darktrix
darktrix
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It's compensation for being able to close the hatch now and start EGC. Or just plain compensation for all the free kills you get with EGC now.
Really just find the hatch first and close it - not like you don't have a speed and freedom of movement advantage to find it first.
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@AStupidMonkeyy said:
So if a killer is getting owned, then he should DC because he's losing and isn't getting a hook? I play both sides. I play more survivor than killer and every match, someone gets caught in 20 seconds and boom, DC. I still play the match. If you can't handle a mori or getting tunneled sometimes, don't play the game. Just like if a survivor uses a insta-heal, uses a flashlight to repeatedly blind and flick it or jump over a pallet a hundred times to be annoying, a killer shouldn't DC just because ######### happens. It's a game. They want it to be competitive. As it is now, its a joke. They said there are even people who have DC'd over 100 times in less than a month. Those are the ones who got temp bans for a week. Why are they letting it get that bad? So you can DC 99 times as long as its less than someone else? If they won't do ######### about it, I'll play killer 90% instead since DC's makes the match a helluva lot easier but I don't want to hear more complaints about me being sweaty or a try-hard for playing a match yet they don't say ######### about their teammates DC'ing.
They do DC all the time.
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@Irisora said:
Survivors need's to stop complaining about everything and git gud in general.. A game can't be balanced around new or amateur people. And if is going to be that way then in low ranks the match should have modifiers that make things easy, so the devs can leave high ranks untouched.
And when survivors do get good, killers complain loudest. Not balancing for new people applies to both sides. A lot of killers here never considered the the possibility that they might not be good, especially when going up against survivors who are.
On the OP, I never understood why killers felt the need to cling to their hooks or even cared if someone got unhooked besides using it as a lead to find other survivors. Unhooks mean opportunity for more emblems, points for everyone, especially the killer, and a healthier. more interesting game. Another thing most killers do not know how to do is lose with dignity. They stop being killers and become hostage takers, but you get used to that. I'm often the last one caught just as the gates get powered.
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@PeepingPeacock said:
https://forum.deadbydaylight.com/en/discussion/comment/478080#Comment_478080
If the killer is right behind you, duh.
That's what op is complaining about, a rescued survivor can YOLO to another hook like an idiot and get off scott free because of DS. Its not an anti tunneling perk, its 60 seconds of immunity after being unhooked.
Not exactly scott free. It still uses a perk slot for something that is akin to a reverse BT with one use with the requirement of being unhooked yourself first and having this all happen in under 60 seconds. If the killer was right there for the unhook, they were likely tunneling anyway, so it is doing its job. DS is way more fair than it used to be.
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@AStupidMonkeyy said:
I wouldn't go that far, Legion. 30 minutes at a time is more than enough. That's 2 full matches or 3. If you still DC like 20 times in a week THEN make it an hour each time. So far, people are dc'ing 100's of times in a month. HUNDREDS. Take that salt somewhere else. If you want to end the match, let yourself be hooked and move on to the next one. Don't waste the killers time in a chase just to DC out of saltiness or sit in a locker for 2 minutes then DC when the killer opens it. It's not hard to figure out. They could find a way to see if the game kicked you or Steam kicked you and not give you the time out but as it is now, they need to be punished for ruining everyone elses' gaming experience.
It's probably not even salt, just good business. Meaning if you get camped or tunneled, or just rolled over by mori's and OP add-on, you can expect to earn meager blood points and nothing in emblems, especially if someone else DC's or kills themselves on hook. I don't know if you play survivor (or solo), but bad luck happens a lot. Why waste the time with no incentive?
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I'm sorry, did you say something? Really the only problem I had with original Legion (besides him ignoring just about everything survivors had to defend themselves) is he just destroys your Unbroken emblem while giving you little to no Evader in return. Much like hillbilly, it was waste of time versing him as he would just give nothing for emblems.
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Hillbilly - he destroys your unbroken emblem without giving you much evader in return. Either that or he destroys the rest of the survivors, and makes any save risky since he can be there in seconds. In any case the chance of de-pip rises significantly with him.
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You're pretty much dead if you are the last one left unless you get blind lucky with finding the hatch first. Killer simply can cover more ground faster without fear of a killer finding them. Rush gens as fast as you can, because you need as many people alive as possible for endgame. That is the only answer.
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Too nice? I think you mean too human.
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Nah, if there ever was a killer shortage it would just make survivors like me go back to playing killer like I originally did.
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I think it would just make the 3 gen strat super powerful.
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@Zarathos said:
One simple nerf to Adrenaline its not big but please take the wake up effect off. Its kinda messed up how this perk hurts freddy more then it should.
It can keep its nonesense healing and speed boost (i admit it has its risks taking up a perk slot and the perk can promote survivours playing into a 4/3 man slug but the wake up is just throwing salt in the wound of an already weak killer.
It's about the only counter to dream world after the gens are done, you cannot use gens anymore and finding someone injured to heal is not reliable as a solo. Freddy will often have everyone asleep for endgame, wait for noed to trigger (cause 99% of them use it), and then just slug away, without threat of adrenaline this would happen every time. I've opened gates while in dream world with remember me, and it takes forever.
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I am finding that survivors only give out a gg when you give them hatch or they escape.
The difference between winning in games like this compared to real life is there is no real world repercussions for using foul tactics. In real life it's not only winning, but how you win. If you don't get gg after games, maybe you need to think if you did anything sportsmanlike in the first place to deserve it. That and they probably just kissed 5k blood points goodbye along with diminished chance at a pip, so they're probably busy licking their wounds and likely moved on to the next game before the endgame even finished.
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Just a threat to increasing my boredom in this game.
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@legion_main said:
I did it once but not anymore cause all killers I go against are d bags
Haha, yeah. I did it once with a clown and just got BM'ed face camped and continually hit while on the hook.
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@drunky26 said:
How often does calm spirit actually make a difference in a match? (except when playing against doctor obviously, but that's also pretty rare)
Still wouldn't be worth taking imo :/
I like running it, with iron will you never cry out. Pain means nothing. I particularly like it when put on the hook, no scream nor when the killer keeps whacking you with their weapon while they camp you. They get no additional satisfaction from me.
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@bevdog67 said:
Regardless, I have found it is almost imposible to get enjoyment out of red ranks anyway. The games are just so toxic, instaheals with meta perks on the survivor side and nurse/billy or best addons with meta perks on the killer side, games are so short and players are just hostile and DC. Purple ranks seem to be the most enjoyable atm, expecially with problems like yours so it may just be a blessing in desguise after all!
Purple is where the majority of survivors end up even with the pip change recently. Still reasonable to pip without being a jerk. Red is just cut throat, you have to grab everything you can get and that means other survivors will always lose out every trial.
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Old thread - but survivor escaping is worth 5K-7k, that's a significant chunk of BP out of the 10-15k average a survivor could expect, while killers enjoy a much higher BP return usually 20K-30k even if they let someone escape. For the same amount of time spent in a trial.
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@TrueKn1ghtmar3 said:
Yea I don't like the idea of becoming a sweaty 10million chance toxic survivor
And this is why you will never become a better killer.
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I always thought it was a bad idea to give kill credit for something that the game automatically does for them. The incentive should be to hook them yourselves so you don't let EGC do the work for you.
EGC is just supposed to chase survivors out so those garbage jerks don't creep around wasting ungodly amounts of time. A 2-3 minute wait during EGC isn't really anything, survivors could be slugged upwards of 4 minutes without being able to do anything about it besides DC.
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You obviously dominated survivors that posed no challenge to you. So the game determined you did not deserve a pip for clubbing baby seals. Working as intended.
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Adrenaline is an anti-tunneling end game perk. Most of the time it is wasted slot if you aren't injured or being chased when the last gen pops, but if you are then it shines. Like most perks that actually do something, killers complain about a perk that actually improves the chance to survive. You should not be trying to smack down the guy that just got off the hook anyway because of BT - that's a b**** move. Hit the saver twice instead and put them on the hook.
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@Jimsalabim said:
this game is not realistic so you don't have to apply logic here. in real life you would be 10x slower when injured. Or just not move at all. and a chaindsaw in your back would just cut you in half. just sayin' :D
Yeah, I don't get why people like to throw 'realism' into games. Realism would be the game uninstalls and you could never play it again if you died...cause you died.
But anyway, this is another dimensional world where the rules are up to the Entity (who likes to change them a lot). So you can leap off the top of walkways onto cement without injury, little petite Feng Min can haul a fully grown David off a hook like he was nothing, and you can get hit by chainsaws and be fine after a little hand rubbing over you.
Being injured is just a status keeping track that it takes two hits to down a survivor (usually). There's no other meaning beyond that and if you did want to throw realism into it then adrenaline and a strong drive to stay alive could actually make you stronger if you get injured cause it is all or nothing then.
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I would prefer to leave FPS style game play out of this. If you allow head shots, give survivors a jump button - crouching and animation locks just make head shots more likely.
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Killers - "Two minutes is too long." Yet these people often have no problem slugging other people for 4 minutes.
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I like the idea of making a fast vault more likely from a medium vault, as it stands it got a buff just doing a rushed vault and it needed that with chase conditions being very unreliable. However, unless you plan on just flat out sprinting away without looking back, that speed bonus is usually wasted as you need to see what the killer is going to do. Probably shines best after you have to drop an unsafe pallet and get away fast making it more situational assuming you didn't have to vault a window earlier in the chase.
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Yes it is awkward when survivors try to heal each other at the same time - just like reading the last two lines of the OP out of context. Smart survivors should know a Jane is likely to have solidarity. Oh yeah, I guess that means having smart ones to begin with.
Maybe point at them, then try to heal. All I know is usual protocol is someone just off the hook gets healed first, though that should always be someone who is on last hook gets healed first.
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@Tzeentchling9 said:
If you need to be opening gates while the EGC is happening, that means you failed to do gens and then failed to find the hatch first. How many chances do you need?
What I heard from this is - don't play solo survivor with randoms.
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She can have a huge hiding advantage. I tripped over one once while she was blending in with a brick wall and did not even see her until I got stuck on her and she moved.
I was also playing a survivor.
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Killers cherry pick their lobbies and those few that don't are hard enough to take all comers without disconnecting anyway. I have noticed killers tend to be the more delicate emotional ones, which is ironic (a lot of people who 'main' killer should not). Since the killer experience is pretty isolated one, they need someplace to come for a tissue and group hug with other killer mains - the forums.
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@se05239 said:
Sadly, the only thing this would lead to is survivors leaving lobbies because their fellow survivors don't have "good enough" perks.
This. I for one would leave immediately whenever I see no mither.
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It does work to an extent. When I run IW vs. stridor I do hear my groans of pain when I cannot if killer does not use stridor. It is how I can tell a killer has stridor immediately.
It is still faint, with both at tier III groans of pain from an iron will user is only 50% volume. That mileage may vary - if you have a hard time hearing grunts normally, you may not hear them at all against IW even with stridor.
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Yep, should be fun letting the game do all the work for you.
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Fire, usually.
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I like the map - even with the weird sound distortions, it's a welcome change from cornfields and junk yards.
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@DeadByDC said:
Why would you care about pips?
Why would you care if I care about pips?
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The 'rank has no meaning' mantra isn't the point here. The point is ranking is in the game, it's a goal - and it's not even a valid one to even try progressing toward thanks to simple bugs like this. Remove rank/emblems/pips then.
Another thing - if the killer DC's they can get their pips back, but the survivors will often lose a pip thanks to another bug. So this is a tool for griefing killers.
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@Dwight_Confusion said:
Just know that somewhere.. in some way you deserved that depip I'm sure.
That's what terrorists say, no one is innocent.
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@Frozenscum said:
Just apply hard derank for DC - no matter was it intentional or not during match. YEs, some ppl will be deranked cause of connection issues, but 95% of ppl are DCing at purpose, either by leaving match or by game force shutdown to avoid losing pips.
Just change it from -2 pips for leaving/no derank for shutting down - to -4 pips for leaving/-2 ranks for shutting down.
Harsh? Yes. But, all DCers will end in rank 20 and number of leaving on purpose will drastically drop.
Guess that might help - but I'm already at the mercy of other survivors and killer when trying to rank up. Getting DC'ed for reasons out of my control will just make me not bother trying to progress up the ranks and that is the only thing that remotely keeps my interest these days.
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@_Beanie said:
They have those dedicated servers coming up soon I think, which will solve a lot of the issues. Also, I think they’re bringing in that mechanic where if someone disconnects in the loading screen, it takes everyone back to the menu? QoL change for under 4 man lobbies.
With the client crashes all the time (notice that since EAC stopped doing that check at the 15 seconds after joining mark, crashes seem more common - coincidence?) 3v1 and less games are very common and not even worth playing. I hope dedicated might help prevent those games and with the latency issues with hit boxes, but I don't think it will help with DC beyond just maybe being easier to keep statistics. Game has so many problems right now - the only thing it has going for it, it is fast pick-up game to start up and get to playing. When it doesn't crash.
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Ugh so doing gens makes me an even easier target, since watching out for the numerous blink nurses, prayer bead spirits, Wraiths, Myers, and Pigs ready to gank you on gens supposedly isn't enough to do.
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These people are often looking for decent games, of which the majority just plain suck due to so much cheese out there right now. Some may even want to get banned. It will force them to get away from this game and play something else. Then your 5k or so players left can enjoy the downward death spiral.
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If Ruin was standard you can say goodbye to new players. It's probably been goodbye to new players anyway, but there should be something between Ruin and...no ruin.
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I never understood why killers got to pick their easy games, meaning since the playerbase is going stagnant it is getting easy to recognize swf and good solos to dodge, but survivors don't get any idea until they are in game. Probably one of the reasons for growing DC's, people are getting fed up with it since the last updates.
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Legion is good for only only ruining your unbroken and giving you no evader in return.
Pretty much a waste of time playing against them.
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It is supposed to safety pip survivors (or if they earned enough for a pip by the time the DC happened they get the pip). You won't see that while still connected to the killer lobby, but after leaving you should see the pip is still there.
However, like most things - it is bugged. Sometimes a killer DC will result in an automatic loss of pip. They also have a problem with rank 1 not showing up beside names of rank 1 (they all show as rank 2) in the after game screens and after game counting pip gained or lost twice, though it accurately counts when you leave the after game screens.
These have been around a long time and they would be easy fixes. Why they are not fixed, especially after they were getting serious about changing the pip system recently, I have no idea.
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@GraviteaUK said:
Pretty sure closing the hatch powers the gates, so they will get another chance to get out, but this should also activate NoED in the process.
Bottom line the person that finds the hatch first is likely to win as it always should have been.
Which if neither knows where the hatch is - it will likely be the killer since they move faster and don't have to worry about avoiding a killer that is trying to end them.
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I just thought of something. Not only do you have to compete with survivors for the exit gates, but killers can come up and steal your lightbringer too.
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@GrootDude said:
@BillyIII you aren’t taking into account the common thing of gates spawning close to each other.
Yeah this happens a lot on common maps like the coldwind and macmillan - especially suffocation pit which pops up all the time. Even happens pretty often on yamaoka.