cogsturning
cogsturning
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CCs love to complain. That's what gets views. And people love to repeat them. The role is fine.
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@GentlemanFridge said:
I see your proposal and raise a skin that changes Judgment's staff into Jim the iron beam.
This is brilliant! Why hasn't Jim become at least an alternate weapon?
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@BreadSilence said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106303#Comment_4106303
i generally agree with like 90% of your posts on this forum, but I don't get your logic here. Because you are essentially implying that people who play Survivor by themselves are inherently dumber and worse at the game than those who choose to play with a group of friends. Being an introvert who struggles to make a lot of friends IRL doesn't make one less intelligent/competent than people who are more social. It just means that the latter group are way more likely to find others who also happen to play DBD regularly. Just because most of the people on my Xbox friends list don't play DBD doesn't make me automatically worse at the game than the average SWF player.
There wasn't anything about intelligence in Aven's remark. They simply said bad is bad and good is good regardless of communication. People in a SWF just know what to expect from their teammates. That, and caring more about one another, are the differences from solo. I can confirm that I am both dumb and bad even playing mostly SWF. The comms have yet to make me good. Meanwhile, a very good solo player will be very good regardless. They just don't know what they're walking into.
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Depends. The really loud annoying ones get old.
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@ArtGueds said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106147#Comment_4106147
Yeah bro, I find it hard to believe that after the killer downs all 4 survivors you prefer to wait for him to hook everyone then eventually get to you so you can be hooked and then wait for the long ass animation of you dying when you could already be in another lobby. Grow up and stop lying dude
I'm not lying. Sorry I don't just nope out as soon as the option pops up. I'm not as impatient as all these people who want to be in another lobby immediately. Abandons mess up stats and probably MMR. When they stop doing that maybe I'll use it but until then I won't use it against anything but blantant cheaters.
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@Your_Dad_Playing_DbD said:
The intention is great, but honestly I have low expectations. A chat wheel isn’t going to prevent me from continually being matched with brand new players, my teammates getting downed 5 seconds after chase starts, teammates hiding/blessing totems/being generally useless all match, etc. Matchmaking and skill measurement are a far bigger problem than solo queue communication, yet BHVR continue to ignore this far bigger problem. I won’t get excited about anything in this game until BHVR address the real problem.
We can address more than one problem at a time. Though I think trolling will make this into a double edge sword I also think this is a bigger win for less experienced players who don't read how the match is unfolding well and that's a good thing. Some small amount of info will help people get a grip on the game better. And at least you won't have two people running for the hook if you can call it out. Wins are wins and people have wanted this for a long time.
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@jesterkind said:
What makes you say Jason had his camping ability buffed after release? The only thing I can think of is that the vertical part of his built-in anticamp was removed to stop him being affected when he isn't camping, but I don't like to assume that's what you meant.
Anyways, I can't speak for Judgement since I can't access PTBs for the time being, but otherwise I agree more could be done with built-in anticamp. Singularity, First, and Jason all have solid anticamp but a few more killers could definitely do with it, even ones released in that timeframe.
That's what I referring to, yes. You can hook someone in basement or on a map that has a drop down above, like midwich courtyard, and be right on top of the hook again immediately. He already has the most free teleport in the game. They even gave him excess spots to teleport to, as if windows and existing pallets weren't enough already. He really would be okay if there's an extra couple spots he can't use above the hook.
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@Carth said:
Disagree because what would that really acomplish? On both sides the gameplay would be nitpicked to hell and back just to deny the person's point;
"Omg these survivors are garbage, no wonder you think killer is OP".
"2 of the 4 survivors weren't running exhaustion perks..no wonder you think X is overpowered",
"uh yeah, a stacked team with 4 toolboxes with bnp + hyperfocus & stakeout will crush a bad ghostface, is that really your point?"
"Are you seriously running pebble and complaining about killers camping and tunneling?"
"Kate was throwing when she tried to mind game the kaneki like a dummy and went down in 5 seconds, game was over after that"
"This has to be a low MMR game because X did Y lol, do you really think something needs to be nerfed because your games are like this?"
There's no world where the gameplay will actually be acknowledged as "ok yeah you have a point", it will just be "anecdotal!! And the people/you are bad and so therefore your point deserves zero thought".It would be this exactly. I always assume anyone asking for gameplay is attempting a set up.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106117#Comment_4106117
I really wish that DBD implements a Replay system at some point, maybe with the Code Overhaul. This would make many things easier like spotting your own mistakes, just curious interactions or reporting cheaters.
^ This right here. I would love this a lot. Truly. It would be beneficial. I also would like to go back and watch my matches. To see from different angles. HOW I messed up. Did I flick too hard? Was it a bug? What went wrong to better my own gameplay.
I find that fun. I was in a custom last night on the PTB with some friends. I was playing as The Judgement. I kept asking "How close was I? Did I miss by a long shot? TELL ME!" LOL. Cough Cough @cogsturning @Skittlesthehusky
Don't M1 me!
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106147#Comment_4106147
The killer is ment to kill not hook. Hooking is just a way to kill the survivors. Maybe if the devs didnt make the strongest perks on the survivor side hook reliant people wouldnt slug as much. But as someone who has bad killer anxiety i found slugging fixed alot of that because of all the perks I dont have to stress about.
Guess the loading screen is lying.
Guess the stats are also lying when they don't register bleedouts as kills.
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@ArtGueds said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106120#Comment_4106120
In that case youre just a bum who likes wasting time and sits waiting for the killer to hook you
You mean the thing they're supposed to do?
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106129#Comment_4106129
You don't see the aura of the shrines as Judgement and you can barely hear them, it's kinda on the survivor if they're liberating next to the killer considering they have two options and the killer can't be in both places at once.
There are seven shrines. The spacing is not far and they're very visible, and they're near gens. The killer can easily camp them (and a 3 gen at the same time.) In my few ptb pub matches killer's were already abusing this.
And yeah, as already stated by @Archangel2O, I also had two instances in the ptb where people spawned right near the killer, actually at the same spot where they'd been banished. People suddenly spawning back in somewhat disorientated and totally out of position with the killer on top of them is actually worse than being unhooked in their face.
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@pidgeon said:
I mean Pyramid Head doesn't seem to be ruining games as its a fair trade off removing the strongest perks from both sides (Gen regression and anti-tunnel)
Killer gets to choose their perks accordingly though. Survivors just get their builds nullified.
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"Abandon exists" isn't a reason to get rid of the timer. I don't use the abandon feature and I never intend to (unless someone is cheating) so I get to just lay there until the killer feels like setting me free? Abandon was a bad idea being used to cover up problems instead of addressing them. Also, the bleedout is the only way to rob a slugging killer of a kill, since bleedouts don't count as kills, and that's pretty much the only potential power a slug has.
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I'd actually rather see people's hours/# of matches played because there are two trends I've seen:
Many of the regular whiners are people with very good stats and high hours. They just want it to be even easier. They want to win all their matches instead of just most.
The other side of regular nerf whiners seems to be newer players who probably just stepped out of bottom MMR and don't yet have the skills or know-how to deal with the real game. I've seen people in this forum who literally do nothing but complain for months or more about how unfair everything is and then you find out they have less than 1k hours. Being new is 100% great and fine but you need to take some time to play and understand the game properly before you talk like an expert.
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It should just be an option in customs for friends to goof around in without mass lowering their gamma to recreate it.
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@HexFelix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106017#Comment_4106017
A perk that gives value for doing nothing, like 50% of survivor perks? If you don’t try to blind the killer than the perk does absolutely nothing. And my games as survivor are 80% against corrupt so we live in different universes.
Some of the killer perks that give their value for doing absolutely nothing, or from survivor actions:Distressing, Iron Maiden Two Can Play, Coup de Grace, Pahntom Fear, Wretched Fate, Hoarder, Discordance, Haywire, Noed, Languid Touch, Stridor, Insidious, Haunted Ground, Undying, Crowd Control, Human Greed, Monitor and Abuse, Tinkerer, Rancor, Secret Project, Batteries Included, Superior Antaomy, Fire Up, Cruel Limits, Deerstalker, Spies From the Shadows, Overwhelming Presence, I'm All Ears, Iron Grasp, Weave Attunement, Enduring, Hubris, Shadowborn, Territorial Imperative, Knock Out, Overture of Doom, Ruin, Mind Breaker, Bitter Murmur, Dominance, Corrupt Intervention, and, next up, Celestial Witness.
That's not even all of them. Both sides get free stuff. Be mad at both or be mad at neither.
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105950#Comment_4105950
I think on Henry it was the way you could use the power to instantly Mori the person coming off their second hook that made them look at it, right?
If I recall the issue was that it was ignoring Endurance. I have a video of this happening that I uploaded two days after his release but I can't tell if he's just outside the anti-camp range for his power, since you can still hit people immediately after they're unhooked even now if you emerge at just the right spot:
https://youtu.be/Puh2YS5ShZA?is=TeW_RaLaajcXpVgJI feel like the anti-camp was always there? I could be misremembering but I don't remember a sudden fix and it's an awfully good solution to come up with on the fly, nor do I remember ever playing with him with no anti-camp present and I got him a week or so after release. And neither 9.4.1 or 9.4.2 make any mention of this and i remember the problem being fixed quickly, so I think it was just a background fix to the Endurance aspect.
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/470872/why-is-anti-camp-still-so-inconsistent
Why the Dredge is just blocked from teleporting entirely and Jason is just slowed, I have no idea. The slowdown doesn't seem to bother most Jason players, they do it anyway. There definitely should be a short linger on those kind of teleports too, after the unhook. Anything to discourage teleports back to the hook.
The Judgment needs to be changed so it's the furthest 2 shrines, and not the nearest. Before long those who main the Judgment will know the shrine locations anyway.
If there is a way to cheese for an easy win, it will be cheesed. So it needs to be prevented or heavily punished.
What most of them needed is a post-hook linger, yeah. Dredge's anti-camp is also useless. You can teleport to the unblocked locker closest to the hook and sit in there holding your teleport and as soon as the unhook happens you can poof into the now unblocked locker.
From what I could tell the shrines appear near gens, like Springtraps's doors, so not only easy to locate but also very visible. I'm assuming they didn't want it to be soooo safe by having it be that far away but they could make it the shrines furthest from survivors or something else cause what they did so far ain't it.
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@HexFelix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106003#Comment_4106003
Lightborn is unfair?! If the survivors don’t use their flashlights it’s absolutely useless. Even if it counters perks, it’s very specific and a killer pok slot (killer perks should be more powerful than survivors anyways because he has 4 and they have 16). And if so many people complained about FS and cross examination then it should proof my point. And what part of killer meta you would nerf? Pain res requires you to hook unique hooks for its full potential, corrupt is mandatory because it prevents early games where survs sit on 3 gens during your first chase (and help setup killers). Only perks on killer I would change are like Thrill (wich they do but not enough) and perks like dissolution (also slugging perks like coulrophobia).
Edit: Some people use lightborn because they get headaches from the blinded screen.I'm kinda shocked someone in 2026 is acting they've never heard this. It's a perk that gives value from you doing absolutely nothing. If the killer couldn't see the lobby you'd have an argument, but they get free build info, unlike survivors. And yeah, those flashlight build survivors can just be perkless and sit on gens, just like killers can maybe get less value from one perk and still use their eyes to find people. SP also isn't super useful if the killer isn't running specific aura, just like Lightborn isn't very useful with no flashlights.
Like I said, I'd decimate the top perks on both sides. If you want a real shake up then that's a real shake up, not these tiny number changes or niche nerfs that do nothing. "Corrupt is mandatory" is quite the take. I haven't used it in at least a year and I don't see it in every single one of my survivor matches. They're giving Coul, a niche perk, a minor nerf while buffing Nurse's, which is used in the same slug builds. And Infectious is the bigger problem anyway. The Coul nerf is borderline useless for its intended effect. Thrill needs a complete rework, as does the hex system in general. That's a larger issue. Dissolution is an issue on specific killers.
And some people DCed against Doctor because of seizures and Dredge cause they get headaches. Kind of a different topic.
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@HexFelix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105995#Comment_4105995
My point with Self Preservation is that it only counters healthy perks that lead killers away from a hook. It also activates automatically with zero effort. TBTC activates if you as killer hook someone. Lightborn counters an item and wastes one of your 4 perk slots where you could have something better like other genslowdown. I might not have been happy the changes during the trickster rework, but I would be happy for more changes in general even if I’m not happy with them, because no change makes everyone happy.
And for fast track point, after the fist change if every survivor had it and the killer 8 hooks it gave almost 150% unremovable gen progress for free and because the killer does his object. It got changed for good reasons.So Lightborn is a wasted slot even though you can see the lobby and decide to put it on, potentially shutting down whole builds and playstyles, but SP is unhealthy cause one or two people might counter one of your perks when they could have just dont so with a locker anyway? I honestly don't know how anyone defends Lightborn. It's can stay, I don't care, but it's the most unfair perk in the game.
I mean, just remember saying that. Because we had quite the chorus of angry people complaining Fast Track and Cross Examination into obliteration and many of them also like to complain about the stale meta. I myself complained about SB and Vigil and I'm also not happy to see survivor meta being nerfed while killer meta is (so-far) going untouched, aside from NtH.
I played with and against FT plenty and it made no difference in my matches. It's too situational. The skill checks are random, it could max out before you could use it, and if people are getting hooked that much you're probably cooked anyway. Full teams running it were very rare too. Good on paper isn’t necessarily OP in execution. I highly doubt it was overperforming.
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@HexFelix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105973#Comment_4105973
Perks i didn’t like? So you liked the fast track that gave everyone free unremovable gen progress for free and basically punishes the killer for doing his objective? And you can’t contradict my point on Self Preservation can you? And cross examination was nerfed because it gave you free elusive in the middle of a chase which was stupid. My point in general is that bhvr takes way to long to change anything, remember how mft lastet 6 or 9 month? I’d say better more changes more often then changes once a year.
I thought the Fast Track outrage was greatly overblown and I'm pretty tired of talking about it at this point. It no longer matters. It's gone from unpopular before the rework to non-existnet after the nuke.
SP is a just okay perk. I'd rather deal with it than Shadowstep or Distortion. It's not game breaking and counters only BBQ fully, which is also countered by lockers. Friends still gives noise notifications if someone with SP isn't the obsession. Alien Instinct still gives Oblivious. So those aren't 100% countered. But Lightborn also counters flashlights and thus their associated perks. TBTC counters Blastmine. These are the random happenings in a game that's more about RNG and luck than skill and sometimes your perk doesn't get value. At least on killer there's three other people who probably don't have a perk that's interrupting your build. I run Lethal and if that one Distortion user blocks my opening usage I'll be okay.
But you're making my point for me. You want the changes, but if the changes could be perceived as useful than you're against them, and the meta remains. Because if something is to overtake the meta it's going to have to not be absolute garbage.
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Problem is that when we get changes people complain about them. You listed two recently reworked perks and said you didn't like them, and one was immediately dumpstered by outrage. Cross Examination was also gutted instantly. But if the devs summon up a backbone and ignore everyone we'll just have CCs telling their followers the game is doomed and their least favorite side is broken because a perk got buffed. Like, if you ask for this, you can't immediately be mad when the perk changes aren't to you're liking or don't favor your preferred role. If it were up to me I'd nuke the top 5 to 10 perks on each side, but will all the killer players be happy seeing their anti-gen get the upcoming SB, Vigil, and Deliverence changes in the name of balance? Somehow I doubt it.
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I'd rather them try this than what they're doing. We're about to have 3 different status effects off-hook. It needs be one singular, unique effect like Bloodlust, which also gets the benefit of not interacting with diminishing returns.
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I wouldn't waste my time listening to them. If you want me to put you back on the hook I will, and I'll give you a slow head shake before I do it. This is a non-issue.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105937#Comment_4105937
Yeah, honestly might be a more simple, elegant solution. @cogsturning's solution for killer powers that travel in a line is also a good idea. I think if it had to be the most simple solution I think your solution works best, and although it misses some powers or you would need to figure out how certain powers interacted with it, I think for such a simple solution it solves a lot. If it were to be a bit more complex of a solution, I think you could categorize killer powers that are similar and have them use similar anti-camp functions, kind of like what cogsturning's solution or my chainsaw solutions do.
Point is though, even by exchanging, what, a total of 7 comments in this thread, the community has come up with solutions. BHVR definitely should be able to come up with some as well, or use the ideas the community has, but change is just too slow.
I don't think it's that they can't think of solutions, it's that they're scared of clapback from this obnoxious community. The puzzling part to me is that they did it with Henry, which allowed for a precedent, and then they just stopped and went back to half-baked efforts like what Judgment's will be. Its not as though there were tons of complaints about Henry's anticamp, and I don't think it stops people from playing him, I just don't get why they didn't move forward with the concept on subsequent killers.
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That's certainly not the list of killers I was expecting.
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@Arcturus said:
A bunch of suggested changes that would be nice to see (not all of them I'm certain on):
Hag traps should not be able to be placed within 8m of a hooked survivor (yes I know this is a nerf to a bad killer but she needs buffs in general and that's a separate issue).
Doctor shock blasts should not cancel unhooks.
Bubba's chainsaw sweep, Legion's Feral Frenzy, and Oni's power should end when hitting a survivor with unhook protection (not including the extended time with Borrowed Time).
Bubba and Billy's chainsaw should have the overheat mechanic Billy used to have if they are revved too much in a 16m radius from the hooked survivor.
Deathslinger's harpoon should not be able to hit survivors with unhook protections (this is to avoid basement camping, where the Deathslinger can shoot the person off the hook so that the harpoon breaks their endurance stuck in the basement while they are still at the top of the stairs). Similarly, Houndmaster's dog should not be able to grab survivors with unhook protections, or should at least pause the timer to make it harder to wait out the timer.
Pyramid Head's and Dracula's m2 should be delayed within 10m or so of a hooked survivor and for 3 seconds after they are unhooked, similar to Henry. Unknown's UVX projectiles should similarly be delayed midair when reaching 4m from a hooked survivor and for 3 seconds after they are unhooked.
Wesker's bound and Jason's spike should not be able to both injure the unhooker and break the unhook protection endurance, one or the other.
Springtrap should not be able to get a guaranteed trade even from a range with a one-two combo on rescuing survivors using his fireaxe + grab combo, although I'm not entirely sure what to do about that one.
The Trickster's blades should do half progress on survivors within 6m of a hooked survivor and for 3 seconds afterwards.
Map mobility abilities across the board should be slowed when appearing within 12m of a hooked survivor and for 3s after they are unhooked. Vertical punishment should at the very least apply when the hooked survivor is in basement.
I'm just spitballing but these are the things I thought up in a few minutes, BHVR should be able to think of better solutions considering it's their literal job.
I think the protective wall you get with Judgment is actually great to apply to pretty much all ranged killers universally if the attack moves in a line from killer to target, it just needs to extend a little past unhook as well. I think Henry is the only killer with a post-unhook protection and I'm just not sure why. It's such a weird choice to do it on only one killer.
A big one that it would help with is Trickster. Not only can he pop Main Event as soon as you unhook, he can also just stand away from the hook and do it during the unhook animation, which basically damns both players if the hook is in a strategic spot.
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@Abbzy said:
Henry isnt right too, his anticamp shouldnt work at endgame where he is just m1 4,4 speed killer if survivors get to close to the hook.
On jason they turn the omnipresent exiting close hook which wasnt needed because basement exist, I would get if they would do it in endgame.
If you dodnt notice every character is some sort of test so best option is ask the devs.Bubba had delay on unhooked survivor but then it stoped working so you can down them still fast (there was delay from unhook so you didnt get hit immidietly after unhook but then it bugged out and manx people even forget something like this existed).
Currently anticamp is strongest it ever been its stronger the longer killer is in its range, all survivors see the bar so they dont block it by mistake of not knowing the distance now.
I'm not talking about end game or the anti-camp meter, I'm talking about using your power near a hook during the normal course of a match.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105726#Comment_4105726
You think people would really do that? Just go on the internet and tell lies?
So they have like 30 hours, 1 green perk, no badge or banner and no item, play terribly but not in an obnoxiously obvious way and that's all a ploy to...why were they doing all that again?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105621#Comment_4105621
You also don't have any idea when they got into the game vs when they started playing. You are making assumptions without any actual evidence other than "i can tell the difference"
Acting like bad matchmaking doesn't exist is a very weird gaslight. I've had people with less than 100 hours and I've asked them if those are their actual hours and they've said yes.
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@100PercentBPMain said:
The Judgment is an angel to some, but a demon to others.
I say pass because I'm on the ace spectrum. I am a seeker of pleasure but I seek sights and experiences that would tear me apart.
Pretty sure the smash option includes that conclusion.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105335#Comment_4105335
Actually, to respond to this a bit more, the reason you probably see so many survivors "getting a big ego about getting hatch", considering your posts, is probably because of how you play. For example, I almost never tbag, and the only time I ever do, if at all, is when the killer is playing in an extremely toxic way. AKA some mixture of hard tunneling at 5 gens, trying to slug the entire team with a build made for doing so, humping survivors on the ground, slapping survivors on hook, excessively slugging for the 4k, etc.
All your posts have showed a pure "us vs them" mentality, where there is absolutely no empathy for the other role. In my experience, people like that have the worst play styles, in which case even players like me who never tbag will probably do so to you. When I play killer, I still play to win, but I don't play like that, and I don't experience that much toxicity. If you want to stop experiencing toxicity, stop being toxic. It's just a cycle you're perpetuating.
Actually, to respond to this a bit more, the reason you probably see so many survivors "getting a big ego about getting hatch", considering your posts, is probably because of how you play. For example, I almost never tbag, and the only time I ever do, if at all, is when the killer is playing in an extremely toxic way.
This exactly, but self reflection and personal responsibility are too heavy for this community. I'll fully admit that sometimes I spiral into tilted behavior and start playing in a less than pleasant manner, and if I get tbagged at the gates I am 100% aware that I was the problem. I don't really get taunted at the gates much at all most of the time.
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@Bloodraven said:
@cogsturning
Ahh ok, can you point out exactly where i said it was "acceptable"?
Short answer … you can't, because i never said it was, perhaps read a bit further down the discussion where i mention that both issues being talked about are distasteful.
My point is you can't complain about one side having issues and then in the same breath disregard the other.Again, the sides aren't the same. As has been mentioned multiple times, killers can drag out the match much, much longer than survivors safely can. You can hunt the standing survivor then let the other break free right before the bleedout. Then you can find the other and do the same thing again. Killers can drag out the match a good 10 mins if they desire; the killer can just hit the survivors out.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105593#Comment_4105593
The person there is playing Laurie, who isn't available anymore. Hardly a new player, probably somebody trolling.
You have no idea when they got the game vs when they started playing. This game is free on console and this is a console player. They also have no badge, banner, or item and played like a baby. They all did except the Jane, who was just not terrible. Everyone has had these matches, and anyone who has at least a thousand hours in the game knows the difference between troll and baby behavior.
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In events it's probably because of the amount of people playing. A smaller pool means more chance of babies. Otherwise, I usually assume I'm backfill when I get these lobbies in 1v4:
This is just a recent example. It being a hiccup doesn't make me feel any less like a rabid dog set loose in a preschool playground when I get to the scoreboard and see that single green perk and those abysmally low scores. Backfill really needs to pull from the right bracket.
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Wasn't meant for you, sorry.
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So you say you want a good discussion but you post some random CCs opinion instead of your own words and get mad when people have had enough of that? If you want a discussion than make one, don't just expect others to do it for you.
Edit: new response. I messed that last one up.
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Well if a super biased CC that probably wins almost all their matches said it it must be true!
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105539#Comment_4105539
Abandoned match are not counted in stats so it does not matter how it really is shown.
DCs aren't counted in official stats but I don't recall them ever talking about how abandons count. There are abandons on the survivor side in basically every match killers win. They can't toss out every bit of data.
And it kinda does matter considering that pesonal stats are the only thing we have to know our own numbers.
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@HexFelix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105532#Comment_4105532
then dont tbag, like I said it needs to be rapid crouching and would reset after a second or two. And in my opinion survivors who tbag a killer who had a rough game in a survivor sided game, with 500 survivor basekit buffs and a company who only plays survivor, deserve to die.
Ah, there's the bias. Game is survivor-sided even though they're designed to lose more than they win. You went from "the penalty isn't very harsh" to "you deserve to die for tbagging."
You're assuming every tbagged killer is some poor victim having salt rubbed in their wounds. I almost never tbag unless the killer was a dick, like slugged over and over or BMed or something. And you want me to get killed against aomeone like that because I got a tiny bit of my frustration out? If you want survivors to act personality-less go play against bots.
But by your same reasoning though, a 30s stunning is perfectly fair. Hell, make it longer. If a killer is doing something gross then I guess they deserve to lose.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105488#Comment_4105488
No it counts as a draw in that situation its a loss for killer if they use the abandon feature where they can abandon after 10 minutes of no gen being finished.
How does that look on the stats page? Two random survivors dead and two alive?
Abd what if the killer had two dead and two alive with the gen one? It shows the dead survivors as alive?
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@HexFelix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105502#Comment_4105502
Punishing killers for hitting on hook and humping is fine, but 30s would be a bit much (because the idea of a bit hindered in my comment is like nothing compared to that). Make it like giving the survivor on hook anticamp meter when hit and humping gives wiggle progression. Like my idea for survivors it wouldnt affect most gameplay. Nodding would be more difficult because some killers need to look up and down (similar to your crouch point). The constant crouch and uncrouch needs to happen rapidly for the anti toxic system to work, so it shouldn’t affect normal chases. I mean if they implement my idea it wouldn’t have an effect on you when you never tbag rapidly or bm
Not being able to leave through the exit gates is a death sentence if you're in there near the killer. That'd be a severe penalty. The killer gets a free kill because someone crouched offensively.
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Some killers require you to crouch a lot at loops so that's going to be false positives off the charts.
But sure, and we can also have killers get stunned for 30s when they hit on hook or hump or nod. Or maybe we can stop being soft babies instead? This game has years of gameplay-related paint points that go unsolved but ya'll can't handle tbagging.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105242#Comment_4105242
Killers keep the BP they earned during the game, but what the OP is referring to is that by abandoning, the killer misses out on the hooking/sacrificing blood points they would have earned from hooking the survivor.
Personally I think the fact that abandoning counts as a loss is the bigger issue. I don't know how it affects MMR currently, but I think at that point if everyone has left/died, then it should count as a win so it can't be abused.
Does it count as a loss? Because doing so on survivor deletes the match from your history entirely. And as far as anyone can tell, bots don't give MMR since they're just empty shells, so the killer gets a 4k and no MMR gain. Hence why it's used for smurfing.
Again, if you want to slug a whole team you should clean up your mess and get the BP from performing the action. It was your choice to do, and the abandon option is just that—optional. The game will also give you the option if all four people DC at match start too. It probably can't tell the difference between scenarios. It just sees all bots and the option appears, and that whould give killers 4ks just because everyone left 10s in.
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@BloodBehemoth said:
You deserve what you tolerate. First it was the 10th Anniversary, then Chaos Shuffle, now Lights Out. 2v8 will be next and I hope it won't surprise you, because it shouldn't. Killer queues are still long. Your complaints here mean nothing, I've seen what you'll queue for. The killer beatings will continue until queue times improve.
The handful of complaints on the internet from perpetually angry people and the reality of queue times and kill rates almost certainly do not mesh.
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Killers dont get BP for abandoning? I've never done it but I assumed they did since survivors do (I think?)
Personally I've always felt you should clean up the mess you made. An extra minute or two to solidify a win isn't that big of an ask.
The concern I have with this is that there will be players who will take advantage of it and purposely play to try and make survivors DC until the entire team has left and the killer gets the rewards without even having to properly win the game
There are already people who do this and abandon to smurf.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105189#Comment_4105189
Honestly I agree. Not only can you argue that the final mori incentivizes slugging excessively for the 4k, not only can you argue that built-in mini moris make tunneling easier, but it also just desensitizes people to moris. Like, how many times have I watched this mori now. Even if I thought the mori was cool when the killer was released, I've seen it so many times now it's no wonder why survivors abandon in the middle of the mori if they have the option
Not to mention basekit moris negate a whole bunch of perks. It's one of those things like visible hook states that was actually a big buff but we act like it's always been there and is no big deal.
I try my best not to mori. I hook as long as I don't expect something like Power Struggle or a still active DS, but even when I do them it's begrudgingly. I just take my headset off and look at my phone. I don't know how anyone can enjoy watching these ugly animations a thousand times on the same killer.
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NtH change is a massive W. People have been asking for it to stick to the gen for years. Close-range aura is way more lethal than far. It needs a restriction.


