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johnmwarner

johnmwarner

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  • @VincentRedfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/879281#Comment_879281

    Per the devs a 4 man SWF has a 50% survival rate.

    Do you think anyone will still play survivor when the game gets rebalanced around average 4ks?

    @Karl_Childers said:

    Kill rate is completely balanced (and actually exceeding) to the current speed of gens. People can attempt to dismiss the stats all they want, but it’s a fact that based off kill rate, killers are winning far more games than survivors. The pip system is an issue, but that doesn’t dismiss that. People ultimately play the game to win or lose, and while pipping is important, it will never trump the feeling of most players where they either need to win via kills or escapes. So we add a second objective so kill rates are minimum 80% across the board? Nope. For longer games, you have to add to BOTH sides. No addition should be brought in with the idea of bringing more kills. Extend everything, or nothing.

    I’m not saying they should change it to increase kills, just to lengthen the games a bit. Maybe make each gen take two minutes base but require four hooks to kill a survivor.

    Or survivors need to find a gas can before they start doing gens, but killers need to carry a survivor’s lifeless body somewhere special after the third hook as their secondary objective?

  • @VincentRedfield said:

    https://forum.deadbydaylight.com/en/discussion/108558/20-minute-queues-5-minute-matches

    Do you want a secondary objective to make that 45 min ques for your easier 4ks?

    As someone who plays both sides about 50/50 I can say honestly for both I’d prefer something in the range of 10-15 minutes per game. It’s no fun as killer to have two gens pop for first hook and two more pop before second hook.

    As survivor it’s no fun to crank out two gens solo and have your team finish the other three whole one person gets chased.

    I don’t know if we need a second objective, slower gens, less hook time before death, but something fundamentally needs to change IMHO

  • @Sluzzy said:

    Freddy shouldn't have an advantage over other killers, enough said. A cooldown for placing snares during a chase, a longer cooldown for gen teleport, and nerf his addons that slow down gens. Also, you shouldn't be put to sleep unless he hits you.

    all killers have an advantage over other killers, it’s what makes them different. Freddy has slowdown addons, huntress and clown has one shot down with addons, Billy and bubba have one shot downs base and eith addons they become almost instant charge.

  • @Mikey4Hire said:

    All y'all saying that matches only last five minutes are lying.You might run into a gen jockey team but even then it's very rare, games usually last around 10 or 15 minutes. The only time you get a game that last 5 minutes is when you are doing nothing to stop gens, your probably running around expecting people to not do gens while you chase one person. I'm done with this discussion so bash me if you want. Have a good night y'all

    Gen jockey teams are rare, so is forever Freddy. About 1/10 games I play are against Freddy and maybe half of those are slowdown builds. So that’s one in 20 games.

    I like how we offered point after point and your reply was “I’m done with this good I give.” That kind of solid argument will definitely convince devs.

  • @S_Panda said:

    For the chase emblem you gain points based on how long you're in a chase with a killer + distance from the killer (more for being close cause of risk). If you get the escaped bonus bp you have won the chase.

    If you get hit it's considered a loss and you'll get x chase bloodpoints. If aforementioned hit-chase lasted less than 15 seconds then you'll lose 50% of the emblem points from that chase. If it lasts longer then you keep the 15 seconds then lose 50% of the after 15 seconds.

    Therefore for the door hit it's basically a non-chase as you get hit without even getting in a chase as you usually aren't running the chase doesn't actually activate.

    Okay so I can “win,” 45 seconds of a chase if it’s long enough and then lose the next 15 second segment

  • @Mikey4Hire said:

    https://forum.deadbydaylight.com/en/discussion/comment/873022#Comment_873022

    Sorry I don't have an exact time for how long it slows down.

    What I read is, “I don’t really know how long it took so I exaggerated that turning 1:20 into 2:00 was actually 5:00 to get my point across...”

  • @LordEmrich said:

    https://forum.deadbydaylight.com/en/discussion/comment/877831#Comment_877831

    Yea only reason I did that was because I knew they were going to stand on the hatch til I showed up just to jump in. They were on the hatch when it opened and yet I still was able to run up to the hatch and close it. It's the reason I don't even chase survivors to the exit gates anymore. I already know what's going to happen. In addition to that was the numerous body blocking from their teammates. What you didn't see is the countless other games I play where the gates are open yet no one leaves til there's like 10 seconds left on the End Game Collapse.

    I also didn't even care once I saw what map it was when I was The Doctor. I can't stand multi-level maps so I just put in minimal effort. Once the gates are open I find a wall and look at the ceiling. As mentioned above Survivors wait til the last minute to leave. That includes them leaving the exit gate to come and find me so they can try to teabag or initiate a chase. So by my back being turned they can see I'm not paying them any mind and maybe they'll leave quicker so we can all move on to the next game.

    That is A LOT of mental gymnastics to justify being toxic, and why you did poorly on a killer sided map with a killer that benefits from it more than almost anyone else.

  • @yermom said:

    It is possible to challenge players on their tenacity, to stick with something longer than they're accustomed to; these players want changes because they don't see how they could possibly work through that challenge. Rather than having people encourage themselves to overcome whatever odds are required by the challenge, they instead complain to the devs.

    Some people complain that things are too reliant on luck, but i'd guess that challenges are formulated from existing data that tells the devs how often a given circumstance arises and how likely any player is to encounter that circumstance. If it occurs often enough, it could be the basis for a challenge so long as it's difficulty is in line with the difficulty of other challenges. Meaning that the devs calculate this stuff using information they have. Saying it's luck based only serves to take accountability of oneself and throw it onto someone else, claiming it's an insurmountable problem that should be fixed because it's 'unfair.'

    Some challenges do require specific circumstances, and maybe people aren't aware how often they actually occur. So, assuming that the circumstance is rare, some people think that they have to force those circumstances to occur but they're met with resistance; in the same way someone who would try to advance time more quickly by counting the hours on a clock throughout the day - it'd drive anyone mad. But, what if trying to force those circumstances is exactly what's preventing them from happening? That might be hard to accept! It's no longer a circumstance outside of their control, now they have to tolerate the pain of considering that their own actions could be at fault. That's tough. But, what do they do? Try something else, a different approach, right? Instead they say "nope not possible! Gonna tell the devs it's luck based or something. What even is luck? who cares, it's not fun and it should be fun." So, the devs look at the data and say "well crap, the behavior of everyone that's trying to complete this challenge is different from the behavior we saw in the data we originally used to balance the challenge." so ...? they change it - which would be the reasonable thing to do to avoid alienating the [casual] community.

    I'm mostly talking out of my ass because I can't substantiate that this is the way devs do things, but the complaints from the community match the way things have been changed in other games, and the devs response match as well. In other games that go down this path it starts with changing the game repeatedly for a portion of the community, typically making things easier and easier. First, out goes the difficulty, and over time, out with the difficulty goes the value of achievement; and with the value of achievement goes the substance; and with the substance goes the hardcore fanbase, which is the foundation of the community. You lose the hardcore base... If anyone read this far... I'm not saying that by making the tome easier is going to result in the collapse of the community. It's more of a big picture idea, and the changes that seemingly lead to similar conclusions.

    I get what you’re saying about the changes, but they started that way before the Rift.

    Both sides whine about perks, addons, etc and they get changed... only sometimes is this change warranted and even then it doesn’t always work correctly.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/877338#Comment_877338

    Its already fixed it has been fixed for weeks it was on the PTB.

    ETA is tuesday

    If it’s a simple case of the wrong costume/file whatever then why did it need weeks to update, why did it even go to the PTB first?

    I understand bugs but this is the kind of thjng that supposedly a whole different team handles, just cosmetic is right? Ghostface outfit should have been fixed before the new pig was released... again people have already paid for GF

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/877295#Comment_877295

    So they chose the wrong one, not too smart indeed.

    Very exceptional, but as for actually getting it, maybe you should contact them.

    No reason to contact them, they’ve stated officially that the wrong version got released and they would correct it... but no ETA. Everyone so quick to say, “well bug team isn’t the same as the cosmetic team,” tell me why the cosmetic team isn’t responsible for fixing an already released, already paid for costume BEFORE releasing new stuff

  • @SnakeSound222 said:

    A different department handles the cosmetics and they're already in the files when a new chapter or mid-chapter is released. All the devs have to do is just unlock them.

    @Boss said:

    Well yeah.

    Designers of outfits have practically nothing to do with the code.

    Then they get implemented the same way as any other outfit.

    Again, the incorrect Ghostface model was released for his original costume... they said they’ll fix it and release the correct one, but when? We’ve already paid for it that should be a priority over new things they plan on releasing.

    Like you said, the outfit is already a file in the game. Swap the correct one back in, please tell me how you can defend. BHVR in this?

  • @BBQnDemogorgon said:

    With how those work? Yeah they will.

    All they need is Chapter 14 to be released then they hide them and roll them out every Wednesday.

    They're planned far ahead not something they have to fix due to feedback unless they release bugged like Classic Ghostface.

    And he is STILL BUGGED... how about fixing something that people already paid for before release new stuff?

  • Seriously?!? The whole reason you keep dedicated servers is so you can make changes like this on the backend... and then you can’t even make the changes easily

  • Here’s the great thing, if you want to try to unhook 2 survivors during EGC you still can’t!!! Heck if you wanna try to unhook 5 times during EGC you can, if you’re so up for challanges he’s create some of your own.

  • @KuromiStarwind said:

    Just played 5 straight 0k games with survivor without using any add-ons. 2 games all generators were completed. 2 games all generators were completed and 1 game all generator was completed.

    I didn't care about Ruin.

    survivor mains will complain, but this just goes to show how unbalanced the game is..

    Not fun to play 50% of the time as a killer. Not difficult enough to play 50% of the time as a survivor

    Yes I get that taking Ruin off would make the game more interesting, but at the same time, when the goal is to kill all of the survivors, why would I want to allow them any more advantage?

    What does this even mean? If you said 5 straight games, then you said 2 + 2 + 1 game which equals 5... why repeat it in a different way?

  • @ChainsawCharlie said:

    Getting 3 Kills as a killer and I still depip, because they were so bad I slaughtered them all in under 3 minutes and the 4th one got lucky and got the hatch.

    Solution? I really don't care about pips. I'll get Rank 1 every reset anyway, so I honestly just play for BP and kills.

    I play for BP too, mostly stock up as a killer then spend them on my survivors to get medkits mostly. Unless it‘a almost time for a new killer like now I’m staying between 900k-1 million

    I’ve been to rank 1 and managed to stay between 1-2 for a while so i know I can, but I enjoy the game a lot more at lower ranks playing fun builds and letting people go

  • The biggest thing is a Ruin that gets cleansed after 3 minutes gave you something, a Devour that gets cleaned after 3 minutes probably hasn’t built up yet.

    Devour hope is great if it lasts all game, but so is Ruin. DH is fun, I break it out occasionally and when you manage to get it working you feel like you pulled one over on people.

  • Ive always been able to at least black pip at red ranks against an AFK killer. I just helped crank out a couple gens, no totems at all, then went and ran around the killer awhile. This takes care of 2 emblems, and you automatically get 1 for escaping without being downed. You won’t get any altruism, and yes it feels dumb having to run around someone who isn’t there but it’s a quick game anyways take the easy points and move on.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/874120#Comment_874120

    Open Chests and saboing does nothing for the Emblems. Totems count towards Lightbringer. So you can end up with Iridescent Lightbringer and Iridescent Unbroken, which is not enough to Safety Pip.

    You need to run in front of the Killer to get Points for Evader, but honestly, this should not be necessary (and cannot be done if the Killer is a Wraith or any other Stealth Killer who just wants to derank).

    So yeah, there is no chance to do anything more and even if, nobody should be forced to run around the Killer the whole time, just to not depip.

    Other than Wraith no other killer prevents a pip anymore not since the ready change

  • The problem is without Ruin, by the time that third hook save happens there could already be 4 gens done easily. Yes you can insta down, but you can’t pressure everyone at once so that last gen will get done

  • Guys I just escaped 3 games in a row without even being downed once, survivor is too EZ

  • @24Life i gotta give you credit, you just ignored the question about rank... most people would have lied and said they’re red ranks

  • @steveharrington said:

    Some challenges require 3-7 games to be completed and the reward is 25-30K bps ... this sounds really wrong ... devs should adjust the bps rewards with the expected number of required games to finish it !

    So let’s take the 25 unhooks, yes it takes a bunch of games but it’s not requiring you to do anything differently? Just literally play the game and you’ll get it. The few that require multiple things in one trial are mostly off on a side track, maybe one is required to actually “complete,” the rift

  • I’m glad I’m going on vacation for two weeks, by the time I get back people will be playing normally until rift 4

  • @[Deleted User] said:

    I don’t know, there are some legitimately boring things to go against in this game. Being slugged for long periods of time and snoozefest Freddy are good examples. And on the killer side, have you ever gone against a team of ultra immersed survivors? So boring that as soon as I catch one I’m camping them to death because camping is less boring than searching every patch of scrubby grass on the map for a hiding Claudette.

    Though that said I agree that some people overuse “boring” when they mean to say that they don’t like something. E.g. facing Spirit isn’t really boring even if you hate her because at least you’ll typically die fast.

    Right, a team of blendettes trying to outhide each other and never actually do gens is just a waste of time so I can see a DC there. Against Iri hatchets I play it out, if 2 of my teammates DC immediately then I may run at the killer and let them get me, at least then maybe the 4th can get hatch.

    But yes, people overuse the excuse. Insta Billy, regular spirit or nurse without insane addons, those are strong and people would rather say boring and DC then try the challenge.

    Forever Freddy and to an extend plague with Thana and Dying light are slow but again it’s just a different challenge lasting long enough when gens take 2 minutes instead of 1:20

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/871681#Comment_871681

    Given a month until it's reset I'd still have at least 3 relatively light punishment (30 minutes or less) tiers simply because some people have a good non-crash and non-ingame reason to DC from irl matters, such as if they are a parent.

    If it's a weak reset then it can afford to ramp up faster of course and the less time it takes to reset the faster it can ramp with at least 1 light initial punishment regardless of the reset timeframe.

    I keep seeing this, “real life comes first,” excuse rife DCing and I agree kids or family stuff should definitely come first.

    But why do you have to DC? If you’re mid match and hear your wife call for help why can’t you just get up and walk away?

    FYI the best reply I’ve gotten to that question so far is “I shouldn’t have to pay for electricity on a game I’m not playing.”

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/871721#Comment_871721

    I would like if players that DC often get matched with other players that DC as well. The only way out of it is to not DC and deal with their teammates giving up. Hopefully that would drive home what they are doing to their own teammates and change their ways.

    Oh my gosh, we’ve talked about this idea in several threads before. I’m sure all of them would complain about getting paired with people who DC for stupid reasons because they think they’re so justified in theirs.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/871535#Comment_871535

    Correct some games do punish AFK and sandbagging. To some extent so does DBD. AFK is easy to point out but it still takes several games for BHVR to punish this behavior. Sandbagging is harder to point out as it is normal in this game to unintentionally sandbag your teammates. So unless they're a streamer stating on stream they are sandbagging its hard to see BHVR doing anything about it.

    A player who begins to hook suicide after DC timeouts are put in place and does so nearly every game are going to stop playing eventually. Forcing them to play a match won't force them to play well. It would be better for those types to drop in rank or get too bored of the game and move on.

    Now as a killer, if I see someone run up to me wanting to get an early exit I will slug them and continue my patrol. If they DC at least they are now counted as such.

    You make good points, I appreciate discussing both sides. In regards to them dropping rank or never getting above rank 12 for example because they always DC this just means new players are going to get paired with them constantly too which is not a good first impression

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/871484#Comment_871484

    So you would force someone to struggle on the hook for the team. Should we also prevent kobe attempts? How about if the survivor refuses to work on gens or works on gens but blows every skill check? What's stopping them from running up to the killer and teabagging?

    I understand you want good teammates but you cannot force them to be good teammates. You have to deal with what the choices you and your teammates make.

    If a player doesn't want to play they shouldn't be playing. It's a mindset issue not a game issue.

    A lot of team games do punish you for things like AFK or sandbagging they team. It is a mindset thing, sometimes consequences are the only way to make something rethink or change their mindset.

    If people wanna run at the killer and eat in immediate hook, try three times to escape and then die during struggle at least this keeps their character alive a bit longer to slow the killer down and help their team. Ten seconds to carry you to the unhook and then a minute in the struggle phase at least buys the team 70 seconds.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/871469#Comment_871469

    Yes

    This is not a game of handholding and forced behavior.

    @FabV said:

    https://forum.deadbydaylight.com/en/discussion/comment/871406#Comment_871406

    If I get camped on first hook and no one has come to me until I reach struggle phase, I assume no one has BT.

    We’re starting to find the players that can’t figure out how to rank up because “my team is always bad,” or “the killer always tunnels me.”

    Im sure we’ll get replies of “dude I’m rank 1 survivor every month,” or possibly “rank doesn’t mean anything.”

    Its a team game, I’ll do anything I can to help the team out and screw over the killer if he’s camping me. It’s an allowed method for the killer, but if the hooked person is selfless and the team is smart and cranks gens the killer will never pip this way. At the red ranks I find very very few campers because it isn’t possibly to pip consistently that way.

  • Meh I’ve had that happen to me, I selflessly eat another minute of mashing the struggle and buy my team a little more time and earn some struggle BPs and a bit more time alive in trial for emblem and exp

  • @FabV said:

    A change on the struggle phase shouldn't be done to prevent people giving up. Sometimes I'm hooked and I get camped, or see the others doing gens or staying hidden even if the killer leaves me. In these cases I stop struggling and I don't want it to change.

    Anyway, survivors' thumbs could get some rest if the struggle was only holding a button/key, not tapping, or if the automatic struggle was implemented with a "give up" option by pressing a button/key.

    When you see them doing gens, you know they don’t have to get you immediately right? There is no difference whether they get you right off the hook or wait 55 seconds. I often see teammates finish a gen or totem then run over to me after 30 seconds, if I was you I would have given up and not had a chance to escape.

  • @hocrux said:

    https://forum.deadbydaylight.com/en/discussion/comment/871228#Comment_871228

    Yeah and this is how the toxicity gameplay happens, high rank used to swf to bully low rank killer, it ruins the game for new killers as well ever think about the flip side? If you were a new lvl 20 killer would you be willing to go against red ranks?

    I think we’re agreeing with each other but my wording is poor. I don’t think any new killer should have to go against a group of rank 1, 1, 1 and 20

  • @hocrux said:

    https://forum.deadbydaylight.com/en/discussion/comment/871210#Comment_871210

    You anology makes no sense, why people should cater to your demands? You thing if you request a pick up game on the court everyone will go easy? I learn the game from scratch with no swf etc to help and i can tell you best way is to just go solo, you'll learn yourself how to progress

    No, I’m saying no one will go easy and your friend will have a miserable time if everyone is nearly there same skill except him. This is what SWF right now being matchmaked based on the highest rank.

    What it used to be, and what people want back is to be matchmaking based on the lowest member, which would be akin to taking your new friend to a practice for people who have never seen basketball before and then dominating because you know what you’re doing.

  • @hocrux said:

    https://forum.deadbydaylight.com/en/discussion/comment/867516#Comment_867516

    That's situational, think about it, what kind of experience are you trying to implement into the game, swf= comms and most swf are red ranks, think it's fun as a killer at low ranks to go up against that on a technicality that they have 1 swf lvl 20 in that group? If you have someone new that would like to learn, it's better to go kill your friends instead of the other

    Yup, like I said “we’re teaching our friend who is new to DBD.”

    Thats like if I had a friend who never played basketball before, would I just take him to the courts for pick up games? No, I would go hang out in my driveway shooting around and teaching a few fundamentals.

    meanwhile SWF are asking to take their new friend to the court and play against a team of preschool kids, not people their own age.

  • @RepliCant said:

    https://forum.deadbydaylight.com/en/discussion/comment/870289#Comment_870289

    Actually it does.

    Especially, when the devs said themselves, and I quote, "Attempting to escape is something that is fundamentally part of the game and not changing"

    It was also mentioned you're not forced to struggle.

    So yep, suicide on hook is actually okay. It's fundamentally apart of the game, here to stay that way. I, am no way, obligated to struggling on the hook. I'm also allowed to attempt to escape as many times as I want.

    Sorry to burst your bubble, pal

    Fair enough, those same devs have said camping is a part of the game so I’m glad you’re okay with being camped.

  • @Resurrect said:

    Sounds like this is praise in regards the the supposed DC punishments coming soon.

    What Should Happen . . .

    Ban time increase for every consecutive DC reset monthly . .

    • 30 minutes: Probably need a break
    • 2 hours: Was no accident
    • 3 days: Grow up
    • 1 week: Go play civilization
    • 1 month: 30 days of 1 less DC player
    What Will Happen . . .

    Probably nothing . . The publisher of DBD doesn't want to lose players buying into the cash grab that's clearly become/has been the focus of this games existence. Therefor . .

    • A warning: That'll show'em
    • 5 minutes: Think about what you've done you, but come back
    • 30 minutes: If you complain enough we will remove this one. but we have to pretend to punish you.
    Conclusion . . .

    Anyone hoping or thinking the coming punishments will be anything but what I expect will happen has hopes so high that when they fall back down to earth your fist will have put a hole into your monitor once the DC's happen about as often as they do now. Enjoy!

    I’m actually fine with 5-10 minutes for each DC, after the first because everyone should get one freebie just in case.

    like you said, 10 minutes is enough to make them think they may as Well just play it out or at least run straight at the killer and eat the hook again.

  • ok, so you’re that guy...

    No connection issue while working on gen, but the instan she goes down it severs her connection...

  • @LapisInfernalis said:

    @Jejune Simple solution when getting tunneled/camped (even with DS etc) and you desperately want to leave: Just die on the hook. You keep the points and don't give the killer extra ones. Not that hard and those 20s you need to die on the hook aren't that much.

    Or you are a good sportsman and buy your team time. A camping killer is nowhere near your mates for 2 whole minutes! Which is equivalent of at least 2 gens. I even had 4 (!) gens popped during that time once!

    And if you do not want to get slugged: Unbreakable is your best friend. And not getting found first works wonders too.

    Someone that gets it! Yes, if I get tunneled it stinks but I at least wait it out to buy my team time to hopefully do gens. I feel like I’m at least punishing the killer by hopefully making him lose.

  • @Skywclu said:

    https://forum.deadbydaylight.com/en/discussion/comment/868695#Comment_868695

    In my opinion, I don't think they would ever do a three strikes you're out thing. Frankly I don't even think they should. I'm not trying to be rude I'm just saying that I payed $40 for this game and I don't want to be permabanned for three DCs. I rarely DC the only time I do is when I get found at the beginning, get put on the hook, get taken off the hook, put right back on the hook, get taken off once more, and then right back on.

    They won't ever perma ban for DC, I seriously doubt that. We can only guess but it will probably be something like

    1st DC no action

    2nd DC 5 minute ban

    3rd DC 10 minute ba

    4th DC half anhour

    5th DC and each thereafter 1 hour ban

  • @Skywclu said:

    https://forum.deadbydaylight.com/en/discussion/comment/868695#Comment_868695

    In my opinion, I don't think they would ever do a three strikes you're out thing. Frankly I don't even think they should. I'm not trying to be rude I'm just saying that I payed $40 for this game and I don't want to be permabanned for three DCs. I rarely DC the only time I do is when I get found at the beginning, get put on the hook, get taken off the hook, put right back on the hook, get taken off once more, and then right back on.

    Why DC though, just let him carry you to the hook... or wait 2 minutes if he slugs you.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/868970#Comment_868970

    Ok I am done with you, you cant comprehend what i am telling you. Have a nice life i hope i wont have to see your posts ever again.

    Cheers.

    Compares A to B... gets told pointedly that A and B are not the same... proceeds to pout like a 5 year old who didn’t get his way lol... please keep DCing so I don’t ever have to see you in my games

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/868894#Comment_868894

    I see people tunnel after taking DS so your point isnt valid. Besides i am not crying about. All i am saying is if you really think that DCing is a bad thing, then reasons for example the ones i made should be punishable because its literally same as survivor DCing in way it affects how game is played.

    If you’re that easy of a target, that the killer can down you, hook you, down you, eat a DS, and down you again without wasting time then learn to loop maybe just a little bit?

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/868841#Comment_868841

    Dude you think that i care if you think if i make stuff up or not? Either accept that i am or dont comment, because you didnt adress what i said.

    Why my examples shouldnt be punishable? They do same thing as someone Dcing.

    No, they don’t. DCing is against the rules, that’s a fact. Camping or tunneling is within the rules, according to the creators of the game, that’s a fact. They aren’t the same but that’s something you’ll cling to to make yourself feel better about being a quitter.

  • @Mr_K said:

    Clearly because Ghostface is an unfun killer to go against. If the Devs refuse to rework Ghostface and make him fun to play against what choice did they have?

    Sarcasm, I hope?

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/868720#Comment_868720

    If you enjoy being tunneled 4 games in a row which adds up to at least 40 minutes of playtime without counting in the time it takes to find a game sure.

    I value my time clearly you dont but its your time. I used to do origami for fun and even i dont have the patience for this so good luck.

    You’re getting tunneled, and dying 10 minutes into the game? Even with potato teammates if the killer is only chasing you the three of them would have gens way before this. It’s almost like you’re making things up now

  • @Darth_Cader said:

    https://forum.deadbydaylight.com/en/discussion/comment/868703#Comment_868703

    Why would they nerf BT: A perk completely reliant on having a teammate to work? Survivors should be able to have a hope of getting away from a camping Killer/a Killer that is close to the hook post unhooking. This perk is a selfless perk and has no direct upside for the user. Why nerf it?

    The problem I have is as a Solo survivor, seeing my teammates use BT what I feel is poorly. They’ll save me right in the killers face, take two hits and go down and I get hit too. So instead of one person on hook, we have one on hook and someone that has to mend. Creates bad habits more often than I see it actually used in EGC vs camping

  • @Jejune said:

    I will be fine DC punishments once tunneling and camping out of spite will become punishable.

    If you tunnel me with 5 gens remaining and ruin up, while being first person to be hooked. I am not gonna stay in that game.

    If you camp me with same scenario, i will leave.

    If you down me and i have to wait 4 minutes for me to die because you really need that 4k. I will leave not to give the person hatch, but i value my time.

    Before you say: "Those matches are rare". No they arent sometimes im in matches like that 4 times in row.

    Therefore if you say even then you shouldnt be allowed then i will assume that you those things.

    Cheers

    Okay if you’re slugged you don’t wanna wait for him to hook the other survivor, so you’ll DC and eat what I hope is at least a 5-10 minute timeout before you can queue up again. Makes sense.

    In regards to tunnel, if a killer tunnels me I at least run and try to buy my team as much time as possible. It’s not their fault the killer is tunneling me, if I can run the killer for even 30 seconds and then stun him with DS and run him another 30 that is HUGE for the team. Maybe they find ruin, or maybe they crank out two gens in that time.

  • @AshleyWB said:

    https://forum.deadbydaylight.com/en/discussion/comment/868642#Comment_868642

    I'm not complaining I'm simply stating that if so many killers use BBQ and do well, BBQ will be seen as a perk which needs rebalancing because it must be stronger than it should be in terms of overperforming as killer.

    Cool I guess DS, BT and Adrenaline are on your list too?

  • @FriendlyGuy said:

    I really think they should get rid of kobe without Deliverance and make struggling automatical. Would solve the problem.

    Yep, I agree. As a survivor watching your teammate kill himself trying to escape is annoying, as a killer possibly losing a game you had won just because someone hit their 4% lotto escape is disheartening at times. It's just more RNG on top of the RNG we already have in this game.

    This would allow the player if they want to just go AFK and grab a breather or a drink, meanwhile their team can at least have a chance at altruism from unhooking them.

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