hastarkis
hastarkis
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@CosmicScarab said:
https://forum.deadbydaylight.com/en/discussion/comment/3213143#Comment_3213143
Being on hook isn't supposed to be fun, it is literally a punishment for getting caught. If you are on hook your teammates come and unhook you, it's as simple as that. If you really would like something to do while you are on hook you could have skill checks that give additional bloodpoints if hit but don't kill you if you miss.
>Being on hook will be even more routine thing than now. It will be even more boring then now. The whole gameplay quality will be lower because there will be less gameplay.
If you really think that suiciding on hook is good gameplay then I don't know what to say.
>Being on hook isn't supposed to be fun, it is literally a punishment for getting caught.
It isn't supposed to be boring af either. Getting caught is a normal gameplay and should occur sooner or later. You can't find any game which punch you in a face for loosing because it won't make you not to loose, it will make you not to play.
> If you really would like something to do while you are on hook you could have skill checks that give additional bloodpoints if hit but don't kill you if you miss.
Don't affect the game, no agency here.
>If you really think that suiciding on hook is good gameplay then I don't know what to say.
Well, once I saved three altruistic lives of those who were going to save me from the basement with insidious (fist used ever in this game, they didn't know) killer with open gates. They returned to gates and left. I think, my ability to suicide was a good gameplay here, yes (and a good example of my agency).
I got your point, thanks for answers! We have different points of view, almost opposite. I really think OP's suggestion is super bad for the game, but I do hope devs will do smth with rage-suiciders and we both will be happy :D
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@CosmicScarab said:
https://forum.deadbydaylight.com/en/discussion/comment/3213116#Comment_3213116
People who don't want to DC don't have to then, no one is forcing them to DC. You keep going on about player agency but you haven't made any point about player agency because the player still HAS agency, they can simply choose to DC or not, they just have to deal with the punishment that comes along with DCing.
Then, why shouldn't you be tied up at night, you don't have to move anyway. That's what you are doing with those who don't want to dc. You trapped them on hook with no agency. Now their thoughts don't matter, nothing matter until anyone else will come.
Agency is having a gameplay options to influence the game you are playing - stay on hook, try to unhook yourself, die to let your teammate a chance to get hatch, die to force your teammate out of gates instead of trying to save you, stay on hook to be sure camper will have hook to stay infront of, get their attention by first suicide attempt. Those options could be bad but you have plenty of them to influence the game flow in a natural non-suicidal way. They just don't suicide, but this do affect the game, they participate the game by not suiciding. And you want to make it nothing, devaluate their contribution.
Being on hook will be even more routine thing than now. It will be even more boring than now. The whole gameplay quality will be lower because there will be less gameplay.
And DC isn't a gameplay option, it's n punishable escape button which removes you from the game completely. DC has nothing with agency.
edited: typos, sorry
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@CosmicScarab said:
https://forum.deadbydaylight.com/en/discussion/comment/3213079#Comment_3213079
How does taking away the ability to suicide on hook take away player agency? They can literally just DC if they want to leave. If they want to sandbag or AFK they can be reported and punished.
https://forum.deadbydaylight.com/en/discussion/comment/3213077#Comment_3213077
Sandbagging is against the rules, so they would be punished for it.
And now you ignore it again. Looks like you didn't read my point at all and just jump onto "agency" word applying it to suiciders with no understanding.
Again. What about those who don't want to DC? Have you seen all those killers who don't like new mori system because now it feels out of control and they can't decide to give last survivor hatch? Do you think it's healthy to make NORMAL players alt-tab while on hook because they have nothing else to do anyway?
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3213073#Comment_3213073
So you make hook suicide impossible so people don’t have a loophole for ragequitting. And then fix actual issues (eg lack of solo info). Even if you fix all genuine issues, people will still try to hook suicide if it’s possible at all to dodge the penalty.
And you ignored my point about agency too. Same question if you allow me: do you really think this thing won't affect normal players at all? Or do you really want to harm suiciders so bad you are going to harm all others?
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@CosmicScarab said:
https://forum.deadbydaylight.com/en/discussion/comment/3213067#Comment_3213067
So instead of implementing a simple solution like making you unable to suicide on hook they should rework the entire game and fundamentally change it instead?
And I repeat it again, this "simple" solution will harm all other players more than suiciders. Did you just ignore my point about player's agency or what? I'm really interested in your opinion about that. Do you really think this thing won't affect normal players at all? Or do you really want to harm suiciders so bad you are going to harm all others?
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@CosmicScarab said:
>The best way to fix suicides (or any other base mechanic without removing it) is to heal as many reasons why people make decision to suicide as possible.
The problem is people will suicide on hook over the smallest things. It is literally impossible to please some people.
>Let them leave my game, please, I want finish it in a honorable 3v1 battle (not 3v1v1) and die in peace. At least my mmr will be lowered less after their death x)
They can leave the game, but they should have to deal with the penalty that comes with that. No one is saying people should be unable to DC.
>They can leave the game, but they should have to deal with the penalty that comes with that. No one is saying people should be unable to DC.
You know how else they can leave the game? By being hooked three times. It's not agains the rules to jump over the pallet, get killer's attention and loop badly. It's not punishable. It's my every second game and I'm not even try to die. Why shouldn't we remove this way too?
Let's do it. Seriosly. Removing mid-game elimination and balancing the game around that could fix SO many problems. Anf ccamp, and tunnel, and all other ways immature players can leave the game before it ends.
Again, I'm not agruing it's bad they can threw the game and intentionaly leave their teammates without penalty, but removing suicide option can't help here. IMO.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3213045#Comment_3213045
People will suicide even if you fix every actual issue because of immaturity with subjective dislikes. Removing the loophole doesn’t prevent DCing. They just don’t get an utterly stupid get out of jail free card.
So what's the solution then? Remove agency from all other players? It won't work. Like, I agree there IS the loop. I don't like they have free out of jail card too. But you can't fix this problem with your suggested way and not create NEW even greater problems instead. Honestly, your solution looks more like "I want you suffer with me or be punished!!!!". You don't want the solution, you want them suffer. Like, yeah, okay, but... it's not a solution :D
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3213013#Comment_3213013
I literally can’t think of any large PVP multiplayer game where there’s a super quick and easy loophole for quitting without getting a penalty.
Good point, tho. Because all other PVP multiplayer game have TEAMS and those teams play as teams from start to end. In case you really want to make suicide on hooks impossible, then you should remove mid-game elimination itself. No deaths mid-game - no suicides.
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It's like having a tabletop party with friends and force everyone to play even though one of them is clearly pissed off or bored or feel sick or whatever. Yahoo! you improved experience for other players, they have sooo much fun playing with suffering human being who deffinetely very invested in happening gameplay. Who were punished here, again?
Suicides on hook threw the game, yes, and so do those who had intention to suicide but was denied this way or another. You think, it's better to have someone who constantly jumps over the pallet to get killer's attention and die anyway rather than not see this pathetic mess? Not really. It's not fun nor better expirience.
Let them leave my game, please, I want finish it in a honorable 3v1 battle (not 3v1v1) and die in peace. At least my mmr will be lowered less after their death x)
And about your idea. All other people (who normally don't want to suicide) will be annoyed by the fact they can't control anything being hooked and that they have to be totally out of game play. It will be same as a 1 minute respawn with nothing but timer, it's boring af, it's already extremely boring in case of close camp of Bubba or smth like that, and you want to make it even worse. People ask for new interactions regurally and they cry about new mori system because it removes players' agency, and you want to remove even more of that agency from the basic game mechanic which all survivors face Every. EVERY. Game. Multiple times. Do you really think this change won't affect others and their game sense?
Skill check BP game won't work here because it doesn't affect the gameplay itself. The decision of not suiciding is a decision. All those who don't suicide make this decision "to not suicide", and it's important they can make it. You can't remove this. Or, I mean, you shouldn't remove it, because the last thing you want is to make people alt-tab while playing normally. We already have this problem with slugging fiesta and devs already try to fix it.
If you want to remove suicides, you need to invent other gameplay aspect for survivors to do anything while being on hook. And then you will be mad about people screwing this new aspect on purpose.
The best way to fix suicides (or any other base mechanic without removing it) is to heal as many reasons why people make decision to suicide as possible.
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@Steel_Eyed said:
I prestige three level fifty’d every single killer. Unlocked every single tier three perk on every single killer.
P3’d every single survivor. Unlocked every perk on fifteen of them.
Now they are all P9L50 with red portraits. And to be frank, I do not really care that someone else is getting another prestige catch up.
Just noticed this opinion was missing from this thread. Carry on.
Just noticed that people in that thread don't really care about "someone else", they puzzled about lack of logic behind all this system. This isn't another catch up, it's the same catch up. With different conditions. Opposite conditions, to be clear. All those who was trying to get max benefit out of new update were kinda missinformed and lost items they could save instead and get the very same result.
Missinformation and lack of logic. That's the problem. Not someon else's levels.
BTW, congrats with your achievent. I'd be glad you get P15 for your dedication but whatever.
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@TotemSeeker91 said:
It's only 2 prestige levels, you can get that so fast now because of the item cost reduction
You can't get those 2 levels now, you already got it when prestige update were released, you know? And those who got it earlier payed the price in offerings, addons and items.
The problem is not you can't get those level or someone get it and you not. The problem is you got those levels with a price (sometimes pretty high) and now it's free, and you weren't warned it will be free later. Some people made pretty tough decision prestiging their p0 characters with tons of flans to save their time later, and they'd possibly prefer to wait two months and get those 2 levels without losing anything.
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@fcb said:
will the killers get P3 if I update them to P1, now?
This new catch up uses information from the old patch release. You can't affect it now, it's too late.
If your killers were P0lvl50, P1lvl0 or P2lvl0 when prestige update were released they'll get +2 prestiges in next update. If your killers weren't lvl50 at that time - nothing will happen.
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@oporopolist said:
The point I am making is that it was never advertised that you would get anything beyond a bonus for P1, P2, and P3. (Plus the other bonuses for perks.)
I prestiged a bunch of characters the night before 6.1.0. With the benefit of hindsight I should have left them at P0L50. Am I going to get retroactively compensated for the perks/add-ons/items I lost.... It appears if I had waited, I could have had my cake and eaten it.
The whole point of getting a bonus for each level of prestige obtained prior to 6.1.0, was to compensate for the loss of blood points (add-ons/items/perks) you lost by prestiging. Wasn't it the case that prior to 6.1.0, anyone on P3L50, was forever on a level 50 blood web. there was no loss to be compensated for, because there wasn't a P4, and there wasn't a loss of add-ons/items/perks, by prestiging from P3 to P4. Anyone on P3L50 received a bonus for their P1,P2, and P3.
>> Anyone on P3L50 received a bonus for their P1,P2, and P3.
Fix: anyone on P3LVL1 received a bonus for their P1, P2 and P3. P3lvl50 and P3lvl50+whatever-you-spent-above get nothing.
There was a whole page of thoghts and math but @Lycidas did it faster and shorter. I just want to add couple things:
1) You can't say "there was no P4". There was no P4, but P0-all-perks were lifted to P6. They got 6 levels even though P3 was max, based on their perks only. P1-all-perks got 7. Now it's 8 and 9. Obviously P3max wasn't the case here.
2) The whole point of catch up mechanic was to adjust your characters and grant them with proper prestige levels based on spent time and BPs, isn't that right? But somehow people with more investments get less compensation because their compensation for loosing 70 tiers of perks (by prestige) somehow negotiates the fact they've spent millions BPs to get another 320 later. Somehow 320 perk tiers on P0 is more valuable than prestige+prestige+320 perk tiers. You can't say they got their compensation for prestiges, P1lvl1 into P3lvl1, and P3lvl1 into P9lvl1 was the compensation for prestiging. But P1 got their compensation for perks and P3 - not. Why?..
If there wasn't cath up thing based on perks, I wouldn't ask anything because only prestiges would metter. But perks WERE matter as we can see, just somehow they are less valuable when you hit P3 even though you clearly invested more.
EDITED: Like, yes, p3 can't get reward for not prestiging because they can't prestige anyway. But the question is: why does this mechanic work this way in the first place? Why is it so illogical. If they compensate those who prestige - they don't. If they compensate those who chose not to prestige - they don't either, because P1 get much more value than p0 and p3. Why they reward people who decided not to prestige prior update? Yes, they decided to stack their items and didn't get prestiges, but what about all those people who sacrificed items to get those bonus prestiges? Both get same reward after all, what about lost items and offerings? Maybe, they reward people for not being care about update rewards? Well, I prestiged my Felix months ago, why isn't that rewarded too then? Isn't that kinda unfair too? That's why I ask why there were p9 cap, and why didn't they warn people about second catch up (I wouldn't prestige ANY on my survivors), and why this second catch up based on "not prestiging" hence includes only p0, p1 and p2.
Again: why?..
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Countless flans and cakes were sacrifieced to get +2 bonus levels to get all perks unlocked and here we are with +2 levels anyway. I can't understand why didn't they warn us about that. I know I made a decigion to sacrifice those offerings and items but if I could get SAME result without doing so why would I prestige and sacrifice?
You know what's more interesting? My P3-50 Felix got +2 levels too. He's 17 prestige live and 19 prestige PTB. I thought it may be intended as compensation for promised P11, but now I understand it's bug and will be fixed, lol.
@oporopolist said:
https://forum.deadbydaylight.com/en/discussion/comment/3210693#Comment_3210693
You did get the bonus for being P3. The maximum prestige before the update was 3. If you were P3L50 before the update, you got the bonus for each of your prestige levels, 1, 2 and 3. There wasn't a bonus for being P4 - there wasn't a P4 before the update. So it doesn't make sense why you would get a retroactive extra bonus now, for being P3 LVL50. ie. nearly P4 before the update. There was no P4 before the update, and no bonus for being P4!
Before the update we were promised to get bonus for being P3 AND having perk tiers. Then they removed part of those bonuses by capping prestiges on level 9 and lowered this reward even more by making every prestige counts as two. So there was no difference betwen P3-lvl1 and P3-lvl50-plus-all-possible-perks although you can see the difference in spent time and BPs clearly.
I have only one super-main survivor, Felix was only one P3-lvl-50 with all perks but after the update he wasn't any different from any other survivour even though I spent much more BPs into him. If there was no cap will all same rules, P3-lvl1 would be P9 and P3-all-perks would be P15 (P3 into P9 and all perks into additional 6 prestiges).
Yes, there wasn't P4, but yes, it would be good to get a proper prestige equivalent for this "level of dedication" or whatever they call it. It's kinda sad they ignore "true" dedication. P15 is nice reward for P3-all-perks, even despite the fact I, for example, spent millions BPs above perks limit. And it's not THAT high, 15/100 is super low number still. But nope. All of us with P3-50 mains were scratched out once before with P9 cap and again with no additional levels of prestige. I'm not super angry but looks kinda crappy and not so "catch-y up" as they claimed, if you ask me :/
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@Ladyinadress18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3209568#Comment_3209568
Oh I’m only frustrated about the messages for actually trying. I knew they were throwing and I was fine with it. I wanted to see if I could get away with gen rushing and preventing the forced end to the match with dopey teammates.
Well, you can't say this game can be used as a valid example anyway, can you? Not only your teammates were throwing but killer probably was too. Moreover, maybe your teammates were trying to achieve and test smth and you screwed it for them somehow. Again, they are wrong with messages but I can relate their mood if it's not the first attempt to do smth, I was in their place with new killers, I wanted to check ability and see mori but all survs genrushed and left me with no hooks and with wasted mori. That's just how ptb works, everybody tests everything, and you should be lucky to get right team for your experiments.
Don't take it personally and just wait a little until people will be more interested in testing builds rather than mechanic itself.
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@Ladyinadress18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3209515#Comment_3209515
That’s lame. I actually wanted to see how different perks and strategies worked out. I’m not trying to just have every match end in 45 seconds with a forced mori
You should wait a little then. You did throw your games before, and you aren't the only one person who wants to throw games and see how does new feature work. Not everyone can try ptb right after release to return in competitive mode in less than 3 hours.
I mean, of course your teammates were wrong with insulting messages, but it's kinda naive to expect people become tryhards so fast. Let them have their peace of fun. One or two days later there will be more "competitive" people, it's just too early for that.
Welcome to PTBs btw :)
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@typervader said:
My main issue with this PTB is the 6.3.0 midchapter itself has 0 changes. No killer buffs or nerfs, no perk changes, nothing. It feels like they are too foucsed on base game changes that they forgot about everything else
Archives and Flashlights QoL is who
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@Pyrosorc said:
https://forum.deadbydaylight.com/en/discussion/comment/3203683#Comment_3203683
So it's literally useless for 99.99% of players. Who is just randomly recording all their games?
I do. Sometimes I catch funny moments or epic escapes/kills, plus I love record my boss fights or cut scenes in other games. But I have nvidia tool, it works in background without any troubles for game performance and even without manual turning on, it just works whenever I play anything. I just use hot keys if I want to save last 15 minutes if needed.
And, if needed, turning record on could be binded on hot keys too to keep PC resources safe. Consoles have smth like this too.
I understand not all people do that but it's more than 0,01% of player base.
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@SantaKlawz1 said:
I think it's great but people are going to abuse it. I'm concerned about permanent bans for people who get reported for reacting to someone who sandbags. It doesn't happen very often at all but here is an example.
Another survivor body blocks me at the beginning of the game until killer shows up. Killer downs me and puts me on hook. I'm pissed. Everyone gets to end game. I see an opportunity for revenge and am able to block opening the exit while killer is in range. The sandbagger gets downed and hooked as everyone else leaves. They record only that last part and report me.
I'll be pretty upset if I get banned and have no recourse.
Firstly, would be pretty reasonable ban of you. Shouldn't break rules, you know.
Secondly, record them and report too. The reason you get banned in this hypothetical situation and him not is because one of you was more responsible with the game health.
Thirdly, those bans, I think, don't work for only one instance. Maybe couple reports from different games should be made to show you as a serial sangbagger who needs to be punished.
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I can't remember last time I might use Unbreakable. Maybe one game out of twenty I can say "Oh, I wish I/he/she have unbreakable". And it's when killer don't know for sure are someone able to stand up or not, if my friend take UB - it's somehow useful in very rare situations. And when killer know for sure you can pick yourself up those situations will become more rarer. All situations that are affected in my cases - slugging for 4k, and basekit unbreakable don't really change anything here in terms of survival. It's just a motivation to hook me already and go find hatch.
Maybe it will be abused but that's why PTB exists. I'm not upset at all, it's much more interesting than meta shake up with no real shake up. New game mechanic will really force some people to change builds - both killers and survivors. Also there's no heal techs in some cases, because if you heal too much, you both are downed. Previously you could crawl out in time of animation of hit cooldown but not then. Sometimes my teammate distract killer from me to let me crawl out, sometimes he was downed and hooked and I was out, but with new system - no, both of us are dead. And I can imagine lots of new scenarious. Exciting!
Looking forward to see PTB.
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@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/comment/3203192#Comment_3203192
Well i just wanted to find out what goes thru peoples minds when they are toxic just because they lost the game but sure
Thru minds goes exactly that.
This killer with "gg ez", they didn't loose the game, no? It's 4k for them. Still, they are toxic. And moreover, you are concerned about their toxic message for you. Who do you even call it toxic? Why are you so frustrated about that? Wasn't that 4k? Wasn't that an easy game for the killer? They told the truth, no? You could accept your lose, say gg, move forward, forget and don't recall that situation, but here we are, discussing why survivors feel bad getting gg after loose.
If it was "just because" people wouldn't be toxic. It's never "just because". There is always a background, either hard boss with unreasonable requirements or hard teen-ages or sequence of unlucky games or anything else. And you don't really have to imagine bosses and teen-ages to understand that, sequences of unlucky games should be enough. Just like I said, those good games of you can't be equally good for others.
If they "just <..> lost" they write smth like HugTheHag showed.
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Well, countless time we get "swf sweathards" even though we aren't sweathards at all, we just chill and do stupid things. So even if it was super fun game for you, you don't know how was it on the other end. Maybe someone was annoyed by you because was lucky enough to meet you every possible time. Maybe the person was trying to make an archive and failed. Maybe it's their 30d attempt to do that. Maybe it's their 50d game without escape. Maybe you performed not so well but capitalised couple small mistakes and got "undeserved" win.
Like, yeah, the matchmaking was so fair you did 4k. Fair (as far as I know) is if it's close 2k with variations of 1k or 3k. You even was soooo good person you posted a hart emotion for destroyed people. How nice of you to do that and expect other side to "just say gg or say nothing", how was your "gg well played <3" different from "gg ez 4k"? They did mistakes and died, all of them, was it well played really? Honestly? You destroyed survivors with feeling "ah, it's so cool, they aren't sweaty, it's much easier than could be!" and expect what exactly by typing smth like that?
I mean, that's sarcasm but only partly. Because...
>> Why is it whenever you have a good game as killer that the survivors come back with insults like "your trash" or "baby killer" despite you 4king.
Because, having good, not hard, not sweaty 4k for you sometimes (and most times) feels completely unbeatable for survivors. They were sweating their asses (and you didn't even notice) and achieved nothing.
And
>> Now sure. if a survivor or killer purposly went out of there way to make your game literal hell then give them some grief post game but 99% of the time its a normal game so if you lose accept it and move on.
99% of the time what you feel normal isn't normal for others. They feel you easy, hard, tryhard, sweat, not-sweat, dumb, cheater, newbie, swf, and so on. Like why do you complain about "get rekt"? It was normal game, just accept you lose and move on. No? Why? Why do you care about that? How hard it is to just type gg and move on?
You can stay in white coat on the table asking people "but that was a good game, why do you pissed off by my gg, it's a game!" and then asking other people "yeah, you destroyed us, why the hell you mock us after game too with your gg ez??" and see no connection between those two questions. But the truth is: people have feelings, those feelings are different, and no matter how game-ish this game is, people love it and love wins and don't like to loose. They are invested and have passion and this fact itself is cool despite all downsides.
And with current balance and hoe different people are it's super hard to have match where both sides feel it balanced and cool. If you really want to reduce toxicity in community (not ask why is it here but make smth), you should think not only about yourself and your personal impressions of the game.
Countless times I was nearly pissed off by the game and sweat killer but their "gosh, guys you were SO hard, I had to sweat myself to compete with you, nice chases Kate btw" get me cooled.
Countless times I had felling it was nice good game, 4k with all gens, cool chases, killer won and it was deserved, and right before "gg killer, you're good, thanks for playing fair" I read "die bastards, EZEZEZEZEZEZEZEZEZ". Why? Well, this game wasn't really good and balanced for them, I suppose. They did well. Did they feel that way either? I guess, not. It's not their fault. I still sent my message. Turned out, our killer is a nice person who can talk in civil way. He said gg after that.
iT's jUsT aGaMe argument doesn't work here, really. Those people for whom "it's just a game" argument works play it 2 hours a day, 3 times a week. They don't have hundreds and thousands hours, and all those people with hundreds and thousands of hours like this game, they want fair games and sometimes they are sad, frustrated or unlucky because of the game and its imperfection.
The moment you accept other people have feelings (and have their rights to feel those feelings no matter how small and unimportant their hobby looks for you) those toxic messages become 1) less toxic by default 2) more understandable. And the moment you get this idea, you 1) find your way to chat with people without frustration, 2) won't have reasons to ask why people are toxic anymore.
Like, yeah, some people are toxic, but don't you really understand how is it work for humans?..
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@Lyonic said:
https://forum.deadbydaylight.com/en/discussion/comment/3200828#Comment_3200828
its 22 seconds k thanks
Yeah and now it's 20. You have two more seconds to deal with that.
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Well, since the game is designed that way (survivors are supposed to be downed sooner or later), being downed in a strategically right spot isn't a mistake (It's a joke but half-joke).
Just think about countermeasures. Fire Up, for example, to mess up all timings both for flashlights and pallet saves, spirit fury with no hitting survivors before paller drop, Blood Favour to block pallets, Iron Grasp.
Meta shake up is here, use different strategies and perks. Adapt.
And let survivors abuse this so devs can nerf all problematic stuff.
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As for the first one... I think, you can, but in a very rare situations.
As I understand, The Last hero is a special regime which actives with same conditions as Ada's perk. So if there are one slug and one healthy/injured survivor, that survivor is Last Hero and only downing him will activate Mori. But if this survivor escape... Then the last hero regime ends and you end up with the last slug. I suppose, you have to let him get up or wiggle out to make him Last Hero and finish him with mori. So theoretically you can carry this guy to hatch in the glory of old mechanic. Or to gates because that's the only way how Last Hero can escape leaving slug behind.
Looks like an EGC exclusive feature.
Also, I'm pretty sure they'll add new score events for Last Hero similar to Obsession.
One more week and we'll see :3
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Of course it's against the rules. All players were banned for stupid ideas, so no one is playing this game now. Most of banned people are 1 hour old newbies because they were crouching in the corner being too afraid of killer. No place for immersed and unskillful people in dbd, not doing gen is against the rules. /s
Like, seriously, rules is a pretty solid list of things they could ban you for. Making bad (or dumb) game decisions isn't one of them.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3200013#Comment_3200013
Where are you getting you need to enter the match with the intent to work with the killer. Even if you went into a match and didn't intend to work with the killer but later on you decide to. I'm sure that will still be bannable. How would they even know what your intent was before entering into a match?
You could long long ago. Killers and survivors doged lobbies to find each other and it was possible to be done.
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About the 4. Those things called reportable because you have to report them. Only after reporting and providing evidences this case will be on review.
So holding player hostage is reportable but the player has to record that and report you with proofs of... him cheating. That's why they don't do that, and that's why no one can ban you for that. But if this guy act innocent and record you holding him hostage, bhvr can legally ban you. Report is here, proofs is here, voilà. That's why it's important to record hackers and report them, especially if you go out of your way and break rules (formally, but) to help. In that case, I think, bhvr will admit your actions as reasonable.
Same with second. What if the survivor is not subtle, innocent? Or what if no one reported this hacker, but the hacker was able to record you sandbagging them? What if they will report you for that? You have to report them and provide proofs, and maybe, even if they really innocent, bhvr won't punish you for good intentions unless it's your daily routine to sandbag people and report them to be "safe". And maybe not. Maybe this IS subtle cheater but your proofs won't be enough, and you'll get banned for your actions if they report you in response.
Anyway, it's better to not violate the rules even with good motives. Report cheaters and griefers, record evidences and be careful.
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How exactly does it work in CS?
Like...
1) People are more willingly report others than compliment them, also in dbd people can report you even for playing legitimaly and non toxic. Camping (frustrating and unfair, yes, but legit), tunneling (frustrating and unfair, yes, but legit), sometimes smth that looks like camping and tunneling from 100km distance, selfish survs plays, random accuses in cheating for being good or lucky, leaving someone on hook for not helping other team (like you didn't bother to unhook me and even t-baged under my hook, then I don't unhook you in 2v1 situation and play for hatch; I don't bother to report you, you report me), leaving through EGC being reasonably scared by NOED or BW or having archives, playing with friends... I mean, of course, it's a random thing and in theory you don't get too much those "random" reports, but in reality a lot of killers and survivours being really innocent will end up in this trust hell.
2) How can you climb up out of there? Lower you go more untrusted harassers you meet, no one will compliment you, most likely they will be upset by your perfomance and report you as untrusted anyway without reason.
So, yeah, I'm not familiar with CS system, how does it work exactly? Is it appliable to dbd?
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@scenicpickle said:
https://forum.deadbydaylight.com/en/discussion/comment/3199769#Comment_3199769
- they give thanks for punishing as well a lotta time they end up teabagging the afker
- You're right it doesn't make a difference most the time but you waste my time I waste yours simple as that. it isn't noble I just don't like lazy and selfish gamers who give up when their ego takes a hit. Sometimes it does make a difference however and they aleast begrudgingly do gens even if wanting to die and sometime a few get out.
- As for thanking me for being merciful. I don't, ill still kill them i just ignore the afk guy and in terms of punishing the afker, I do "punish" by simply doing what he does to the game which is ignoring the game. He ignores the game, I ignore him
- As for bullying no one bullies he simply refuses to play with us so i refuse to play with him. I don't message them or anything i just move on to the next one
I didn't mention you NOT killing them. Being mercifull isn't spare all of them bc of afk. I guess you don't camp others having all time in the universe and being lazy to waste time in chases now after the whole game became easy, unfair and unfun anyway. That's the difference.
As for other points... I feel ambivalence in your words. Do you waste their time because they waste yours or because they waste time of other 3s (your OP)? Noble vibes in the second one, that's why I assumed your motives. Do you ignore them or do you down them to slug? Do you let them bleed out on purpose (ang give them what they want but much later, to annoy them) or do you force them to stay in game as long as all others and sometimes even let them get out? If you "simply doing what he does to the game" that's deffinetely not a punishment, they ignore game, you ignore them, no strong feelings involved, forget, move on. But if there is a punishment (as you claimed it and as your opponents thank you for after t-bagging those people) then it's not that "simply" as being a mirror and you seems having intention in bullying the person for ruining game for you or/and others. Small, lowkey, barely visible and maybe even pretty harmless - but bullying. Because having feeling as you have your right to decide who deserves punishment and who doesn't and then punish people for their behaviour is being bully indeed, not far from guys who punish new team after loosing with previous. That was my whole point.
If you feel as you don't do that - good for you. Really. Maybe I read in your comments more feelings than it was. I have been in those situations, it's super frustrating both on survs and killer sides, and I really against toxicity, especially self- one. It's super toxic when you are so frustrated about situation that you have a need to release that and mock someone who brought you in that situation. They don't deserve that attention tbh.
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@scenicpickle said:
https://forum.deadbydaylight.com/en/discussion/comment/3199726#Comment_3199726
guess i'll deconstruct this
- its not moderating if I'm directly involved ie ruining my games, I'm not a third party. You said he wants to throw in the towel it's his choice ok he can try but i choose how i want to play as well ie leave him on the floor if he wants to leave and screw his team he is free to dc and eat the penalty.
- sure self unhook is a mechanic go ahead, but missing struggling skill checks and standing still after unhook is game sabotage
- both our opinions mean little in terms of what is best for others, how could we know what others want. But what i can say is after me "punishing" afkers 70% of the time in after game chat at least one person thanks me for giving them a chance, take that anyway you like.
- You're a broken record because your mindset and solutions don't solve problems. DCing and suiciding is a symptom of nothing what's the issue if they are found and hooked first? its how the game works, there isn't any foul play, a simple hook and killer leaves. Give me one good justification or problem with that
- I'm assuming you defending this behavior means you actively participate in this. Go ahead its boring but go ahead but that is one problem devs won't solve, players giving up, Laziness and hurt egos can't be balanced by devs.
both our opinions mean little in terms of what is best for others, how could we know what others want. But what i can say is after me "punishing" afkers 70% of the time in after game chat at least one person thanks me for giving them a chance, take that anyway you like.
Take a note, they thank you for giving them a chance, not for punishing this person. This person is afk anyway or sometimes they are trying to get killer's attention to be hooked 3d time after being unhooked. The fact you leave this person on the ground as a slug doesn't change anything in the game flow. Like really. Have you been there as a survivour? At least once? Have you felt difference? It's 3v1 anyway, sometimes even worth because of sandbagging and so on.
They thank you because you, probably, played fair or even mercifull, maybe sort of in easy mode because basically you are 3v1 and there's no need in sweating. And if killer is sweating anyway (or just want to end the game as quickly as possible because it's not really fun anymore after those suicides) it's frustrating for survivours and feels extremely unfair. Your playstyle is a key here to not ruin your shared expirience (and I personally thank you for that too). They thank you for that, not your decision to "punish" others.
No matter how noble your motives are, your behavior in punishing them is one step away from those suiciders. Now you punish them for throwing game like that, then you will punish who and for what? You aren't person in charge to judge; record and report them for afk or griefing, that's your duty. Even if I feel somehow revenged when killer let those people bleed out, I can admire it's toxic. Not only for those who suicide but also for us, like we feel good because we are bullying someone.
Bullying for bad behaviour is still bullying. Stay human.
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@SpcSamRI said:
Yeah, but they don't start with the perks at all now, even though they're not "theirs"?
When did you get the chapter? They should have their perks if you've been owning them before new prestige system, I suppose, because they had those perks "unlocked" for them and BHVR decided to not remove unlocked perks. In my case I also have all their perks unlocked for all other characters because Steve and Nancy were prestige 3 pre-update (only tier 1 though but that's something, it's a nice feature).
But I guess in case you unlock them after the update or smth like that... yeah, they don't have "their" perks at all and start "naked" with shared perks only afaik.
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Their perks don't belong to them now because the chapter was removed from stores. Now those perks are general perks, hence they don't here just like there are no Resilience, Spine Chill, Kindred and so on. You can earn Steve's and Nancy's perks through bloodweb with other general perks.
Like, look at Nancy
There's Steve's perk "Second Wind", it's called Renewal now. Apparently, you got it by leveling up Nancy (I can see she's 2 or 3 lvl), you can earn others by leveling up too.
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You should compare queue time for survivors and killers with same mmr, not on the same account. There's very little chance your killer and survivor mmr are the very same (and would be queued with each other being on different accounts), therefore it's two different queues: for killers with your killers' mmr and for survivors with you survivor's mmr. Not like one queue where you can be either killer or survivor and make any valid conclusion about actual ratio.
Most likely the game sees how many survivors are there for killers with same mmr as your survivours' (because you will be queued with those survs for those killers, your killer mmr means nothing here) and how many killers are there for all survivors with same mmr as your killers' mmr (your survivor's mmr means nothing here again).
And decides in wich queue you will be more useful. If there're no incentives then the game doesn't care wich queue you'll join.
Plus we don't know their criteria. Maybe overall from bhvr pov it's balanced when survs has 10 seconds queue and killers have 40 seconds queue.
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You can check wiki.
Emblems are a new Ranking Mechanic that was implemented with Patch 1.9.4 into Dead by Daylight () . The Emblem System is a replacement for the Victory Cube for Killers and the old Bloodpoint-related Rank Mechanic for Survivors. A Player's Rank is now decided by their performance in a Trial and independent of the Bloodpoints they gained. Emblems replace the old Bloodpoint Category circles in the Ranking section of the Tally Screen. Successfully obtained Emblems come in four Qualities: Bronze, SilChaser emblem. All penalties are in the end of list.
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@Rogueyboi117 said:
https://forum.deadbydaylight.com/en/discussion/comment/3163791#Comment_3163791
I didn't waste their time by slugging, why should I allow the other person who's walking around to just leave?
You didn't. But you could. You are able to sit on top of them refusing to hook. So you are able to do that if you need/want and survivors can't avoid you and deny your hook if they want? You want to have guaranteed kill even though this person can crawl to boon exponent or crawl to hatch while you are looking for them? You either slug for 4k and take your risks to waste your time or you don't slug, kill 3d surv, search for hatch, close it and play gates. All endgame situation is in your favour already, if you don't feel confident enough to kill 3d person and go for hatch (you've already won, hatch means nothing in game-terms of win/loose, plus you have more chances to find it anyway) then face the downsides of your decision.
It's not QoL change, it's balance change. If you really don't want to waste your time slugging, you either don't slug or use Deer Stalker. You have to pay your price to have such an advantage. And this price has to be here, otherwise it's not fair for the other side.
Added: And that excluding the fact this change will benefit slugging. Because then, having basekit option, killers won't have a fear of loosing hooks. So they will leave slugs on the ground even if they don't see 4th surv. They already do this, and with basekit option there're will be even more of them, and they will be wasting survivor's time because they know for sure they won't loose them. Please, no.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3192796#Comment_3192796
"These problems are connected"
That's what I have been saying all along. If you tunnel gens it forces the killer to tunnel someone out to "catch up". Unfortunately most killers are conditioned by the survivors they play against to tunnel someone out and then "play normally".
"we have to change gameflow itself, including both hooks and generators"
There are actually very simple solutions (note plural that I came up with in under 5 minutes). The problem I think is that the devs are quite happy with the current model in terms of income.
Why don't I share the answer? If you're good at something never do it for free.
Ah, that's why your solution is to give killers ability of blocking gens by kicking. It's so cheap it's actually free. I see. Good :)
But yeah, devs are happy, I think that too. Bandaids are all we can count on in that situation.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3191363#Comment_3191363
"it's your fault you let them tunnel your gens, accept your skill issues"
I watched Otz play a map on Lerys within the last two weeks. They were a SWF using callouts and finished two gens before he ever got a chase. Otz finally caught one and camped them in the basement.
So you're calling Otz bad becuase he camped someone to death to apply pressure? Seems Not Legit.
DBD has rules that massively favor the survivors. That is why killers need to camp to win. Baby killers (usually this means survivor mains) playing vs baby survivors can do the no perk AFK challenge with any killer and win. It's not like that when you face teams who play as if they are trying to win a $100,000 tournament. People love to say "those teams are rare" - they might be for you but they are not for me, Otz, Truetalent and most of the big name streamers. I'm not a streamer but I get very skilled players just like I see on those streams.
https://forum.deadbydaylight.com/en/discussion/comment/3191315#Comment_3191315
"they still will genrush no matter what". Because that's true."
And that is why killers tunnel. When survivors efficiently repair gens you are forced to tunnel to apply pressure. You can hook one person three times and they die or you can hook three different people and you have nothing. This is the same as applying 90 seconds of repair to one generator or applying 90 seconds of repair to three generators.
If you want to remove tunneling from the game that's fine but you have to remove the ability for survivors to tunnel gens as effectively as they do now. Then you can wave a magic wand and make killers not want to tunnel. Unless you do both there is no way the game can change. Why? Because if you hard limit tunneling the killers will stop playing because there will be no way to beat good players on maps that are overall just too safe with too many pallets/vaults.
The game would be very different if the devs had done something like removed 1 pallet or vault from the map as you rank up moving from ash to yellow to green to purple to red ranks. Some of the maps would probably be fair if they played at "red ranks" with -4 pallets. Imagine for example any of the farm maps with -4 pallets. What if the Shack pallet starts removed at the start of the game?
https://forum.deadbydaylight.com/en/discussion/comment/3191373#Comment_3191373
-"Tunneling is focusing single survivor just after unhook with single intention"
It's a waste of time to debate you if you think for a second survivors don't do the same thing to break 3 gens. Getting my gens tunneled out is just as frustrating when playing killer as it is to get camped and tunneled out of a game as survivor.
The difference is that most survivors feel it's fine to tunnel generators because the generator asset is a NPC object even though it is tied to the killer's win condition.
I watched Otz play a map on Lerys within the last two weeks. They were a SWF using callouts and finished two gens before he ever got a chase. Otz finally caught one and camped them in the basement.
So you're calling Otz bad becuase he camped someone to death to apply pressure? Seems Not Legit.
You missed sarcasm-sign, didn't you? That was the whole point. Just like survivours who can't deny tunneling even with all those OTRs and DSs perks. It's not a skill issue for them, it's a game design problem that they have to deal with tunneling using all perks and they can't. They don't have to "learn how to play" and it's not "their fault, they let killer tunnel them". It's a problem for both sides. Same problem. One big problem.
"they still will genrush no matter what". Because that's true."
And that is why killers tunnel. When survivors efficiently repair gens you are forced to tunnel to apply pressure.
Again. That was my whole point. You told me that if we slow gens somehow and let killers reason to leave the hook to slow gens, they'll leave the hook. But if we slow killers down somehow will it stop survivours from repairing gens? No, they won't stop, moreover they will be able to finish gens even faster than before. Same with killers, they ALREADY can apply pressue by camping and tunneling. You can offer them a second option but they already have one and they have no reason to exchange them. And all "nerf survs" options will make camping even stronger.
What if the Shack pallet starts removed at the start of the game?
Killers still will be tunneling, because it will be even more easy now. And survs will be even more genrushing because there's more dangerous for them. You can balance maps somehow but AFTER the problem is solved, and you can't solve tunneling by that, just like you can't fix "genrush" by nerfing killers and making them less threteaning.
Because if you hard limit tunneling the killers will stop playing because there will be no way to beat good players on maps that are overall just too safe with too many pallets/vaults.
"It's not us-vs-them, it's problem for both sides just for different reasons. Both sides' reasons should be addressed. It is not like BHVR will nerf camping for survivors and that's it."
The difference is that most survivors feel it's fine to tunnel generators because the generator asset is a NPC object even though it is tied to the killer's win condition.
You talk like survivours somehow decide to MOCK killers with repairing gens. No, the survivours feel it's NESSESSARY to tunnel gerenators or they will be tunneled themselves, just like killers feel it's nessessary to tunnel and camp in order to get kills. And a lot of killers tunnel survivors EVEN THOUGH they aren't NPC, they are real humans who feel felings and who want to play the game and don't want to be kicked out with 4k points after 2 minutes. But here we are. It's not like "oh, you don't want me tunnel, then stop doing gens", it doesn't work, killers don't know whether survs be doing gens effectively or not, they camp and tunnel in advance. And survs tunnel gens with the same reason in mind. That's why I think your solution won't work. It's a cycle, a circle.
These problems are connected, you can't bring gen slowdown in game and say "now killers have no reason to camp". They have their reasons, the only big reason is camping works. I repeat my point but you have to make camping uneffective strategy, only then camping will be stoped. But at the same time you have to address gen speed (by speed itself, by adding other objectives, map balance or killer buff). Gen speed has to be addressed at the same time as a second problem, not as a solution for the first one.
We don't need punish camping, but camping should be reworked to be as effective as AFK. But to reach that goal we have to change gameflow itself, including both hooks and generators. I don't think it's possible without "Dead by Daylight 2".
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3191261#Comment_3191261
"No. Survivors don't "tunnel" gens"
So that means you often get a generator to 20% then leave that generator for no reason and get another generator to 20% and then make sure all the generators are at 20% before working any generator from 20-40%?
No - You've never done that. You try to complete a whole generator.
Also killer really didn't get more powerful with the 6.1 patch. The best killer perks were nerfed to oblivion. Gens were made 10 seconds longer but now everyone is using Prove Thyself and Hyperfocus. Good players are completing gens faster than ever before. Breaking a pallet 10% faster does nothing - streamers made videos before the patch showing what 100% faster pallet breaking looked like. It did nothing because most maps have insane pallet density throughout the map.
Pop Goes the Weasel used to save me about 120-180 seconds per game. I did the math in another thread and on average kicking low-middle progress generators only saves 50-60 seconds with nerfed pop.
Meanwhile Survivors get 10 seconds of borrowed time base kit. Killers don't get any perk to compesnate. Much less Borrowed time was the only meta perk that got buffed instead of nerfed. It makes no sense.
>> So that means you often get a generator to 20% then leave that generator for no reason and get another generator to 20% and then make sure all the generators are at 20% before working any generator from 20-40%?
>> No - You've never done that. You try to complete a whole generato r.
Wrong analogy. If there is a good reason to leave gen (killer is nearby or another surv needs help), you leave gen and sometimes even forget about it for good. Moreover, if survivors are trying to "tunnel" 80-90% generator despite the killer being super protective, having all perks like jolt, overcharge and so on and forcing you to leave that gen, you can be punished for tunneling - you can be injured, hooked and loose this gen completely. Or you can let your teammate die on hook finishing this one gen and loose 1/4 of team force.
So no, normally survivors don't tunnel gens, it's more like hooking afk person. They're afk, you have nothing else to do, why shouldn't you hook/repair them if they stand still and let you do that? Gens can't protect themselves from tunneling, that's the killer who can punish survivors for tunneling and force them to change their target from one gen to another and spread gen-stages. And in most cases survivors happily change their target if that's not a strategically important 3-gen (just like you, securing second stage), because their gen-tunneling is more dangerous and punishable if killer wants to make it so. They literally can loose because of that strategy (and a lot of games were lost because survivors committed for finishing gen with no good reason for that).
But no one can hook killer and deny their intention to "finish" 99% survivor. Perks can slow down them (like gen-regression perks) but there's no real punishment. And no real reason to not tunnel (just like survivors have no reason to leave gen unfinished if there's no killer and no hooked teammates nearby).
s/ it's not fun. I can say you same thing: killer tunnels survivors so survivors tunnel gens. They don't have options to regress their hook stages so they have to tunnel gens to "gain" enough time to survive the possible tunneling and camping. If they don't they can find themselves dead with only one gen completed. If we make effective camping and tunneling impossible, then there's enough time for survs to play and complete their objectives and they won't trying to gen rush you, simple as that! You don't camp because you can't and survivors don't genrush you because they don't have to. s/
I'm pretty sure, you'll say smth about "they still will genrush no matter what". Because that's true.
s/ Interesting how killers don't want to prevent gen tunneling with their skill and perks and just stay near hook, crying on forums and begging devs to slowdown gens and punish survivors for tunneling gens out. If survivors get gen 99 done, you've already lost it, it's your fault you let them tunnel your gens, accept your skill issues and don't ask for second chance perks. Git gud /s
I mean, camping nerf isn't a bad idea. The fact that all killers are so protective about camping just highlights problems with game design. And leaving camping as it is doesn't solve those problems. It's not us-vs-them, it's problem for both sides just for different reasons. Both sides' reasons should be addressed. It is not like BHVR will nerf camping for survivors and that's it.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3191139#Comment_3191139
-"The test was made and killers failed in this regard."
What test was this? LOL.
Survivors tunnel gens so killers tunnel survivors. Since the survivor objective is shorter the killer is forced to do something to "gain" more time. That is why they tunnel.
We all saw killers who camp their first hook on 5 gens. Why? Because, obviously, they can afford that without fear of loosing. They have the whole time of the universe after fast down 20 seconds into the game catching survs off guard with Lethal and how they decide to use that time? Right. They don't even have to kick gens or force the entity to block it with your new mechanic, they have enough time just standing there. No reason to left the hook, literally zero, no special mechanics with blocking gens after kick will help. It's enough for them to get at least two kills without chases, mindgames and map control. Sometimes they get not only win with 2-3-4k but also 27-30k bloodpoints thanks to all hooktrades.
So, survivors don't do gens? Killers camp and tunnel because they can afford that and kill one person before even 3 gens can be completed and then play 3v1. Survivors do gens? Killers camp and tunnel because there's nothing else they can do to secure kills. Sounds like broken unsolvable cycle.
If you camp only when you feel insecure having one hook after 2-3 gens doesn't mean all killers have same mentality. Basically your situation is ok for devs - securing second stage or proxy camping is a legit strategy they don't want to remove.
The only two reasons now force killers to left hooks in 5-gen situations: the person feel camping bad, or feel camping boring. But that's an effective strategy, sometimes it's so effective even feeling bad or bored can't stop it. You can offer more effective strategies, but those can't beat camping until camping itself becomes less effective (or effective for only specified situations). Like, imagine you offer 1 mil dollars for everyone who agrees to make smth but if they want they can get 500k without doing anything. There are always people who just take 500k for free and left. That's enough for them. I don't camp because I feel too bad but I'd definitely get 500k for free instead of trying to get 1 mill somehow. Even 100k would be ok for me lol. Anyway, they can agree and try to get 1 mill if the "free" option is 1k only. Or 1$ only. Because it's less than enough. But until it's enough to win they'll be doing that with all imaginable options and incentives you'd offer them for not to.
That's how people work. The only way to beat camping is to make it like throwing pawns in chess. It could be fun thing to do but you can't win that way. You either camp/tunnel for your fun (or revenge for clicks or any other reasons) or you play for win. There shouldn't be punishment for camping but camping has to be smth like afk. No one punishes you for being afk, or for being Bubba-basement-chest-defender, you just get nothing out of that.
But well... the game should be remade for that. Especially, if devs want some camping (like proxy camping) be reliable. Until that, everything is band-aid fix.
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@BugReporterOnly said:
To my understanding it was never meant to work on itself but all other aura perks I don't think this is a bug but hope they clear this up one way or another.
It's a bug.
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@snatcha said:
https://forum.deadbydaylight.com/en/discussion/comment/3190140#Comment_3190140
Not true (at least for me), already redeemed two.
Two is max. Third one says it's already used.
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And third one for swf where it shows bonus based on host's mmr and then reward you with your mmr bonus. So if you see 25% for you in main menu, join your friend and see 100%, after the game your friend gets 100% and you get only your 25% although 100% was displayed for you.
Sometimes it's 100% instead of displayed 25% and sometimes it's 0% instead of displayed 100%.
You're not alone here, I experienced all of them.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3188596#Comment_3188596
I think you care way too much about pips. Depipping is not the end of the world and you have over a month to reach Iri 1. It hardly matters if you have a depip game as long as you are able to pip more than you depip. Plus you can't degrade, so depipping when you have no pips literally does not matter.
You didn't read what I wrote. Or didn't understand.
You're wrong thinking I care too much, you're wrong trying to ensure me depipping isn't the end of the world (I wrote the same thing, you know). You even miss the point about playtime (no, I did reach iri 1 this month, it wasn't enough for me), and about reaching milestones where you can't degrade. And literally all other points.
You can think whatever you want, honestly, I said I'm not trying to change your mind. And you can't change mine that AFK killers rob potential *ability* to get +1 and even +2 pip, force you to secure your present pip and (free bloodpoints! free bloodpoints!) rob your ability to earn more points (and rob your offerings). Not a big deal, yes. Doesn't mean those factors somehow dissappear.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3188405#Comment_3188405
Depipping as a whole doesn't really matter, but if pips do matter for you
Escaping without going down is Iri Emblem in Unbroken (4)
By default you have a Bronze Emblem in Benevolent (1)
You get 25 points for all 5 gens getting finished (an additional 15 for opening an exit gate). 20 points fo cleansing dulls. And a point for each 1% of a gen you work on.
If you cleanse all 5 dulls and open the exit gate that is enough for Silver Emblem. Do 50% of a gen and you have Gold.
This gives you a total of 8 which is a safety pip in all grades below Iri.
If you do 1.5 gens, cleanse all 5 dulls, and open the exit gates you'll get an Iri emblem and safety pip in Iri Grade.
Yeah, you know what's better than that? Not trying to secure not-de-pipping but get +1 pip. You just can't do that if killer is afk with insidious. Pipping doesn't matter after reaching iri 1, but that's not an easy target for me because of my playing time and my playing style. I'm sad if I loose pips. Believe me or not, even though I'm sad and do care about my pips, I don't want running around with calculator and fight with other survs for farming points just because one side decided not to play. I'd prefer being in chases and earn those points and pips naturally. And yeah, it's not boring that way, you have to manage your time and resources to achieve win conditions. In afk scenario you just... What? Playing monopoly?
I can tell you more, we met a killer who was afk the whole game on purpose. He motivated that in end-game chat as the game is survivor-sided, he tired of survivors, tired of beings stomped, wish us enjoying our farm (we brought 4 flans as 4men swf, we ain't farmers, ain't competitive, we do stupid things and we're super altruistic, we often end up dying dumb but happily), he will do that forever ruining survivors' games, he refuses to entertain us. He also said he was going to DC to ruin our offerings completely, but I think he prefered to give us *some* points in order to avoid dc penalty (I assume, not the first one).
Being good at stupid altruistic things and therefore being bad in pipping in iri grades, I was one pip away from 2 iri and was a little frustrated. Both about pretty unavoidable depipping (I prefer not to sweat here, not to rob points from my teammates who in the same position and not to strech the game which is pointless enough) and the fact that our flans did nothing not because we were hardly outplayed and died in 3 mins but because someone decided to perform some sort of class revenge. Yes, my decision to not farm. Yes, it's a game and nothing bad happened. Still afk guys rob survs in some way. It is frustrating. Especially when right after those afks (where I could get pip and level up to another milestone) I loose all my pips due to rng, camping, tunneling and/or my bad plays. It happened before too. Yes, bad rng. Yes, ######### happens.
I mean, yeah, I can survive (ha) that, nothing THAT bad happened, that's ok and I often think "meh, unlucky, let's go next". After all I barely see AFK killers, and I loose pips on daily basis.
But... But.
TL; DR I prefer to loose my pip in order to finish those boring games and go into next one, but yes, I'm frustrated about that and I have my right here tbh. I have enough reasons to loose my pips without AFKs, and I feel robbed both in points and grades because this game could bring me much more bloodpoints and even +1 pip if killer decided to play the game.
So, yeah, free points (less than I could get from a game with good chases and altruism) and free de-pip. Not like I'm into crows and free d/c idea tho, I just disagree with your point of view here. Not trying to change your mind :)
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3188148#Comment_3188148
But the killer being AFK isn't preventing you from doing so. It's free bloodpoints you get and leave.
Free bloodpoints and free depip.
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True. I'm should be playing Evil Dead instead.
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@skylerbound said:
https://forum.deadbydaylight.com/en/discussion/comment/3187924#Comment_3187924
My issues isn’t the 10 seconds, it’s running him for like 30 seconds+ then suddenly hindered indefinitely to no fault of my own.
Against Plague you are one-shot to no fault of your own.
That's how their powers works. And technically it was your fault. Don't let him hit you with ability. At least for the first health. You have to make him m1 you or regret he committed to use m2 only while you're still healthy. That's the key.
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@WarzMyth said:
Theres a youtuber currently making a tech called the "grasshopper tech", what does it do?
When killer is approaching, they point at a locker trying to make killer believe there's a teammate in that locker and they give that teammate away (get them instead of me). But, well, the locker is empty. If killer believes and checks the locker, they have a little time for ha-ha and a small distance before start of the chase. And a chance to be tunneled if killer sad about that embarrassing moment, lol
Meme thing, honestly, just like JRM's obsession with holes.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3187792#Comment_3187792
For the first part, I'm afraid I don't have an answer to that just yet. Our usual MMR wizard is off at the moment so I can't bug them for an answer. That said, that's a very difficult problem to tackle since trying to discern what is and isn't your fault is extraordinarily nebulous and hard to put into code. Going back to variables, there's so many things you would have to consider to determine if you played so well that you shouldn't be there. I'll make a note and try to follow up when I can.
For the latter part, the matchmaking system already somewhat does this. Whenever a Survivor dies or DCs, the game understands that the other Survivors' chances of Survival decrease dramatically. As a result, your rating will decrease by a smaller about for each teammate that's already dead (the game does not expect you to win as the last one standing).
First part is super interesting to know more about! Please, let us know or make a blogpost about that, if you can.

