same, but also the whole perk system is unbalanced because of that, and survivors cant react respectively.
Ps. I dont have any problem with Ghostface, he is fine.
1. If you want to play any killer with all perks you have to obtain all perks on all killers, because each on has a different special ability (Trapper=traps, Wraith=invisibility, Nurse=teleport, and so on). The survivor on the other hand are just different skins. You level all to 40 to get the teachables an then get all perks on your favourite. Before you say "but you don't have to play multiple killers, just play your favourite killer", the difference for killer and survivor is that one survivor character plays like everyone else except for visibility and depends solely on the load out.
Oh and the lesser amount of points is not a punishment for survivors but the other way around an incentive for killers to play 1 vs 4.
2. There is a perk for nearly every trace a survivor leaves.
Breathing/pain grunting = iron will
Screaming = calm spirit
Jumping = balanced landing
Repairing a gen = technician
No indicator on fast vaults or lockers= quick and quiet
Aura reading from the killer = distortion
And the list goes on.
3. This mechanic is to prevent survivor to go afk or simply hide indefinetly by standing in one spot. If the killer does not have any aura reading perk and the survivor is for example standing in a locker, there is nearly no way for the killer to find him without testing every single locker on the map. It takes a considerable amount of time for the first crow to circle around you and double that time for the killer to get a notification.
Also experienced player have to learn to loop the killer. You will not get into the high simply by playing completely stealth on the other side of the map away from the killer. That is not intended by the devs emblem system.
4. The matchmaking at the moment is broken since half a year ago. The longer the waiting time is the broader the matching field becomes. At the beginning it searches maybe 3 ranks +/- from your own but expands that until everyone is in range. Also other swf groups of 2 or 3 people will be matched using either their lowest/highest or average rank, I don't know which of the three exactly.
5. He told you, just go at the opposite site of a generator you are working on as soon as you see the hook indicator. Or go into a locker before the killer hooks a downed survivor. Or if you are in neither situations, move in one direction and count to 4 and move in the opposite direction since the killer only sees the aura for 4 seconds.
To your opinion that survivor is harder than killer, yes it is in the beginning but playing killer in high ranks becomes the more stressful role. Survivor can not attack a killer (except pallets) but they can waste his time with a multitude of second chance perks, looping, pallets and so on. But from your post I take it that your only Playstile until now was to play stealthy.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1394356#Comment_1394356
I can't hear footsteps of killers? How can you, special settings?
Do you play with sound on speaker or with a headset?
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@EwokVDub said:
I have a suggestion for a rework for the Perk - Hex: No One Escapes Death (NOED)! Please keep in mind that this is my opinion and may not be a perfect idea, but I wanted to share it with all of you and open a discussion.
As a killer main myself, I hate the perk. I agree with the idea among some of the Fog Whisperers that NOED is a bit of a crutch and prevents a killer from pushing themselves to become better. I've only ever run it a handful of time on Plague and when it was specifically needed for the Archive Challenges. I definitely hate it when it shows up at the end of a match, as a survivor, when you have done well to complete your objectives and avoid the killer.
Now before you go responding "BUt aLL yOu GotTa dO Is cLeaNsE tHE fiVe TotEMs!," I know. I get it. Not a hard requirement and I don't disagree with it. I do, however, believe that the risk/reward factor is too imbalanced; the killer shouldn't have the ability to insta-down and slug for the 4k just because the killer was incapable to do their job. I understand, as a killer, that it can be annoying to go against well coordinated survivors and SWFs, but those are separate issues that don't warrant the use of this perk which seem to be showing up increasingly more in games as of late.
The suggestion:
When I was thinking about how to rework NOED, I wanted the effect to still carry the essence of the name, NOED: No One Escapes Death. When I thought about the idea of not escaping, one other unique and niche perk came to mind, Blood Warden. It is the only perk which physically prevents the survivors from escaping (where the entity will block the exit for a period of time if a survivor has been hooked after an exit gate has been opened), but what if the effect of blocking the exit was able to be applied by the killer directly? This is what I have come up with:
Hex: No One Escapes Death
- Once the Exit Gates are powered, if there is a Dull Totem remaining on the Map, this Hex is applied to it.
- While Hex: NOED is active, the killer can apply "Blood Warden" for 3 / 5 / 7 seconds to a survivor by hitting them with a basic attack.
- This Hex remains active as long as the related Hex Totem is standing.
"As the beast strikes fear into the Survivor, the Entity is pleased and wants to witness more."
I believe that this modification to the current NOED would be a more balanced version. It provides a powerful effect while still being able to be countered as a Hex perk. This perk would potentially be able to synergize with other perks. The one that comes to mind is "Save the Best for Last."
The times that the effect would be active are just a suggestion. However, I think it is fairly balanced. At the lowest tier, it wouldn't have much use because if a Killer downed a person at the very exit, they would have to wipe their weapon (2 seconds) AND attempt to pick up the survivor before the effect wears off. Tier 2 and 3 would give the killer the ability to potentially down multiple survivors, but it would never allow the killer to down and kill all 4. Essentially this would potentially give the Killer extra hit points during the endgame. I would actually be tempted to increase the times to 3/6/9 or even 4/8/12, but I fear the more time that Tier 3 allows, there may be a higher risk of a type of infinite block technique the killer could use which would defeat the purpose.
I have another potential idea in mind, but I haven't fully put it together yet.
I know this isn't perfect, but I am curious as to what you all think. If you have any modifications or suggestions of your own, please put them down below. Please keep things constructive and civil.
To be honest, the change you propose would only make for a truly useless perk sorry. If I understand correctly, the bloodwarden is only applied to the hit survivor. If that is the case, then this perk would only be useful for a few hits at the exit gate and MAYBE one kill.
Scenario: all survivors are grouped at the exit and you even double hit the first.
Then the other three will bodyblock you from picking up the downed survivor, all right at the exit line. The time it takes to down them all and the distance from their salvation would only give you the chance to pick up one single survivor and bring him to a hook.
The perk would only be point bringer and maybe one kill. But the survivor could also decide to go back for the totem and you lose the effect completely. Another thing is, like someone mentioned, that a hit survivor gains so much distance from getting hit that even a 12 second timer in vicinity to the exit gate would not be enough.
Tl.dr: This perk would only be hard situational and get the killer additional points.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1369397#Comment_1369397
My issue is that keys and moris aren't comparable.
As you stated...you can tunnel mori someone immediately out of the game. I've had bad spawn RNG and a trolly teammate who worked with the killer that enabled me to be killed within 2 minutes of the game starting. I got less than 2k points. I never actually got to play the match at all.
Keys on the other hand cannot be cheesed. You have to do more work the more people who are alive. 4 people alive...you have to do 100% of the gens. 3 people alive...you have to do 80% of the gens. 2 people alive...you still have to do 60% of the gens to escape.
As you stated, the hatch should be a 50/50 shot...but it's not. It used to be. Its not anymore. Its now extremely killer sided. The killer has more opportunity to find the hatch as they traverse the map. They can move freely around the map when its open to find it much faster than a survivor who is basekit slower than they are but also has to stay hidden, which makes them even slower. If a survivor and killer come to the hatch at the same time, the killer standing NEAR the hatch will disable them from being able to enter...even though if a survivor is standing ON the hatch a killer can still close it. And if they hit their action button at the same time the killer's action takes priority. Keys NEED to exist to be able to reopen the hatch in this very unbalanced situation, when someone has had the forethought to bring one or gotten lucky enough to find one.
I would like to something to your statement and the one above.
First to the point of number of Mori against keys. Like other people stated, it is possible to find items in chests during the game and I have seen people get several pink keys in ONE game. Of course this is based on rng but it is in the game next to the other fact of some killer having less pinks as other people already said.
Second to the point of effort for each. Of course the killer can use the Mori while doing almost nothing to the first survivor but for every survivor he has to put in effort for finding them and the hunt itself.
On the survivor side the effort can very much differ. The survivor can do gens and progress the game or keep the killer busy and do his share but a key will also let an only crouching survivor get out of the game while he did nothing until it spawned. Of course this is close to only a hypothetical case but it can be.
Lastly on the hatch chances itself. The hatch standoff where not really a 50/50 when a survivor can get a guaranteed escape as long as he finds the hatch and is not dying. I would understand that the survivor can escape with the killer on the hatch while he is healthy to take one hit but an injured survivor would just get grabbed by the throat and brought to a hook if it would be even a little bit like in the horror movies this game tried to imitate. Getting knocked down and still escaped was not a 50/50.
Maybe I remember something wrong here but from my point the old hatch standoff was always a free escape for a survivor that was standing on the hatch in grabbing range of the killer but the killer could only go for the grab when the survivor did the escape animation.
A compromise could maybe have been that the killer can always grab survivor that stand on the hatch but can't close it. Because there should be no chance to get out when a killer is standing on top of your way out but it was.
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Well i as a Killer only Player give the hatch to the Last survivor based on my enjoyment of the Game.
But it is extremely annoying when I pass more than one hook and the survivor just keeps wriggling. At this point it should be obvious that I am giving hatch.
But I read a few posts above that some killer bring the survivor just close to the hatch to close it in their faces so it is maybe understandable but still annoying.
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Well me being a farmer killer myself I put rules for certain scenarios in. I only farm for myself while letting them slowly win the game.
When I am stomping without tunneling or camping (which are boring) because the survivors don't help each other I try not to hook people thrice before everyone is on death hook.
This way I can get maximum bp while providing them with a killer that "tries" to win. I hit them, slug one or two but let them recover to finish their game.
But if they take their sweet time not even trying to finish I will slaughter them and only maybe give last on hatch because I maxed out already.
Otherwise when they are better than me I can try hard for my 4 bbq stacks and play like normal.
But the time where I would let them farm of me are long gone because those game take foreeeever to finish.
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@LALYTHIA said:
I love this game.
I love the killers/survivors.
The issue is not the game. The issue is the players and their behavior.
Every time a new killer/survivors/perk comes out and people say they are toxic, I have to refute it. A Killer or Survivor character is not toxic. The player playing them can choose to be toxic. It's unfortunate that I think a lot of that behavior ruins and sucks the fun out of this game a lot of the time.
The problem is peoples take on the anonymity being online provides. I play dbd, lol, rocket league, rainbow six siege and so on and there are always people thinking they can be toxic because society won't/can't punish them online like in real life.
This is gets emphasized by the disparity between the people who want to play casual and the people that want to compete in team based videogames.
I am somewhere in between wanting fun but with a sort of challenge. It is no fun screwing survivors in yellow ranks but also not sweating against people in red as an example.
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Well I for my part (killer only player, rank somewhere in the yellows because I don't play this game consequently and should be probably way higher by the pip rate) am just a friendly bp farmer with bbq. I have no real idea what it's like to play survivor so this is all to be taken with a bit of bias.
I give he last survivor hatch if I destroyed them because I probably already max my points and don't need the last kill. They know I could've had a 4k.
When survivor wait at the exit for last hits it feels mostly not like mercy points but pity. I think the survivors that destroyed a killer should just leave because it will probably never feel good to get pitied.
Also this feeling is caused by the one against many mentality of the game. When the killer already killed 3 people and let's the last go it feels like a win for him and atleast 1 of the other 4 gets to be a bit happier with a full escape. When it is the other way around it will never feel fulfilling at all.
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@Fog_King said:
I hope crossplay will be something good, for everyone and will cut the wait times for both sides.
The problem may gonna be that it will get worse for the console player when their community splits into crossplay and non crossplay faction with separate queues/lobbies. I don't think many of player (like myself) would mind.
And I think there has to be a difference between controller and mouse, but I don't know for sure since I only play with mouse in dbd.
It should be not in precision of hitting maybe but in Turn-Speed due to the controller being capped by max sensitivity and max tiltangle of the stick.
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@SmarulKusia said:
Hatch exists for two reasons if I’m not mistaken -
Before Hatch, the survivor would just hide and not open gates - generally because a killer could easily patrol each gate and not let the survivor escape.
Survivors can also be heavily punished by the actions of other survivors. What this means is - someone could be doing everything that they possibly can in their match and be left to be the last one standing - having hatch means that a killer isn’t rewarded for bad plays (by having the last survivor essentially being a free kill) and also gives the survivor a chance to still escape.
putting all of that aside - I’m pretty sure the hatch is killer sided as I’ve had plenty of times where I’ve been waiting on hatch and spamming the button to jump in - the killer comes by and magically shuts it right in front of me. Lol
I read a post about the hatch not opening fast enough for the last survivor because it takes the whole ascension animation of the second last to open.
My idea for this would be something like a reduced opening timer in accordance to the number of already done gens. No gens done it favours the killer who dis a good job and the more gens are done the more rewarded is the last survivor. At 5 gens it should immediately open when the second last survivor is third time hook or the struggle timer runs out. When the seconds last gets mori' Ed it shouldn't matter since the killer stays in place for the animation.
And about the killer being able to close the hatch next to a survivor. I imagine that this should be theme based correct. A killer would normally just grab a survivor by his throat when he finds him and not let them escape. It is just that the game gives invincibility frames after a hit which made hatch standoff so ridiculous.
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To give my 2 cents into the mix. What I gather from this thread is that op sounds like wants to be able to play against any given killer and have fun in a 1 on 1. Problem here is there are always 3 others at at minimum potatoe-level player with you against the killer.
So if 1 survivor is strong enough to have fun (the definition of this may range from "I can get chased as long I seem fun" to "when I am a skilled survivor, the killer should not be able to down me at all") then killer goes to only be a playable ai for the survivors to enjoy.
That's what this thread atleast "sounds" like but hey so do most "the other side is too strong for me to have fun" arguments regardless of which way.
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The second part of the perk seems to me like a situational counter against slugging with noed or haunted but nothing else. Maybe bandaid for all survivors crying about slugging or noed.
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@shadowninja2012 said:
if a permanent ban does happen because of my internet outage or connection, well, dbd has 1 hell to pay
That's cute thinking.
I have nice metaphor for your situation. Careful I don't know if you like what comes next.
You go for a Sunday drive (playing dbd) in a car with a faulty engine (bad internet) and everytime it breaks down (dc) you block the other people in lane.
And everytime you continue to drive you get farther away and it takes longer to walk home when you decide to leave your car (stop playing whatever multiplayer game with a time penalty).
Do you think the road has to pay anything for you decision to go for that drive in that car? Same with dbd. It is you decision to ignore you problems and continue to press on.
And even if you don't see it or just don't want to, stackable time penalties always decrease over the time when there is NO NEW dc. But you can't guarantee dc free games with your internet so there is no helping it.
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@shadowninja2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/1302423#Comment_1302423
you do know that has nothing to do with it right?
Like we are saying for the x time, it has and always will. Sorry
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@shadowninja2012 said:
HE IS DOING NOTHING BUT [BAD WORD] ME OFF, AND IM GETTING FED UP WITH IT, I NEED SOMEONE THAT WOULD HELP THE SITUATION, NOT TO MAKE THE SITUATION WORSE
I am sorry but there is and probably never will be help for a situation like that.
No one like ragequitters and even unintentional dc's when there is no possibility of rejoining.
To give your discrimination claim a little validity here some fitting terminology. The minority of people without the chance for a stable online connection, which you belong to, makes probably only a few percent if not only 1% of most online game communities. Because most people know when to quit under these circumstances (or are to enforced by penalties).
No developer will cater to such special minorites when it will negatively impact all of the majority. Especially in a case like leaver penalties.
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I actually did but since I am at work I can't always finish my wall of text in one go XD
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From your previous posts I gather that you play on PS4 and from other posts in the forum it sounds like survivor queue time goes up to 20 minutes. So when you prematurely leave the game as killer you throw up to 4 people back into a lobby simulator and when 4 have to do 5 gens but you leave the number of gens does not decrease as well.
And a little fun fact for you. Disconnect time penalties are the norm in most if not all team based multiplayer games and they help. How? By penalizing all the little kids that ragequit when things don't turn the way they want.
I had a game were all 4 survs disconnected because the one guy with object of obsession saw that I played spirit. That was half a year ago and they disconnected in the first 30 seconds because they didn't like what I was playing. I have roughly 150 hours in this game, play killer only and was never over rank 10 because
Now there are nearly 0 disconnects anymore. I played two days for several hours last week and only one players game crashed (he was premate with another one an he told my in after game chat.)
Of course unvoluntary dc's get also hit with a time penalty but like other people already said if that is not the norm it won't harm you to much.
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@shadowninja2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/1302294#Comment_1302294
there you go again discriminating
Just look at it from the perspective of the other players in team games.
I for example play league of legends, a 5 vs 5 team based moba game where player can reconnect. In some games I have teammates that disconnect and reconnect endlessly. Sometimes they have a bad day with their WiFi or whatever and that is just unlucky.
But when this is a persistent problem, I simply don't want people like that in my team. It ruins the gaming experience for atleast 4, if not all 9 people. Especially in competitive games like dbd, lol, DotA, rocket league so on. Call of duty is neither really team based game nor does one person dc'ing really matter when the teams are 8 to 16 people per side.
Team oriented online multiplayer games come with a kind of responsibility towards your teammates ( I know most ppl don't car about something like that). But I for myself try to help my team in this games and when I know for example I don't have the time to play a full round then I don't even start.
It might be discriminating against you since you can't improve the situation but simply removing the penalty so that you keep ruining multiple other people experience is not the way to go.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1301433#Comment_1301433
https://forum.deadbydaylight.com/en/discussion/comment/1301442#Comment_1301442
We could rate all the survivors as a team, that way the person on the hook does not get screwed from a rank or BP perspective and it encourages team play. Just my suggestion, haven't thought it out much.
On the other side, this would allow for more toxicity between survivors if one decides to troll and drag down the overall "team rating".
Edit: Maybe implement additional bp trigger every few seconds when the killer is in the vicinity of a hook without any non-hooked survivor around. As an addition to the chaser penalty for the killer
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This whole discussion apart from your point shouldn't be about your bad internet connection or the game crashing itself. It should about you going into a !team! game while knowing that you involuntarily dc (which is NOT directly your fault) and by that leaving your teammates at a disadvantage.
The going in while knowing, that is your fault and is also the reason that involuntary dc's should get penalized in most online multiplayer games.