fogdonkey
fogdonkey
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- fogdonkey
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Comments
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I agree, 5 seconds of built-in BT is not enough. And since probably less people will bring borrowed time, together with the increased gen repair times, this is a buff to camping.
Hook timers should be increased, or some better mechanic should be invented.
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Also it is not 75 percent grind reduction, but only 50, because you don't get double bloodpoints from bbq or wglf.
Basically with this update you need to get your character to level 150, which doesn't seem easy. I am definitely will not be able and willing to get all perks on all survivors even after the grind reduction update.
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I don't think that the reward will be something that you would really miss. So you can stop worrying.
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It makes 0 sense to show Prestige, it just hurts as the author explained.
Also for survivors the prestige level makes even less sense... E.g. you can have Prestige 10 Nea and a prestige 1 Meg. And overall Prestige level does not make sense, because you can level up the character with bloodpoints earned from a different character. Or spend bloodpoints earned by killer on a survivor, etc.
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Play killer.
Play survivor during a different time of the day. It really makes a big difference.
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Survivor:
Kindred without seeing the killer aura.
Totem counter from small game.
BT with removed collision of unhooked survivor.
Unbreakable with no recovery boost and should take at least 60 seconds to get up.
Killer:
Corrupt
BBQ bloodpoints
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My definition of genrush is prioritizing gen repair over:
- healing,
- totems,
- safety (e.g. popping in front of you or jumping on gen right after unhook removing possible DS protection),
- unhooking survivors (first they finish gen and then go for the unhook).
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If I see 4 or 5 cakes I am doublehooking everyone before sacrificing anyone. If they go down and they would be sacrificed I just slug them until everyone is doublehooked.
Even if 3-4 survivors escape I get enough bloodpoints. However often I manage a 4k even when playing like this.
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@SalSequel said:
https://forum.deadbydaylight.com/en/discussion/comment/3009787#Comment_3009787
Do you perhaps know what these exclusive rewards might be?
I think nothing that would have an impact on the enjoyment of the game or that you would really miss.
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I try to play nice as a killer, i.e. not sacrifice anyone before everyone is doublehooked or gens done. Sometimes it is hard but even then I usually get 25k+ points.
As a survivor I encountered a lot of sweaty killers. Tunneling when still 5 gens remaining and one guy already DCd.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3003867#Comment_3003867
Usernames are, no offence, a terrible analogy.
Saying that it is camping because it is called "proxy camping" is, no offense, a terrible reasoning.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3000752#Comment_3000752
I mean, proxy camping by definition is camping within dbd. That's why the word camping is in the term, and it isn't universally referred to as proxying. But good job
Just because it is in the name it doesn't mean it is.
Example: I am not a donkey, even if I have donkey in my name.
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Most survivors do zero to prevent camping or tunneling:
- Unhooker disappears and only a loud crying injured survivor is there.
- They pop two gens before going for the unhook. Of course I will go back to guard the hook in such case.
- Unhooked survivor pops a gen in your face.
And many other...
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@Milo said:
People are doing personal challenges first.
Aaaaaand because I haven't done fully my normal tome yet I don't plan on selecting it except for maybe one game.
You can do the normal later. This special is here for only two weeks.
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Do we need to keep the challenge selected to contribute to the community goal?
If yes, then I think it should be changed. It should count towards community contribution even if not selected.
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@skylerbound said:
https://us.v-cdn.net/6030815/uploads/D486S4AZU6SE/mehmeh.png
Used an offering to get 1 hooked and camped out by a Bubba. Yeah back to not using the flans.
Happens
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Who knows what contracts did they sign.
Maybe cross progression without paid chapters and cosmetics would be possible to do, but that's extra work to implement for BHVR.
I guess a lot of this is also just lazyness from BHVR, or that they can't justify doing this because it would not bring money to BHVR.
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@LapisInfernalis said:
No.
Why? I just don't want to play vs 2 people who have 7k+ hrs in this game who teamed up with 2 new players to get a lower MMR.....
I've seen it. I have been used for this myself (3.5 years ago). I vsed it. I don't need it.
So why don't you tunnel the low MMR players out?
What do you do if their profile is private? Or they are not on Steam? Do you also dodge, because what if .......? :D
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3000350#Comment_3000350
Wow, thank you for being so rude. And sorry you don't see how easy it is to just fix match-making. Not all of us can look at things from different perspectives and be open minded about alternatives. Oh, and don't expect them to penalize anyone leaving a lobby anytime soon. The backlash will be brutal. 😁
Sorry, I was in a bad mood after reading all the unconstructive comments about why NO.
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3000299#Comment_3000299
Bad analogy. Fixing matchmaking is actually pretty easy to fix especially since all they need to do is remove SBMM/MMR and just match players based on distance from each other, in game level (not even being used for anything other than obtaining shards every level), and survivor/killer level. It's simple programming. I also don't penalize my cat for doing stupid stuff. It's a cat. So should I turn my phone off so nobody can call me in case of an emergency? Or put up a sign outside my door every time I want to play just to keep people away? Like I said, people leave the lobbies for all sorts of reasons. Just get rid of the hidden MMR/SBMM system that's pretty pointless anyways, use simple matchmaking code and it would be good to go. Not hard at all. This is coming from someone who has IT experience.
Wow so smart... Fixing your cat is also easy, just remove your cat and watch cat pictures and videos on the internet. This is coming from someone with a cat and IT background.
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/328187/add-lobby-leave-penalty
No. They should just fix matchmaking. People leave lobbies for all kinds of reasons. I leave them if I have to run and get the door, laundry is done, cat knocked over something, I get a phone call, ect. Nobody should be penalized for leaving the lobby. It's far better than leaving the game.
Fixing matchmaking is hard, adding penalty is easy.
Example: Why don't you just fix your cat so it doesn't knock over things?
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@anarchy753 said:
No thanks. I don't want to be subjected to having twitchies in my game trying to be as much of an ######### as possible for attention, and I really don't like the idea of my gameplay being shittalked constantly to their
chat botsorry, 'viewer.'Interesting, I have never met a shittalking streamer so far. And I usually rewatch the matches if they are streaming.
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@ArchAbhor said:
Hell no. I keep a list of sandbaggers and people who have thrown hard. I will not play with these people again, nor should I be expected to
Interesting, I usually never see the same players again.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2999829#Comment_2999829
If you think that this wouldn´t affect queues/afk players, because there are not enough people that lobby dodge. Then there are also not enough people lobby dodging, to justify this penalty in the first place.
A penalty to lobby dodging comes always up, when the queues for one side get longer. Current mmr system solved this.
Most are dodging for weird unrealistic reasons, e.g. this cosmetic is very bright and flashy, must be a toxic player. But if they could not dodge they would just simply play the match. That's why it would not significantly add afk players.
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Just ignore every second chapter release and you get the same effect. :D
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Fixing various speedhacks, flying, etc. could be done, but the way DBD is implemented, it is always going to be just patching holes. They would need to have an instance of the game running on the server and use that as the source of truth for player locations, player state, etc.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2999723#Comment_2999723
Yeah i got that. But you do realize, that the overall queue times would go up with that penalty, yes? And that people would be afk during the match. Which both would be a worse gameplay experience than getting tossed into a match with someone out of your mmr range.
I don't see why would the overall queue times go up or why would significantly more people afk.
I am basing this on the fact that in my opinion people dodge lobbies for weird unrealistic reasons.
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/328187/add-lobby-leave-penalty
If you see that killer/surv dodged your lobby and you think it will ruin your game, how about... you leave the lobby yourself and start to look for the game again?
And other people can do the same if they want.
Yes, I often do that. But it is a bit worse if the queue times are 10 minute... Then because of a dodger I need to enter another 10 minute queue.
Also often it is hard or impossible to notice the other situation, when you are the replacement player in the lobby.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2999655#Comment_2999655
I´m totally chill. Having a penalty would result in people just afking on both sides to prevent the penalty.
The system assigns you a new player in no time. So there really isn´t a reason to implement penalties. Its not like disconnecting during the match. What ruins the match for the rest of the players.
The system assigns a new player in no time, because the system focuses on speed instead of quality. MMR is not really taken into account when focusing on speed. So you get a worse matchmaking and as a result a less fun game. It is a problem because the matchmaking quality goes down, not because you have to wait some extra time.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2999647#Comment_2999647
Ahh now you´re showing whats the real reason.
Please, keep going why that bugs you.
Chill down your tone...
Lobby dodging survivors and killers bug me.
I can't explain why survivors dodge.
And I noticed that killers dodge more often if survivors are all from the same platform.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2999625#Comment_2999625
Alright so nuke your internet before queuing so you always have the option of leaving the lobby w/o a DC penalty.
Not sure if it is worth replying to you, because you probably won't understand what I write.
You set a max ping, which limits the severs you can connect to. Trying to play with your internet connection to artificially increase ping will not disconnect you or give you a free dodge.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2999630#Comment_2999630
You´re welcome. I´m sure giving out penalties for lobby dodging won´t have an impact on queues at all. Its not like people would afk during the match or anything...
It wouldn't cause significant AFK... Survivors often dodge because of some random reasons, killers on the other hand pussy out if they see 4 survivors from the same platform.
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@BastardKing said:
"I know some people who don't use DS because they just can't hit the skill check, it's too hard for them."
*Take the zero counterplay perk and make it absolutely skill less so I can win while drunk.*
Counterplay 1: don't tunnel.
Counterplay 2: wait 60 seconds after unhook.
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@Tsulan said:
https://us.v-cdn.net/6030815/uploads/TWJIPPU8VK19/how-about-no-meme.jpg
This is the worst idea i´ve heard today. Killers can´t switch between killers and now you even want to punish them for dodging a lobby?
How about yes?
The worst reply I have read today.
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@Aven_Fallen said:
Since the Survivors dont get kicked out of the Lobby anymore, there is no reason for that. Before, I would have agreed, but now I am against it.
While it is true that another less-skilled Killer might join and have a harder game due to how Matchmaking works, this is a Matchmaking Issue and not an issue with the Lobby.
Yes, it is a matchmaking issue, but until it is not fixed, we need a lobby dodge penalty.
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@shalo said:
You want to punish the players because BVHR can't code a matchmaker properly?
I am not punishing players. I am punishing lobby dodgers. Yes, ideally the matchmaking should be fixed, but until then we need a workaround.
And btw lobby dodgers are actually punishing other players right now: the other players in the lobby, and also the player who is added as a replacement.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2999164#Comment_2999164
Yeah cool let me just overload my internet so I get bad ping so I can dodge for free.
This idea is terrible.
You can not dodge for free by increasing the ping after joining the lobby. Ping check is done only before you actually join the lobby.
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@Annso_x said:
No. Literally never dogded a lobby in my time playing DBD. I do quite regularly leave a lobby because the ping is terrible, or more rarely if I forgot to select a challenge. Also sometimes something happens in real life, like someone at your door, your phone ringing or whatever where you leave the lobby so you're not afk.
There's many reasons as to why someone would leave a lobby that aren't dodging, and I'm not eating a penalty because of them lol, not my fault the ping is bad.
@GoodBoyKaru said:
Oh god what a terrible idea.
Lobby dodging is how you see if you want to play a game. If you load in and there's a super toxic player you've just faced, or the ping is too high, you can dodge and wait for another game, instead of disconnecting in the trial and ruining 4 other people's games and pushing them back into queue, which will be an even longer wait time.
This may be a novel concept, but instead of punishing people for not wanting to play a game and acting on this before it can cause any real damage, we instead fix the ######### matchmaking.
@[Deleted User] said:
Yeah punish me for dodging a 150 ms lobby, that's a great idea.
I mentioned in another comment that a max allowed ping setting should be added, so that you don't connect to distant servers.
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@DBDVulture said:
If you punish people for leaving a lobby then you potentially reduce the killer pool even more. You do not want that.
Lobby dodging killers are punishing other killers, maybe without even realizing it.
Also there are lobby dodging survivors, who just leave for some random reason.
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@Science_Guy said:
Why?
Even if matchmaking were perfect, there's no reason killers or survivors shouldn't be able to back out of a lobby if they feel like it. Odds are if someone's willing to wait extra to avoid playing with a certain group, they have a good reason.
If matchmaking would be perfect then sure, let them lobby dodge.
But the matchmaking is unfortunately not perfect. If somebody lobby dodges the new player is selected based on speed, not based on matchmaking quality.
Therefore until that is not fixed, there should be some penalty to discourage lobby dodging.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2999152#Comment_2999152
Yeah, I've had to leave a bunch of lobbies recently because the ping was bad. That's not my fault the ping sucks, and there's no way anyone thinks I should go into a match if I know beforehand the connection is going to be bad.
Good point, some max allowed ping setting should be added.
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As a killer I can easily chase a survivor for 5 gens.
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They said nothing about this during the anniversary stream, so nothing will happen in the next year.
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There are more good killers, because good players choose to play killer more often and bad players choose to play survivor more often.
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@Leatherface1990 said:
Survivor Perk Re-Works/Removals,Combo's, and Buffs
All Survivors now get 2 teachables.
Removed Perks
1. Left Behind
2. No Mither
3. Sole Survivor
General Perks are currently sitting at 20 and most are not used. We have to combine some.
Combining and changing perks drops it to 13. Almost by half.
List =NEW GENERAL PERKS
1. Rookie Spirit and Technician are combined to help NEWBS do gens.
2. Borrowed Time&Guardian get combined and become General Perk. Fun counter/Trade against BOOBAZ.
This will also help to counter Killer Hook campers along with
seperate D.S. perk if desired.
3. Sprint Burst becomes the General Exhaustion Perk. Since there is none right now.
4. Urban Evasion becomes a general starter Stealth perk.
5. Situational Awareness and Corrective Action are combined to help new players not THROW the game.
6. Visionary becomes General Perk to help new players. Also
gets buffed with the 3 gen ability from Deja Vu. Deja Vu is removed now.
7. Lightweight and Hope are combined
8. Kindred and Kinship are combined
9. Small Game is buffed and combined with Inner Healing to help newcomers.
10. Bond and Open Handed are combined to 40 Meters as a General Perk
to help increase teamwork efficiency in solo-q.
11. Self-Aware and This is Not Happening are combined
12. Resilience
13. Spine Chill
Only 2 Teachables now. 3 was BLOATING the GAME.
Dwight Fairfield
1. Leader&Solidarity get combined Leader gets a slight buff this way
2. Prove Thyself fine as it is
Meg Thomas
1. Vigil
2. Adrenaline
Claudette Morel
1. Calm Spirit&Renewl are combined
2. Self-Care
Jake Park
1. Saboteur
2. Iron Will
Nea Karlson
1. Balance Landing and Lithe are combined for maps
where balanced landing isn't viable.
2. Streetwise
Bill Overbeck
1. Clairvoyance and Left Behind are combined (don't need to do totem
to see hatch but hatch aura reading range is left behind distance)
2. Unbreakable
David King
1. Buckle Up is now combined with W.G.L.F. so hook farmers
now go for slugged survivors too.
2. Dead Hard
Ace Viconte
1. Up The Ante gets buffed into Slippery Meat.
Ace's 1st Teachable Perk is buffed Slippery meat now. This will help suiciders ruin
fewer games. And it goes with his lore. Doesn't help other Survivors' luck rates anymore.
Greedy perk for Suiciders to run now.
2. Ace In The Hole greedy looter perk too.
Feng Meng
1. Breakout is Fengs New Perk it also gets buffed to 8 meters from 6.
2. Poised and Dance with Me are combined to make her 2nd perk. Technician becomes
a general perk now.
Kate Denson
1. W.O.O.
2. Boil Over
Yui Kimura
1. Any Means Necessary
2. Boon : Lucky Step. Lucky Break and Shadow Step are combined and given to Yui.
Lucky Step no longer hides BBQ readings Dark Theory does now with the 2% haste buff.
Mikela Reid
1. Boon : COH
2. Dark Sense and Premonition are combined
Jonah Vasquez
1. Boon : Exponential is combined with Tenacity when in range and by default if equiped.
2. Overcome
Yoichi Asakawa
Parental Guidance is removed combined into Smash Hit
1. Empathic Connection and Botany Knowledge get combined here now.
2. Boon : Dark Theory haste stays same but hides BBQ/Aura Reading now also.
Leon S. Kennedy
1. Bite The Bullet&Resurgence get combined
2. Flashbang
Jill Valentine
1. Counterforce gets buffed to show 2 furthest 2 totems
after cleansing one
2. Blast Mine
Yun-Jin Lee
1. Smash Hit is combined with Parental Guidance now and slighly buffed
2. Fast Track and Stakeout are combined and slightly buffed by being combined.
Elodie Rakoto
1. Appraisal
2. Deception
Detective Tap
1. We'll Make It becomes Tapp's new teachable
2. Detectives Hunch
Felix Richter
1. Desperate Measures combine with No One Left Behind now. The unhook
bonus speed only is applied after the final Gen is completed now.
2. Built to Last
Cheryl Mason
1. Blood Pact & Aftercare are combined small buffed
2. Soul Guard is buffed too and displays active if Killer starts
match with Hex(S) inactive if not until NOED. Can counter
NOED a little better now too.
Zarina Kassir
1. Red Herring and Diversion are combined and buffed to become more useful
2. For The People/Empathy are combined so it gets a buff in usefulness
Ashley J. Williams
1. Flip-Flop combined with Power Struggle
2. Mettle of Man buffed to give a token if you cleanse totems
Jane Romero
1. Head On+Q&Q are combined now. Makes Iron Maiden more viable too as killers
2. Repressed Alliance is her new perk from Cheryl
Jeff Johanson
1. Distortion gets combined with Alerts abilities as well. Same tokens. Alert going off does not reduce a token.
2. Breakdown buffed with a new noise to let others know that hook is down
for a longer than normal time. Helps solo-q newbies and oblivious gamers.
Adam Francis
1. Deliverance. no, Save needed now and buffed. Helps with DC/Suiciders.
2. Autodidact no penalty starting buff but on 10 tokens max and fixed
50% healing boost 5% per skill check increase for the remainder of
the match.
Quinton Smith
1. Wake Up! also buffed to not reveal you if the killer has No Way Out.
2. Pharmacy&Plunderer's Instinct is combined but unlocking speed
bonus of 10% per chest. Makes Shiny and Tarnished Coins more exciting to use
as well as stacks with perk now.
Teachables are learned at levels 25 and 30 and the Level cap is @ 40.
Level 30+ gives 4 Perk choices to learn/max out.
I like the idea and the proposed changes. There are too many perks in the game and most of them are useless. This proposal fixes both issues.
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Where is the "I don't care" option?
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You need to mend and also applies all other kind of negative effects: blindness, oblivious, mangled, hemmorage, etc.
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@YOURFRIEND said:
People often suggest this and I think it's a bad idea for many reasons.
A: how do you ensure the perk valuations are actually equivalent to how good the perks actually are? The perceived goodness of a given perk fluctuates over time. Considering how reticent they are to change anything it would take a long time to adjust these values.
B: It stifles creativity. If I think of a suboptimal, yet dumb and fun build and it puts me like 1 point over the cap that's not gonna feel very good. Conversely of I'm only using 30/100 points or whatever is going to make me feel kinda bad. It's not not a good or consistent system.
I like this idea. The points could be determined automatically based on perk usages. This automatic system could give points not just for single perks, but also for perks combos, i.e. certain perk combos would use more points than their individual sum.
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For solos shorter.
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UPDATE: Thanks guys for replying, but don't waste your time. It was just an idea that I wanted to share with you, but you took it too seriously and started telling why no, instead of how yes. Anyway, it will never happen. BHVR could not implement even simpler things or took them forever. I mean I am not blaming them, business is business. They can justify spending time only on things which bring money to the table, i.e. chapters, cosmetics, or fixing game breaking bugs. Of course declining player counts can also motivate them, and probably that's why we saw all those promises during the anniversary stream.