drsoontm
drsoontm
About
- Username
- drsoontm
- Joined
- Visits
- 2,627
- Last Active
Comments
-
@MisterMister said:
https://forum.deadbydaylight.com/en/discussion/comment/3273901#Comment_3273901
So for a delivery, you just use the quit match button? Not just afk? You yourself have complained of “rage quits” as you say in the past, how do you know they didn’t just receive an Amazon delivery, or maybe they were sleepy, or their best bud just showed up unannounced? Why is it ok for you to just up and quit when you’re sleepy, but not others? If others do it, it’s rage quitting?
Deliveries can take time, and there were other examples on my list and I'm sure there are many others.
As for how to make a difference : timing.
All this is beside the point.
The point is there are many legitimate reasons for closing the game mid-match and they all deserve a time-out as it sucks for everyobdy else involved.
-
QA is rarely the issue.
What happens mostly is that their reports get ignored and the product gets pushed out.
I know one instance where, to ensure there weren't too many issues found on a product (preventing its release), the QA team was gutted. Magically, almost no issues were found and the product got out, riddled with bugs.
-
@youshisu said:
https://forum.deadbydaylight.com/en/discussion/comment/3259868#Comment_3259868
not about balance, devs stated once the want survs to die more frequently.
It's still balance.
-
@omegalul said:
https://forum.deadbydaylight.com/en/discussion/comment/3273942#Comment_3273942
People get banned in this game?
What do you have to do to get banned?
Cheating is usually a good way.
In a few weeks I'll tell you if taking a game hostage for 45 minutes does it too.
-
@Lekitzul said:
It is so FUN having to try and get people to go towards a guard. Although I'm struggling with his adept. T.T
The adept was surprisingly easy ... against beginners.
Against decent players though, shift-W trumps all.
-
@MisterMister said:
https://forum.deadbydaylight.com/en/discussion/comment/3273711#Comment_3273711
What legitimate reason would a person have to leave a game? “Oh man, my house is on fire, better leave my game first”, “oh no, my pizza is burning up in the oven, better leave my game first” The game will just finish naturally wether you’re afk or not. There isn’t a reason to ever leave on purpose, and if an emergency situation arises and a persons first priority is to leave a match, was it really an emergency after all?
My argument is to simply remove the easy access DC.
Seriously?
From the top of my head:
- A delivery
- A visit
- An appointment
- Bed time (that one hits me quite often, I have an alarm to tell me to go to bed when I have to get up at 5:00)
- Anything that's more important than playing a game (almost everything there is)
-
I knew I was doing something wrong.
-
@MisterMister said:
https://forum.deadbydaylight.com/en/discussion/comment/3273711#Comment_3273711
I think you posted on the wrong comment because what you said really has no relevance to what I said
My match started right at that moment.
-
The ban penalty you get for it is a clue that should be clear enough.
That being said, closing the game properly is a standard feature.
One may have to leave for a legitimate reason and not want the risk to corrupt the game files.
-
@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/comment/3272555#Comment_3272555
I don't see how? From my one (lol) match playing as him it looked like you can deny a single loop no matter what if the survivor stays at it too long.
Solid anti-loop, but needs to hit twice and has no mobility. That's B / C tier material. How you compare him to a pure M1 killer with no anti-loop is a bit beyond me.
I trust you have played more matches since and maybe you see it now. His power has too many downsides.
Sadako has way more potential with her (broken) teleportations and her insta-kills.
-
@GoodBoyKaru said:
Thank god we're already moving on from that snoozefest.
Let's hope he follows the footsteps of Artist in that nobody plays him ever
He is way worse.
I don'tlike Artist but I like her better than Sadako.
And I'm not sure which is worse between Sadako and Tin-can.
-
@Unimatrix00 said:
Are others having difficulty seeing scratch marks in the new map?
Worse, sometimes I think I'm seeing scratch marks and it's just the map ...
-
@TheDraco said:
https://forum.deadbydaylight.com/en/discussion/comment/3272463#Comment_3272463
Yeah that upcoming basekit Unbreakable wont become an issue at all.
Let's cross that bridge when we come to it.
-
Easy fix : just bleed them to death.
-
Awful.
The guards (all but one I think) can't get to a survivor running away.
I've got my adept (against utter noobs) and I've put it next to Sadako in the "not to be touched again" box.
-
At this rate, they could disable many maps with the placement bugs (blocking what is supposed to be an open path for the killer)
-
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3272050#Comment_3272050
Yeah but that's just awful gameplay, being slugged is boring when you're that survivor and if you have one flashlight either side it's just free while the 4th can just work on a gen.
It's just not good gameplay, I dont think people understand how much time it can waste just trying to avoid flashlights in the open and how game changing they really can be to be so easy.
Maybe I'm weird and want survivor to have some skillful aspects so I dont get bored and to avoid boring gameplay and get killers to go for more hooks than slug or tunnel people out
Oh yeah, sure. But it also means it would have to be fixed fast.
-
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3272010#Comment_3272010
No theres not alot of counters, you wont always down someone next to a wall. And the chance isnt somewhat its basically free which is just bad design. There should be some skill required, it shouldn't just be free.
https://forum.deadbydaylight.com/en/discussion/comment/3272024#Comment_3272024
Well if you knew flashlight timings before its basically impossible to fail, even trying to go really early you can get it...
https://forum.deadbydaylight.com/en/discussion/comment/3272026#Comment_3272026
I'm console and flashlight saves wasnt hard to begin with. But with this change you should never miss time a save now...
https://forum.deadbydaylight.com/en/discussion/comment/3272029#Comment_3272029
Also not true, that may be the case for very skillful players who always got the timing down but now you can do it so early and get the save anyone can do it as long as they're near the killer... I dont think it's a good change to make it so the lowest skill can easily save someone. It's too game changing.
I understand, but then one natural reaction is to stop trying to hook and letting bleed-out.
We'll see pretty quickly if there are actual complains about this.
-
@Peanits said:
What you see when you use Dead Hard is different to what you see when other people use Dead Hard.
The short version: The game timestamps exactly when someone Dead Hards or hits a Survivor, then tells the server what they did. If the server gets conflicting messages ("I hit the survivor" and "I used Dead Hard"), it needs to figure out who was first. It uses the timestamps to figure out who was actually first.
The problem is: Any online game has latency. Because you're not physically next to the other person in the real world, it takes time for that info to reach the other person. On the other hand, you see what you're doing instantly.
So when you hit someone and it doesn't look like they used Dead Hard yet, they might have and that info just hasn't reached you yet. Meanwhile when you use it as a Survivor, you see the animation instantly, but you don't see that the Killer has already started swinging. When the server sees that, it checks which came first and resolves it as fairly as it can.
TLDR: Latency plays a role here, I wouldn't immediately assume they're cheating.
The thing is, if the client gets a message from the server telling the killer is starting a swing, it's pretty trivial for a cheater to automate a DH reaction.
I've seen DH happening after any amount of time waiting so I'm guessing it's how it works.
-
If it's true, it'll be a slugfest, that's all.
-
I don't think it's ridiculous. It's not as simple as that.
I don't expect my opponent(s) to play "nice" but I prefer when they do it.
I'm speaking for myself but I don't think I'm the only one acting like this.
Whatever role I play, I usually start a match with the intent to have a good time. If I realize the other side is playing efficiently (or any variation of play devoid of fun) I'll immediately answer in kind. (An bad map offering will immediately make me play harshly)
As survivor, since I'm pretty average, I don't have many options : rush the gens and leave is often the answer (yes, there are others, and a quick hook death is never it)
As killer, I can punish the sweaty play simply by starting to tunnel, slug, camp, ... depending on the state of the match. But usually even stopping fooling around in chases is enough : more often than not, survivors don't adapt quickly enough to a suddenly stronger opponent.
Also, the parallel with games like PUBG doesn't work here. In games like PUBG, everybody has the same chance (with a strong random factor). In DbD, there isn't as much "balance". A bad map? A natural enemy against your build? A bad team? You can basically press F if your opponent plays hard. (e.g. Many killers on Lery, The Game, ... Stealth builds against a Doctor, ...)
-
@Phantom_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3270990#Comment_3270990
THIS!! Can't wait for the bots to arrive, so I can finally try out Wesker without getting bullied by flashlight and sabo squads lmao xD
IMHO, Flashlight/Sabo squads are kind of the most fun to go against. Even with a weaker killer.
They tend to be focused on their perk and usually lose the war of attrition. (Especially if you out-troll them)
-
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3270522#Comment_3270522
I mean, the whole point if MMR is that playtime is not a reflection of skill.
Fair enough but if I've checked their hours and posted this, it's because it was painfully obvious they were badly matched.
@MrPeanutbutter said:
The SBMM system doesn’t work. It’s that simple. There aren’t enough players across all skill levels in both killer and survivor roles to make for efficient matchmaking. It probably works a bit better during peak times when there is a larger pool of players, but most of the time the system isn’t going to work at all because it would take way too long to make a “fair” match with available players all around the same MMR level.
In my experience, it mostly works. But then I get these singularities that make no sense at all.
I'm not equally good with all my killers (obviously) and if I sometimes get teams that are way too strong for me, it's never to the point I'm helpless.
(My survivor level is probably average and matching mostly OK, depending on what I'm grouped with)
-
@Seraphor said:
Backfilled
No killers in their MMR bracket
At this time of day on a weekend the latter is perfectly possible because the matchmaking doesn't have a lot of killers to work with.
Backfilled is all fine but the difference of experience should not make this possible, ever.
As far as the MMR is concerned, players with so little experience should never been matched against any experienced, decent, killer. Even with a weak killer I never play I could kill guys like these just by M1-ing.
Seeing them hide from me while trying to see where I was ... when I was right next to them was both cute and sad.
-
Someone in another thread suggested to give all the subsequent DCs of a match to the first DC.
-
Of course, usually depending on the time of the day I can play.
The day and early evening is for survivor, the night is for killer.
It's not even about queue times anymore. But it feels like during the night I get the worst teammates (probably because the good ones are playing in their SWF)
-
They don't always react like that but that's one way to do it.
They may have contingencies for slugging but they always seem to expect that the killer is playing to win.
In my experience, out-trolling them works fine.
There is one kind of bully play I can't really counter but I've only encountered once as killer, and it's reportable. Still got 3 kills out of these jerks.
-
@LiveBritishReaction said:
I really don't understand why players aren't yet exempt from DC penalties in a match with an early quitter. All three other survivors and even the killer should be allowed to dip without receiving a matchmaking lockout. It's not a real match at that point.
Too easy to exploit by SWFs. The suggestion of @ProfessorDunwich on another hand seems to be a good alternative.
@vladspellbinder said:
https://forum.deadbydaylight.com/en/discussion/comment/3269587#Comment_3269587
I wish more Killer players "felt bad" about stomping the rest of the group once someone DCs at five gens.
As a Killer Main I tend to go into what I call "low-key farming" when someone DCs early, in that I sort of just pull back and still "play normally" but I drop chase often, stop kicking gens, don't proxy a hook as often, overall just try and make it look like I'm trying to hook them all but really I'm not. I'll double hook but let them all out. That is if someone doesn't signal to be hooked again so they can leave.
As for my first line: I often get lots of other Killer players who don't go easy on me and the other two when someone DCs early and they still camp or tunnel or go super hard for three hooks on everyone and in end-game chat they say nothing about the DC and have no problem with the game having been an easy curb stomp because "It's not [their] job to make sure [the Survivors] have fun" or some other [male bovine excrement] and even a few say they are thankful for the early DC because it makes "their job super easy" and they "like getting an easy 4k".
I just wish more people who play this game had more compassion and empathy for others. Both the DCers and the Killers that don't go easy on the rest of the team.
Not everybody enjoys farming. (I absolutely don't. If the 3 others survivors are farming with the killer, I'd rather kill myself on hook and go in a real match.)
Broken early-DC matches like these need to be over fast. : two kills, one hatch, better luck next time.
-
@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/3269481#Comment_3269481
I agree. Unfortunately they get a DC penalty anyway. Perhaps the original DCer should get the DC penalty of the remaining Survivors.
That's an interesting idea.
If the IP leak has been fixed, it would work against SWFs that would exploit a mechanic where only the first DC get a penalty.
Maybe add to the total queue time of all the other players (including the killer).
-
The number of times I've tricked a killer with this lame trick, sometimes healing inside him, is ridiculous.
-
A bad map offering usually sets me in a very unfriendly mode.
In the end game chat, to the salt, my only reply is "map offering".
-
@Brimp said:
Tbh it seems logical to only have to fill out 1 report if you got video of all 4 players and their gamertags. Other than that I can't say for sure if you need to fill out 4 reports or not.
The problem is that logic doesn't always apply for these things.
The form is about the "offender", singular.
-
Tunneling may not be enjoyable by everybody, but it's not a problem.
Teammates scramming away instead of getting aggro is the second cause as far as I'm concerned.
The first one is the unhooked trying to body block.
(The third one is survivors doing a gens-before-friends play, which invariably forces the killer to attempt to tip the scales a bit)
-
I just need to point out that there are a lot of players who know how to handle a Nurse, and they aren't necessarily thousands-of-hours players.
These last few weeks, most of my matches have been against survivors who know exactly how to extend a chase. Winning is pretty hard against them. (I'm not counting the obvious cheaters of course : I get a bunch of these too)
(Note: on the killer side, I play Nurse the most. Last time I've checked, I had passed 26k blink attacks on the Steam account)
-
@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3264086#Comment_3264086
Sacrilege! I didn't say cauliflower, but clafoutis 😃
The ultimate in culinary delicacy 😍
Actually, as much as I love clafoutis, the Paris-Brest is my favourite pastry by far.
I'm drooling just typing the name.
-
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3263805#Comment_3263805
yeah I'm kind of a Trickster enjoyer
And trust me, its not all that uncommon you'll get Survivors who either just straight up kill themselves on hook or DC. While I personally don't mind him I certainly see why he's not fun to go against for most people
The only kind of Trickster I really don't like is with that bouncing addon. That's really a PITA. (Same as Iri Huntress)
-
Survivor: Alert saved my backside on more than one occasion.
Killer: Insidious, nobody seem to expect it (unless Bubba).
-
@Seraphor said:
Trickster's one of those killers most people hate.
Only PC players player him, because he's unplayable on console. But all PC players have to do is point at you while you have no cover and you die.
About half of the survivors manage to dodge quite a few hits with the same moves one would use against Huntress.
But yeah, the other half goes down surprisingly fast.
-
@Shroompy said:
first time?
I almost never play with him. As far as range go, I'm more interested by Huntress.
-
@Ghouled_Mojo said:
Trickster is extremely annoying to go against. Not because his power is op or anything. It’s just extremely annoying being pelted by rocks and having your window crack over and over. His humming is also grating.
Well, yeah, but DCing?
-
@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3263726#Comment_3263726
Mind explaining to my dumb monke brain what that means?
13 of the month. Rank reset. Some survivors (and killers) with a particular mindset may be coming out of the woodwork for the next few days.
-
@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3263690#Comment_3263690
LERY'S!? BAHAHAHAHA!
https://us.v-cdn.net/6030815/uploads/5402LJOQ4NMB/iconperks-makeyourchoice.png
Look at these goobers dcing against a Trickster on Lery's of all places!
I'm starting to believe it's a "13" thing.
-
@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/354610/a-streak-of-rage-quits-against-trickster
What maps were you playing on? Depending on if they're notorious for loops with short walls you can shoot over, I wouldn't blame them but Trickster can still be fun to play against lmao
A bit of everything. The last ones were Lery, Autoheaven and Yamaoka.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3261069#Comment_3261069
If you're emoting (pointing or the "come this way" wave) when you go down, it lets you instantly start crawling instead of having to go through the whole "getting downed" animation and stun.
Oh, I didn't know about that. Thanks.
-
@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/3261288#Comment_3261288
They added it to the game about a year or two ago, also looking up doesn't do anything unless the survivor fails the save because you're locked in the animation, crouching for locker saves is another reason locker saves are getting removed, even if it's up against a wall if I have room to get beside it and crouch I can hit the save everytime on 80% of the lockers on maps , all you have to do is click once to confirm position before you go for the actual blind I mean I may as well put that out there since it's gonna be gone in a week lol
Ah yes, the correction click. I presume that the increased time window is to "compensate" again its loss.
-
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3261050#Comment_3261050
They've stated multiple times that it only looks at kills and escapes. And anecdotally i can clearly perceive my matches getting easier the more i do this.
I've heard that, but I've heard the other version too, from themselves. It's not like they never tweaked it either.
-
@EntitySpawn said:
If you look down they can blind you by crouching when within a certain distance so this is why looking up is very important unless you're mid carrying someone and can just turn around
That's the thing. I always look up (and turn). As far as I was concerned it was dodged. And both times I was surprised to be pretty much insta-blinded. That's why the "tech" idea came to mind. I've killed, what, a bit more than 11k survivors? And these have been my first times seeing that.
I'll try to keep a video of it next time it happens, if only to deconstruct it.
-
It's kind of funny, from time to time. The jumpscares are worth it.
And it's so easy to beat too.
-
@Archol123 said:
It is just about the angle I think, so crouching sometimes helps, but that didn't really change so...
I've been playing since 2019 and I've never seen it before. 😅
-
@danielmaster87 said:
I was also wondering about this. Technically, if you somehow get the survivor to back fall or cartwheel, they don't crawl out in time, which is what happened to me the first time I saw it. But otherwise, like if they point tech, the entity blocker is literally pointless.
Point tech?