fulltonon
fulltonon
About
- Username
- fulltonon
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@danielmaster87 said:
Oh there's a massive entitlement problem. There's no pushback against it either, aside from you, I, and a few others. People say, "Well, the survivor deserves to DC because the killer did X or their teammates did X." So we're encouraging DCing now? And asking for the DC penalty to be taken away? This is the world we live in.
and funnily defending dcing like that is somehow not against rules, what a magic.
-
uh people still talking exact same (and probably pointless) thing over and over and over?
No, changing whatever killers do doesn't stop people from suiciding hooks, it's too easy, cheap and legit to the point literally anyone would use it.
unless giving survivors 100% escape rate, in which case of course people would not suicide because they can't get hooked anyway.
There is really nothing to discuss, hook suicide kills the game as much as removing DC penalty (which was obvious disaster), if we want actual playable game, we should remove kobe/second skill check or at least it's penalty, that's a fact and an answer.
-
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3216580#Comment_3216580
you can't go solo rescue against camper. There needs to be at least 2 survivors, otherwise you get grabbed (almost guaranteed). Also once you rescue, people need to go heal so that they can trade once more (and at minimum 1 newly injured survivor is result of this - probably more). The boon speeds up healing. If it's well placed, boon speeds up this process (but is also potential time sink if booner looks for boon for too long or if he boons too far away from camping spot for it to be worth the travel time). Meaning boons do help against campers. Just not always and of course way less then say reinsurance.
You won't trade against camper.
-
@Smeagolthevile said:
I love these people like 'lol get gud' like wow, what an argument.
Personal survival is not the issue, its not that 'I' get killed, its that he can just remove one of the 4 survivors without requiring to do any of the actual normal killer steps. Another survivor can ######### up and suddenly there he goes, killing people without even the chance to unhook. Its a bad and unbalanced addon. Exposed is fine, even the unlimited exposed is fine on myers, but being able to just ignore ALL of the game's mechanics because ONE survivor ######### up? Absoluite garage.
You deserves to be punished for mistake of your team tbh, that's how team games work.
-
I'm surprised by why no one thinks about removing hooks altogether, they are always the roots of the issues.
-
I'm interested in what kind of monster killers would be when solo gets all the buffs they needs at this point tbh.
-
@Grigerbest said:
How to counter that?
- Play hag without shackles.
- Don't put traps under the hook.
And you good to go.
Hag not putting traps under the hook? that's cursed.
-
doing QoL changes every month doesn't seems to be that uncommon, I feel it's rather on frequent side.
-
@MrMori said:
https://forum.deadbydaylight.com/en/discussion/comment/3216605#Comment_3216605
Yeah I do miss BBQ bonus ngl. But with bigger BP caps and cheaper nodes you can get extra value out of BP offerings at least.
Bigger BP caps doesn't really matter unless you play this game on anniversary tbh, it will immensely help day 1 killers though.
-
@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3216172#Comment_3216172
Bans for DCing and suiciding is very extreme. I wish you were a developer at BHVR so you can implement that and see how horrible it would be. Does any game permaban you for DCing?
Anyway, the problem will resolve itself. These people suiciding and DCing on hooks are eventually going to permanently leave the game anyway, for games that are more fun.
Your solution is to bandaid fix the symptom and ignore the problem. It's like giving a cancer patient aspirin for his pain while ignoring the cancer.
Actually, hook suicide as itself is a biggest design flaw this game has, no matter what you do people will suicide on slightest thing they don't like.
No matter how much you believe otherwise, doesn't change a fact, dbd without no dc penalty has already proven why this is the case.
-
@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3216641#Comment_3216641
That's a symptom, not the problem. I don't understand how people can't comprehend this.
It's a problem, extremely annoying one.
I don't understand how people can't comprehend this.
-
@MrMori said:
I don't think that's necessary. I was disappointed when the incentives came back and were additive, but the bloodweb node cost reductions were massive, I think BP gains are fine now even with additive incentives.
Survs could use a buff though, much harder to get 30k+ BP on surv than killer. Still feels mediocre even with incentives.
Yeah that is true when bonus is 100%, probably not much when it's less.
-
@Pulsar said:
Yeah, if you can consistently force a Chain Hunt, Pinhead is one of the most oppressive Killers in the game.
That's basically equivalent of "if you can consistently and quickly find, chase and down survivor, that killer will be oppressive".
But agreed, with DMS+chain hunt doing gen is literally impossible, at least DMS is now 30 seconds so required consistency is lot higher.
Well without DMS they can still do gens just fine, chain hunt mostly only helps for information and chase in that case.
-
@Hawk81584 said:
it wasnt like this before 6.1 at least not to this degree. we all know where the problem is....they just dont want to admit it
We really don't know where the problem is, care to elaborate?
-
@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3215602#Comment_3215602
Devs would think thats too broken lol
Definitely not, it's not like they won't do anniversary events anymore.
@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3215602#Comment_3215602
Don't forget that they made things in the bloodweb cheaper. It takes like... 200k to 300k (maybe 400k?) less BP to get a character from lvl 1 to lvl 50 + prestige.
It no longer takes a mil bp to get a prestige level for a character atm.
Yeah it's better, but I wanna see numbers go up bro.
-
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3216295#Comment_3216295
Killer waiting on 1 spot won't do anything to boon. Only active killers snuff boons. Campers don't have time and don't move thru map. Boons have better value against campers. So it's the opposite IMO
Killers won't do anything but Survivors wasting 16 seconds on something that doesn't help their team does.
Like, who needs boons when killers decide to not deal with them anyway.
It's an indirect buff to camping.
-
Problem is the hooks, remove them.
-
@Gandor said:
100% agree. Right after you nerf to the ground camp+tunnel. But not before
Boons help camping and tunneling because with 1 less survivors they can't get enough benefit from it though.
-
@Ghoste said:
I'm willing to bet 90%+ of players don't hit every great skill check. Just run 4 slowdowns if it bothers you that much.
Doesn't matter, as long as it is monster in high MMR they will nerf it.
-
5% hindrance, now freddy is op.
-
I believe this perk should be monster at high MMR, it wouldn't last long.
-
Actually, it's because this game has hooks.
Now what if we remove hooks and instead add something like respawning on random location? I'm sure that will remove lot of tunneling/camping because it's nigh impossible.
Basically like Pyramid heads cage + pig box but with all boxes being correct one.
-
Literally does not work, people goes salty for absolutely weird reasons.
-
If killer managed to close the hatch with no way out they deserves to win.
-
@Nikatara69 said:
Once again, why I should my precious time on killer who play badly and not fun??? Just move on and grow up and stop moaning about people decisions.
I mean, why should other survivors have to waste an entire match due to your issue.
-
@not_requested49 said:
It would be nice, but it clearly was unintentional
I mean, this feature can vary between 25-100%, and anything less than 100% is literally useless unless it's multiplicative.
So even if it's unintentional it should be intentional.
@Xord said:
Honestly, that is never happening, it was obviously unintentional, imagine with 4 flans you could make up to 400k per game.
However, I think the incentives should be +100% akways. Never 25 or 50.
I don't see problem there either, you'll get 200k as is in that match, what's problem with 400k.
-
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3214733#Comment_3214733
Check this thread and 4th (milo's) response. It's directly in this thread. If both personal experience (your response) AND official stats (his response) have 0 bearing, then I have no idea what should be relevant. But to say the truth, it sounds much more like bias against survivors.
Why have you quoted me then, ask him.
Strange conversations.
-
@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3215532#Comment_3215532
In my opinion the gate blocked from a hit shouldn't be a thing on any killer unless there is a perk for it, but I get how people can have different opinions about it :)
I feel it should be a thing for EVERY killer hit tbh, like survivors can always try to escape at that point.
-
I don't match with cheaters every match though, but I'm sure I would match with DC'ers every match if we turn it off.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3214739#Comment_3214739
I thought about that, but then they would conflict. Since Third Seal applies on hits, and Plaything on hooks. Unless they reworked Third Seal to be on hooks too.
I mean, some perks could be allowed to conflict.
-
or you can make it like plaything, so it could work as slowdown perk at least.
-
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3214620#Comment_3214620
Yeah. Stats mean nothing, personal experience means nothing but killers have it really hard. Did I get it all?
Did I ever said stats mean nothing here? I don't get it, or are you mixing someone else's opinion with mine?
I think maybe you should calm down?
-
@Tostapane said:
But remember, kill rate is at 61%... Doesn't matter WHY...
I don't get this joke, or is it even a joke? hmm.
-
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3212959#Comment_3212959
Because they can't accept losing?
Or there is no real penalty to it and anyone can freely do such without losing anything.
-
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3214498#Comment_3214498
When I play killer after 6.1, I get 4k VERY easily. At least compared to patch 5.5. When I play survivor even in SWF (and yes, we are not 4-man tryhard hens-level-coordination SWF) the loose right is still much higher then winrate. And no. I am not noob. I have over 1k hours already and was taught by 9K hour person from my 35 hours (meaning I was never corner urbaning claudette).
https://forum.deadbydaylight.com/en/discussion/comment/3214556#Comment_3214556
Considering killers like to give hatch for a very long time now + farming killers. I presume the number could be even worse then 61%.
https://forum.deadbydaylight.com/en/discussion/comment/3214563#Comment_3214563
So it's OK for everyone but the highest top tier to have horrible games? Also for every survivor that has 60% escape rate, there needs to be another one that has 80% killrate. On his skill group (MMR range). That is simply NOT OK.
Also killers camp and tunnel way more then before patch 6.1. It was always - killers need to camp and tunnel, because otherwise they stand no chance. After 6.1 even the last few people stopped playing normally and started to camp even more. Because after 6.1 it was guaranteed 2K by just facecamping. At least reassurance changed this. But still as survivor the chances are stacked against you. 61% is simply NOT OK
Your personal experience shows nothing of the game, really.
I'm just stating killers had much higher than 61% kill rates for majority of times.
-
@fengminenjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/3214492#Comment_3214492
https://forum.deadbydaylight.com/en/discussion/comment/3214492#Comment_3214492
Its not problematic, sometimes internet malfunctions. It doesn't happen often, but when it happens it tends to happen once or twice right when i play. I play online just fine most of the time. I never get more than 15 minutes of restriction.
If the game wasn't in such a miserable state generally speaking in solo q a lot of players wouldn't feel the need to suicide on hook so they can get to a better match. Does it suck when someone does it on your match? Of course, but i can't blame anyone for doing it now a days. I dont do it myself too often but when im having a terrible time i dont see why i have to force myself to play a match im not having fun in when that's the point of playing the game, to have fun. Devs have to fix their matchmaking system and stop making undesirable changes and suicides will start happening less.
Or just actually fix abusable mechanics that will be used to circumvent intended punishment, that'd be lot more logical because otherwise it ultimately means survivors can force dev to do whatever changes as long as they suicide on hook.
Also, usual networks won't DC you from the game every day, so even it's still problematic more or less.
-
@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3213735#Comment_3213735
Cause 8 Stacks of STBFL is more then it was before... all I'm saying is to adjust the numbers
Of course I can't play so I don't have personal experience using it and going against it... so I'm reading what other have issues with it
And what is the problem with 8 stacks of STBFL being faster than before? if you gonna nerf this perk doesn't that make basekit buff pointless?
It's not like that perk is performing excessively good before or even after the patch, I don't see any problem there.
-
@HarlockTaliesin said:
https://forum.deadbydaylight.com/en/discussion/comment/3212924#Comment_3212924
This. It's pretty much the end of the discussion. Whatever reasoning/methodology that will be thrown up to prevent DCs/suicides, at the end of the line the player that wants out is not going to play towards the outcome you want.
I got stuck in a match as the 4th player in a 3-player SWF that just wanted to troll the killer, and was going up against a crazy good Nurse. A few mins in I was hooked and done. Tried to suicide out, the SWF kept me on the hook with Reassurance for as long as possible then unhooked me. Nurse went for me instead of the unhooker, hooked again. The SWF player came back, hit me with Reassurance again, waited almost the full second hook stage, then unhooked me again. I stayed at the hook, the Nurse realized I wanted out, then ignored me. I parked in the basement to soak up passive BPs and played another game in the background until the other three were hooked, then waited out their hook timers while walking around to get rid of the AFK crows. I was running Clairvoyance and had cleansed a totem early on, found the hatch, escaped. Enjoyed every second of the vile spew from the three salt licks while the killer laughed at them, moved on to the next trial.
So what would happen in the same situation with the OP's suggested changes? Not much of anything different. AFK on hook for however long that takes to die and do something else (another game, Netflix, YouTube, FB, etc.), or get unhooked and go AFK if the killer won't hook me again. If the other survivors are being particularly annoying maybe do something passive/aggressive like follow them around while sprinting, cleanse the totems their boons were on after the killer snuffs them out, collect all the items from chests and hide them, self-heal beside them while they work on gens or hang on hooks, throw all the pallets so the killer can just get rid of them right away, fail skill checks on gens they're repairing, etc.
However it goes, the fact is it'll ultimately not go the way the OP and similar players want, no matter how hard they want it and whine/moan about it. No amount of changes or punitive action is going to deter it, and the more irritating the changes get the less players will play. With the state of the game as it is, with BHVR having to throw double BP bonuses most of the time just to get enough of a particular type of player to even play, they wouldn't risk losing more of the playerbase. It's the same as them not making any changes that would limit SWFs.
TL/DR: Never going to happen. Do yoga or make a mini desk Zen garden to enhance your calm and get on with your life.
Unlike your belief, people will DC/suicide less when they get punished for it, that is exactly the reason why DC penalty is kept here.
So no, it will change.
Also, people who love throwing games leaving DbD is a healthy for the community.
-
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/349180/killer-sided-game-perspective
61%. Killer was never asveasy as is now. If this is the case, then good riddance. Survivors are being nerfed consecutively every patch and 61% is the bare limit I am willing to play against
61% is nowhere near "easy" from historical perspective, it's rather on difficult side.
-
@Lynxx said:
See this statement that she's a weak killer and has to play this way doesn't add up for me. Usually going for condemnation kills they end up slugging everyone so many times that they would have easily killed the survivors had they just hooked them instead. But no, they keep slugging to play for those condemnation kills which drags the match out. And those mini moris are frankly underwhelming anyway.
I'm mostly sure they do play against competent survivors plenty of times from their PoV, that's why they do it to everyone.
BHVR never added a method to know survivor's skill level.
-
@fengminenjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/3213415#Comment_3213415
My internet tends to malfunction once or twice a day while i play so i avoid DCing intentionally so i dont accumulate restriction time, i leave intentionally DCing to hacker matches. Hook suicide doesn't take long.
I'm just stating if you want to ruin a match for your own personal problem then you should have penalty.
I'm not asking why you avoid it.
Also if your network is as problematic as that, you really better not play online games tbh.
-
I don't feel as cheated as before.
-
@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3213463#Comment_3213463
But then the issue becomes that STBFL is better then before... and players will take advantage of it
STBFL will of course become better because killers are meant to be better than past, I'm asking why it's the problem.
It's not like every match with STBFL ends with 4k, and there is plenty of counter to it too, and it has rather long wind-up, which can easily be destroyed by some smart move.
-
@fengminenjoyer said:
A lot of add-ons give variety of playstyle to killers so no, they shouldn't be removed. They should be rebalanced. Some add-ons should be a different rarity while others should not exist at all...
But most importantly majority has to be relevant.
Most are just pointless slot filler no one want to use.
-
@RaSavage42 said:
Call Of Brine only lasts for 60 Seconds... I would like to see the information part be put on Surveillance though
Overcharge just get rid of that Skillcheck that Survivors can run with make it immediate like normal skillchecks
STBFL needs to be toned down a bit to make it the same as before the change to basekit
Has anyone watched the video Choy did with regression perks...
Normal regression takes 5 minutes and 47 seconds to take a 99% Gen back down to 0%
Call Of Brine takes 4 minutes and 46 seconds
Overcharge takes 3 minutes and 3 seconds
And both of then together takes 2 minutes and 32 seconds
Also progression is 1 minute and 30 seconds... so are they issues or no
Eruption could tone down the incapacitated a bit but increase the regression a bit (something around 12%-15%)
I don't get why STBFL needs to be same before the patch? whole point of change was buffing killer overall and not like STBFL performed exceptionally well before or after patch.
-
game would be seriously boring to the point no one bother play this game anymore.
-
Sadly game just doesn't work for stealth killers.
-
@Merudo said:
Wait what? It's no longer multiplicative? Are you sure about this?
I'm mostly sure about it, not 100% but like 70% sure.
-
@fengminenjoyer said:
Sometimes you need to leave the match because you have other stuff that you need to do. And sometimes you are having a horrible time playing a match and just wanna go to a better one. And sometimes you get a nurse or a pinhead on solo q and you don't want to deal with that.
Then you should have disconnecting penalty, it's not like they are extremely harsh.
@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3212936#Comment_3212936
I want to be in a fair match. But when i am on the hook, and see one guy in the basement walkingin circles, and one guy hidding in a bush, while the 3rd runs straight to me, right in view of the killer, thats why i dont wanna be in that match anymore.
I never hook suicide because of killer, i do so because of teammates. I run bond, and i am usually very aware of what my teammates do.
so you want to take away hook suicide? Then give me a way to avoid those teammates in the first place. MMr needs to change how it is calculated, escpaes is not a metric for it.
lolwhat, you always have a SWF feature to play with exact person you want to play with...
-
As long as those who want to suicide in a match stop queing into the match or outright quit the game, the benefit to the game will be no different.
So yeah, we don't need to change "why", just fixing symptom will make game better.