finitethrills
finitethrills
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Sure, dbd has some issues, but people wanna act like the game crashes 24/7. If it IS doing so for someone, the problem is 99% something on their end that can eventually be tracked down and fixed.
Most of the "issues" people are dcing for are things like "I vaulted a window into the killer's face during a chase", "I get left slugged on the ground because 2 guys with flashlights showed up when he was about to hook me", "I got found first", etc, etc. These aren't game issues. These are potato issues. If you're getting camped and prefer not to deal with it, there's an easy, non-DC solution to that. If you think you get slugged too often, there's an in game solution to that - at least 3 perks I can think of thst help with it. Not a lot of people had any issue suggesting that killers who didn't like old ds "just run enduring", etc.
Yeah, getting camped out sucks for one guy, and yeah, that one guy is concerned mostly for his singular experience, but in the end, the game has to be functionally handled as 4v1, not 1v1 + 1v1 + 1v1 + 1v1. If you really only want to worry about yourself as a singular entity, queue up as killer.
Yes, I mostly play killer. All the survivor I play is in solo queue. I've been camped. I've drawn a red rank hag as a yellow rank survivor who ran mint rag and an ebony mori. Doesn't bother me. I managed to do a daily, got moried, then went and queued up for the next game instead of hanging around waiting to ######### out the killer. Same thing when I get camped. I spend a couple minutes hanging around to let gens get done (or way less if everyone has come over and is crouching around looking for an opportunity to die, because then I just suicide on the hook instead), then queue up for the next game. I suppose it'd be more annoying if I was swfing and HAD to wait for everyone else. Even then, the total wait time wouldn't be much different than if I'd simply been the first to get caught and then potatoes myself into the killer's arms a couple times.
Everyone knows non-persistent multi-player games require waiting periodically. Hell, I played original counterstrike into the ground, it's not really any different than catching an early awp in the head and having to wait around for some chuckle head to creep around and plant the bomb.
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@GraveHunter said:
Why, this isnt naming and shaming?
Because there's NO shaming going on at all?
He's the killer and lamenting that he got matched to a bunch of low ranking potatoes, which wasn't very fair to THEM.
That being said, yes, he should probably edit out names so as not to get in trouble.
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@MorsNoxFleuret said:
Its within the +/- 6 queue, if you lost all I can say is git gud and that's from a survivor main
He's the killer in this situation, judging by the highlight. The only one within +/- 6 is the one guy who DCed. Not to mention, it's not uncommon to see this same thing, but we'll beyond 6 levels. I've seen people still in the newbie basement against red ranks.
Either way, you missed more than the 17, as the 20 and 16 are also outside 6 ranks.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1221930#Comment_1221930
They say "Just a fun part game, brah!" but at the same time they're playing just as seriously as anyone else.
"Party game, brah!" is just a handwave. It's no different than saying, "Don't change infinite loops, it's just a game, no big deal!"
That's partly true, it does get used as a handwave by some Survivors who play hard as hell... but there is a large portion of the survivor base who are lifetime potatoes, who don't actually care about being better, who just look at the game that way. They'd be just as happy if all perks were unlocked from moment 1, and if killers were just a halfway good AI. Sorry, not saying they literally WANT that, but that they'd play and treat the game the same way, because to them, the killer isn't someONE to be beaten, it's just an obstacle (a someTHING ) to dodge on the way to escape with friends, like the xeno in alien isolation.
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Cross progression would only help a small part of the population though. Doesn't do anything for new players.
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@GoodBoyKaru said:
But also, pc inputs don't function very well with mobile. You need both fingers and only have one mouse.
Emulators can bind in keyboard as well. So you'd still use wsad or whatev to move and mouse to look.
Personally, I won't touch dbd mobile unless it gets full controller supp, because controls are so ass.
Sadly, we will get told to take the discussion to the dbd mobile site, which has no place for discussion.
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@GoddamnBananas said:
https://forum.deadbydaylight.com/en/discussion/comment/1221881#Comment_1221881
A queue limit is a bad idea. I have three friends who I enjoy playing with, on the rare occasion we're actually all online at the same time. Not to sweat it out, but because we just enjoy each other's company. If I couldn't play with them anymore, I'd objectively play less DBD, and so would many others. It is supposed to be a casual party game, after all.
That's the heart of a lot of dbd issues, including the surv vs killer mindset. Most survivor heavy players look at it as a party game, most killers see it as a pvp game. When one side plays a game as a fun distraction (often with friends) and the other side treats it as a competitive game all alone, you get a lot of discordance.
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/1218958#Comment_1218958
It says "Burning this offering grants you protection against the loss of your item and add-ons." so the description isn't clear.
Ah, gotcha. Have never actually picked one up. Always thought it specified.
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We could just change it back to how it was after it's first nerf. Survivors thought it was unfair on a 2 minute timer, so it got turned into a hex that can have a timer of "never existed", but that takes too much effort, apparently. So why not just ditch the hex part and stick it on a 2 minute timer again?
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Just wait til he finds a killer that manages to protect devour hope for 5 stacks.
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White ward says it protects against loss when you DIE , doesn't it? So, not really a bug then.
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The sad part is, 4 actually good Survivors who have experience and know what they're doing will ride a killer down the rails ALMOST as effectively as a swf will. While I see these lucky breaks when I play killer, I never draw the good teammates when I play survivor.
@xCarrie said:
that’s why I try to avoid survivor unless i’m with friends. it’s not that I need swf because I do play solo...just not a lot because it’s always a bad experience.
to me it’s basically why wait 10-15 minutes to find a match just to get “toxic” survivors who fail, new survivors who don’t know how to play, people who dc, and farmers? it’s also hilarious when you join a match with three obvious swfs and oop the killers offering doesn’t flip over so yaaay.
For added fun, some of us burn a shroud of separation in these cases just to keep a tally of how many people "crash" before match start.
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@DYNAMICskills7 said:
...it feels like it’s underexagerated. I have ping spiking from 44 to 60, but it feels like I have 120 ping from old peer to peer connection. If I had 50 ms on peer to peer it felt instant. But dedicated not so much. It’s weird.
Also shoutout to gaymyers and forum management in general for no chance of a defence with bans given and promoting bullying. 👏 might be my last post.
It feels different because ping is now additive as well. With peer to peer, if your ping to killer (or to Survivors) was 50, then it was 50. Being on a server, if your ping is 50, and their ping is 100... Well, your ping ain't gonna feel like 50, but more like 100.
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@Thatbrownmonster said:
future maybe
past can't work
Devs explained survivors from past wouldn't work well in the game since they wouldn't know what a generator is and how to fix it...but all modern survivor apparently know very well how to fix gens
Honestly, just sounds like devs not wanting to put in some extra effort. Lore wise, the gens are constructs of the entity anyway, they bear only a very passing resemblance to a real generator, and are fixed by sticking your hand in, one cylinder at a time. Not exactly realistic for modern engine repair to start with.
If devs were willing to put the effort in, they could very easily just make gens appear as steam generators or water wheels to older Survivors.
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Look, ever since the original engine update, sounds gets broken basically every other patch, no matter how minor. On the weeks we have mostly working sounds, the scratches will probably be jacked up to high heaven. The really bad weeks, we'll get it all at once.
At this point you have to consider figuring out when scratches are blatantly lying to you it's own mini game.
And apparently Free Iron Will is a gift from the shrine of secrets every once in a while.
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The only way I'd be even remotely interested is if it has controller support. I tried it, and controls were just horrible.
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Honestly, I think BHVR likes to encourage a certain amount of it, as it helps get views on streams and whatnot. Not that they'd ever say it or anything, but they've often dragged their feet on certain toxic elements that also happen to appeal to the stream viewing public
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People have asked for a button to deny a save as the guy on the hook for ages now. Seems unlikely that we'll see it.
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I disagree with the op's assessment. I play solo queue and killer. Swf death squads, especially when they're playing downranked are infinitely more annoying.
Solo survivor is tougher than swf, sure. The upside is, if my team potatoes me to death, I can just leave when I die and go find another game. I don't need to hang around to see the other Survivors flame the killer or each other. In swf or killer, you kinda have to wait on everyone else.
But yeah, if you pull a killer who is way better than you as a solo, you just die, leave, try again.
If you pull a swf way better than you as killer, you are forced to take every drop of abuse they want to dish out until they decide to let you go or you DC.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1213994#Comment_1213994
Except they've come out and said they're okay with that lol. Nice attempt at trolling, though
They don't actually have an option except to be OK with it.
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If you're that burned out, just play a different game until you're feeling it again.
The only real takeaway here is that BHVR should've given killers a bloody concede button when they asked for it instead of ducking around with the EGC. A small amount of ehc mechanics could've been implemented as qol measures, but yeah, concede should've been first.
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@VolantConch1719 said:
Like everyone else is saying, she's the dev's version of Sally Hardesty because (according to the DBD wiki), Leatherface doesn't have a specific Survivor in his films (I mean, that didn't stop Tapp from coming in afterwards, and Quentin is not who people think of with ANoES, but the latter is due to other reasons and Nancy Holbrook being a boring character).
Well, the OG Nancy was definitely a more compelling character. Remake Nancy really did feel more like a plot device for Quentin to operate around than the main character to me. Which says something, because he was also basically a wet dish towel.
God, I hate remakes.
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In a pvp game, balancing always has to be done from the level of "what is the best that this thing is capable of". Balance decisions need to be made based on what a survivor or killer who is playing to win and using the ideal tools to help them do that. It can then be tweaked on a detail level based on how things are used and what things are ignored.
This is why the swf vs solo issue is impossible to resolve without splitting the game modes. Because swf IS the optimal way for Survivors to play to win. There's a few ways to assist solo to get them a little closer to the level of swf, but any solution to actually level them is rejected by both BHVR and the players base (namely, baked in comms. BHVR refuses, language issues arise in certain markets, and most gamers are too lazy to push a mute button).
Simply put, you cannot ever balance 1 side that has two modes of play with vastly different power potentials without actively seperating those modes. Look at any match based game with teams (honestly, even non match games, like pvp mmos) , even symmetrical ones... Mechwarrior, Planetside, Battlefield, etc. Any time one side has just pubs and the other has an organized group on comms, you get pubstomping. Even when some of these games have built in comms, it's really the level or organization and planning that really makes the big power differential. Adding comms to all wouldn't necessarily solve it, but it allows it to be the balance point, since it is now available for everyone to use or not, and if they refuse to use it, then it's on them at that point.
While I realize dbd would be a shadow of what it is now without swf, allowing it was a big honking mistake for the original vision of the game, which depended on Survivors having both limited info and limited communication.
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Look, maybe you're new here, but pig is only allowed to have nerfs. And those must always be done on mechanics of hers that no one has ever actually mentioned, and without warning, and occasionally without a patch note.
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@Yrakaz4 said:
It's crazy how they created the EGC to minimize survivors taking hostage of the game wheb now, killers need their 4k that they will slug 1 survivor down ubtil they find the other so on and so forth until they either bleed out or get the 4k. IF 1 survives, killer gets hatch then like you said,gets to monitor the two exit gates that are ofteb close to eachother. What I've begun to do with my teamate instead of trying to finish last gen we just creep pn map until killer AFC or messages. If they want to take hostage of the game for a 4k then i will take hostage to survive.
Killers have done that since day 1. If anything, it was more prevalent in the past because killers were automatically at the survivor's mercy at the hatch. Now that the hatch can be closed, it's more likely for a killer to just hook survivor 3, especially if they already know where the hatch is. Either way, slugging the third is not even remotely recent behavior brought on by EGC.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1211892#Comment_1211892
What causes an easy 4k is the Killer will proxy camp the first hook and immediately tunnel and mori them if they get unhooked, and then the game is crippled as 66% of their objective has been effectively removed due to the mori.
66% of a killer's objective would be 2 Survivors dead and one on death hook. One survivor on death hook is like 15% of the killer's objective
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I think moris need to stay exactly what they are. It's nice to have a different method of execution than the hook. Hell, there should be even more variants. That's part of the fun of horror movies. As far as how they activate, that could use some tweaking. Mori should be more of a cosmetic/convenience choice at this point, I think (like always being able to Mori the last survivor when they get downed).
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@vorbzv said:
Hello this is my first post on this site. I play Survivor and killer 50/50 and am always rank 3 for the most part on both. I’m not the most unstoppable player on either side but I am very decent.
Now onto what I want to say. It’s happened way too many times for me to count where I would do an amazing job as a killer and kill all survivors quickly and get nothing from that. This past game I literally just played, was about 8-10 minutes probably a bit more but not a single generator was completed, I hunted each survivor individually no camping or tunneling, and ended the game just off of the first tick you would get to rank up. A killers job is to kill and that is exactly what I did so why do I not rank up for doing what I’m supposed to?
i can get a screenshot and upload it to YouTube if I can edit my post, I’m new here so I don’t know how this works yet and I just typed this on my phone lol.
From a lore perspective, the entity feeds on the death of hope, not the death of people. Essentially, it rewards you for tormenting the Survivors, not for killing them. If you steamroll them, they don't build up any hope to crush.
They tried to make game mechanics reflect this. The success of that is debatable.
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/1201697#Comment_1201697
Oh yeah I should have made it clear my suggestion assumed DCs being counted as.. just dead. They should honestly count as sacrificed and mori'd at the same time in some way so they can't mess with achievements, challenges and so on.
That's a bigger conversation, but yeah, dcs should immediately count as a hook and a sacrifice for the purposes of all in game mechanics that use it.
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@wichael_wyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1201434#Comment_1201434
I assumed they went away once you owned a DLC. I never got Splinters sadly, but I must've leveled my killers after the Splinters had been removed. When did they get removed?
They were SUPPOSED to go away when you owned it. As we all know around here, what is supposed to happen and what actually happens don't always agree with each other.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1201688#Comment_1201688
It doesn’t matter how the game is designed, it matters how it’s played. The game wasn’t designed for a killer to stand there and face camp one kill, but it happens. It also wasn’t designed for four survivors to derank and then mess around and troll the killer with flashlights, DS and Head On, but those matches happen too. And killers giving people hatch, and survivors sandbagging each other, and so on and so on.
The stats take into account every kind of game, as they should. There’s no way to cherry pick only matches where everyone is serious and only plays optimally and in a certain way, and even if there was it wouldn’t give a representative overview of the game as a whole because a ton of people don’t play like that.
It absolutely matters how the game is designed. It cannot be balanced to be all things to all people. That leads to the messiness we have now. If you make a racing game, you make it about racing. You encourage people trying to win races. You don't start balancing around people who pull into the infield and start doing donuts.
If they want this to turn into a super casual party game, that's fine - just make games be vs bots, whichever side you're playing. Or something equally ridiculous where the killer cannot actually kill and just amassed points for how much they delay and harass Survivors.
If they want it to be a pvp game, then it needs to be arranged around people attempting to WIN. It can be tempered by people who don't have or aren't using the absolute optimal builds and strats, but it cannot be tempered by people who ignore open doors so everyone can go die around a single hook together.
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/1199873#Comment_1199873
There's other cases that would make it so such a change would need the condition to be "everyone has to be hooked once or dead", otherwise even someone bleeding out on the ground, dying to a pig trap or getting mori'd by other means like devour hope or rancor could lead to the same problem as what you're mentioning.
So yeah I agree there, and I can't really think of any situations that condition (everyone hooked once or dead) would miss, or situations that could 100% lock a killer out of using the mori.
Dcs don't count as dead to the game, so it wouldn't change that equation.
I think the easiest would be death hooks only or last survivor period. Just don't make the mori of one dependant on the status of the others.
The only other real global choice would be all gens done, or 4 gens done, or whatever. Even that could easily lock out using it on the last survivor though.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1200406#Comment_1200406
Why would these games make kill stats not accurate? Survivors throwing the match due to over-altruism or misguided attempts to bully are part of the normal gameplay. They don’t skew the stats, they’re a legitimate part of the stats. The survivors messed up their game and the killer capitalised on it, and they died.
It's makes them inaccurate because the game isn't designed around intentionally throwing the entire match for a single unhook. There is a big difference between a survivor dying to a mistake (ie going for that one last loop without realizing the killer is too close) and a survivor group going into a leatherface basement party with the doors open. That's not a mistake, it's a forfeiture. It's a pvp game, the "normal" play for those is attempting to win.
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@designator said:
https://forum.deadbydaylight.com/en/discussion/comment/1200406#Comment_1200406
Ok and by that logic there are games were killer gives the last person hatch, there are games where the killer gives up and hides in a corner, there are killers that defend the basement chest as leather face, there are killers that decide to farm. There will always be inaccuracies but as a whole the statistics show that killers are averaging more than 2k per game.
Yeah, that's why I mentioned those things. It's still way less common than instant hook suicides and altruism suicides.
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Yeah, coal tower and pantry are now just death sentences for the most part. Ironworks was made even worse for killers, essentially. Some tweaking is needed.
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Every game is going to have people who exist solely to ruin someone else's day. It doesn't even have to be a pvp game.
What would you have them do?
Hard Campers are already throwing the game and points just to ruin their one guy. They don't care about punishments like that.
Others, who only hand around when there are scratch marks or they see 3 other Survivors are only doing the right thing to do in that situation.
As soon as there's a punishment mechanism, the other side will immediately and intentionally force the killer into situations where they get punished.
The literal only cure for camping is to have Survivors die on the first hook. Anything else is abusable by one side or the other. And even then, the jerks will just camp slugs instead of hooking them.
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@OtakuBurrito said:
I had a killer who tunneled me and post game the told me that if I didn't want to get tunneled bring DS. I ignored it (I don't like DS I prefer head on) and I continued running into this killer. I got so sick of him tunneling me I took DS just to get more than 6K points in the game. I then proceed to get tunneled harder than before. Turns out it was the same killer. He then told me he's tunneling me because I brought DS and he needed to tunnel me out of the game so he didn't have to deal with it anymore.
Can yall please explain this logic? I'm a red rank survivor that permanently runs Spinechill, Head On, Self Care, and BT to thr point most killers who run into me again know to avoid lockers during their chases and I'm not afraid to slam pallet with us on thr both side and vault (I just find this funnier especially if I get chucked by enduring mid vault). I don't get why I got tunneled outside I play Claudette but if you can't find me with a bring pink jacket and red hair then idk how to help you.
It's called being an #########. There's a lot of them in the world.
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It's a pvp game. You want a party game... Mario Kart series is fantastic.
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Kill stats will never be accurate. All of us know how many, many 3 escape games turn into 4ks handed to the killer on a platter even with the gens done, because so many cannot simply walk out the door while one guy is left on a hook.
You do see an occasional afk killer pushing stuff the other direction, but there's far fewer of them than there are Survivors who would rather feed killers kills than leave 1 guy behind in egc.
Add in failed bully squads who all swoop in to flash the killer 3x before they realize they drew an actually skilled killer and they go 3 down right there in the space of 20 seconds.
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The problem with the seemingly popular "everyone needs to be hooked once" solution is that a single salty DC eliminates the mori completely.
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1198537#Comment_1198537
This is simple, I will repeat it myself again.
I am sorry my 1.7k hours (which I will safely assume 1.3k of those are as killer) doesn't count me as a killer main for you. I am sorry I am not a sweaty try hard, need a 4k to feel good about myself type of player. I am sorry I get to red ranks without running unfun perks such as Pop, in fact, I never even made ruin teachable until after they changed it. The closest thing to a slow down perk I run is Corrupt. Basically I am sorry I don't live up to your standard of a killer main, I get the strong feeling you wont live up to mine either.
https://forum.deadbydaylight.com/en/discussion/comment/1198552#Comment_1198552
Um, it puts the survivors on a timer. Which clearly favors the killer. And no body has won until the game is over. There are so many times I have turned a 1k into a 3-4k because of EGC. Survivors make more mistakes, they get greedy for saves. A good slug or a far away hook gives the killer so much power in EGC.
Also, I never said Pop was OP. I simply wanted it changed to be more in line with all of the the other slow downs. To be fair in a perfect world for me I would like Pop nerfed either by amount or time and then have the other slow down perks like surge increased. Because I find surge to be a great perk, but way to weak. Why would a killer ever choose Surge over Pop. Which is why I have an issue with it.
https://forum.deadbydaylight.com/en/discussion/comment/1198593#Comment_1198593
This really breaks down to our two points of view. You feel like the survivors have enough chances to escape. You keep bring up all of these second chance perks and keys. Which most second chances perks can be avoided, keys just bring a mori. I feel like I should earn my kills and they should never be given to me, because someone else made a mistake.
You can't really call me a survivor main or a rank 15 and then not expect me to defend myself. The fact you tried to downplay my time spent into this game, because I justified myself when you called me out. Tells me you are a child with little to no logic comprehension.
https://forum.deadbydaylight.com/en/discussion/comment/1198725#Comment_1198725
This is what I am talking about, I would like pop brought down a peg, so it gives other perks a chance in the fight. In my previous example, I used Surge instead of Overcharge, but the idea is weaken Pop so other perks seem like a choice.
It's not really unfair to Survivors when the only reason you don't have a 1k is because they literally handed you their heads on a platter.
A huge amount of 4k games come just because 3 Survivors couldn't bear to leave 1 guy behind and take their win... It's not a win if everyone alive doesn't walk out, even if one of those is on a hook at endgame.
That has nothing to do with killer strength or survivor weakness and everything to do with Survivors playing dumb, being bored, or getting greedy. That's not the sort of thing that the game should be trying to reward OR mitigate.
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If only all perks required even the most minor bit of attention to be paid to figure them out instead of getting big floating warnings about them.
Worst change in the game over the years in my opinion.
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@MuteNewt said:
https://forum.deadbydaylight.com/en/discussion/comment/1190488#Comment_1190488
@finitethrills This is the part I think the killer was trying to say he was reporting me for. I didn't understand why he wasn't hitting me either and I even said ''Is his mouse broken?'' as it didn't make sense to me. They did seem like swings and not lunges which is why I thought something was up with his mouse. I usually do the left-right tactic to make it harder for the killer to hit me and most of the time they do miss one attack maybe.
So I think his connection to the server might of been weak or starting to deteriorating at that part of the match? Thanks so much for your replies and time.
Thanks for the kind words, and yeah, if you noticed it as well, then it was likely some bigger underlying issue. Could even be a combo of both your connections. It'd be hard to diagnose without the telemetry.
It's easy to forget that, with the way servers are setup and the way they handle lag, both sides can be seeing very different events. Heck, I saw a streamer the other day swing on a guy who had deadhard but wasn't injured yet. Swing literally went through the guys spine but didn't register a hit. That guy's internet is fast enough to dl a 10 gig game in just a few minutes. Weird stuff just happens sometimes.
That being said, there ARE cheats out there, including one that will let a survivor appear to be running one way for several seconds before they suddenly reappear elsewhere, so there is a basis for being sus of phantom hits and the like. The situation you describe would be really hard to actually pull off I'd think though, unless it was another form of cheat that isn't well known.
Sometimes, you see things that are clear and obvious, like someone running at 500% speed. Sometimes you just see oddity, and it's tempting to call it a cheat even if it CAN be explained by server. People are always tempted to latch onto cheats when something happens that makes them fail. It's easier to accept someone cheated rather than the game itself randomly decided to make you lose something.
I don't think you were doing anything wrong. I also don't think he did anything wrong by sending a report. Even if it's most likely a game issue, weird stuff SHOULD be reported, and a lot of real cheaters get caught because someone reported them for something that definitely WASN'T a cheat. Devs can pretty easily see when someone has fiddled their save file, and they WILL glance at it when they get a report, even if the report wasn't all that solid.
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@sarkonvol said:
https://forum.deadbydaylight.com/en/discussion/comment/1191896#Comment_1191896
I dont agree with this statement at all everyone deserves to play, most of the time I can complete my matches it isnt my fault for wanting to play a game I like and having a random internet drop I cant predict be the preface for my ban. I know it can happen, it can also happen to everyone else for no reason doesnt mean they should be punished for actions they didnt intentionally take. Very closed minded statement in my opinion
It's really not closed minded, it's just that these days, everyone only cares about what they get and want, and to hell with how if effects anyone else.
Back in the days of original counterstrike, people would get kicked off of servers all the time because their ping got into triple digits. Most pvp games rely on having decent connections to keep things fair and smooth, and it has always been expected that if you have internet trouble, you leave.
I agree, it sucks. I couldn't play killer for almost a year because I was stuck on crap dsl. It was strong enough to play survivor or f13, but not to handle killer. So I stopped playing killer rather than force people to suffer it especially since it'd generally be green in lobbies, but bog down in game once data really started flowing.
It makes a big difference that you said you are AWARE of a current problem with your internet and that it's widespread where you're at, so it's not just a one time hiccup.
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It always meant the killer is camping, but over time new people decided to use it for the opposite without checking to see if it had been thought of first. Then, other new people heard both versions, and now it's useless.
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To translate: he's saying Survivors can alter direction on the head of a pin while moving with no momentum, whereas killers have to turn through the arc to actually change direction.
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@sarkonvol said:
https://forum.deadbydaylight.com/en/discussion/comment/1191656#Comment_1191656
I agree but if I'm not quitting and being cc'd by other means should I really be punished? I've seen this a lot in other posts. Also I play as killer mostly.
Thing is, you are playing a multi-player match based game while knowing that your internet is turned to crap. It IS your fault. Not that your country decided to throttle connections, but that you are willingly inflicting it on other players who just want a stable match.
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@C3Tooth said:
1 thing I wonder, if Devs get an in-game report like this. Will they actually check the game play of that match? Like if not, how can Devs know the report is legit or not?
I don't think they can check game play. A lot of times, it just flags an account and devs will glance over it. A lot of actual cheaters get banned because someone reported them for something not bannable, but as soon as devs touch the account, they'll see evidence of bloodpoint or item manipulation.
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@Lexilogo said:
Given the fact he began facecamping you after that first chase, I believe the source of the rage was how you got away from his Evil Within III lunges, he missed several times.
Maybe the Myers mistakenly thought they had bagged a cheater or something, but it REALLY just seems like they got salty over them making a fairly simple mistake several times. Juking Killer hits obviously isn't a bannable offense.
If the killer was lagging, he may have been seeing those swings completely differently... Like should've been guaranteed hits but never did damage
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1188462#Comment_1188462
The devs made a big mistake when they nerfed Ruin. Because for the first time a lot players saw what many of us have been saying for a while now. The devs are biased.
And instead of listening to our feedback, the devs decided to march full steam ahead.
I think many veteran players are getting fed up with the game. I hardly see any of them anymore.
You can't blame them either. We've tried to give the devs good advice on how to improve the game for the better. But of course like usual our ideas get swept under the rug in favor of the status quo (which is perk updates every few months).
The best part is, all their attempts to attract new players are going to completely backfire as long as they keep allowing fully loaded rank 1 (or ex) 2k+ hour players into some guy's third game. It happens a lot, and most folks are going to put with that exactly once.