kingcarl2012
kingcarl2012
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@Lastchild said:
https://forum.deadbydaylight.com/en/discussion/comment/3192843#Comment_3192843
You didn't explain why that would be bad.
If the killer knows that he will be frozen for 10 seconds, if he remains 5 seconds near the hook, he will not want to camp, he will want to leave in order to be able to move.
I corrected the camp.
Someone come and argue against me.
Your solution will lead to 1 thing, survivors being chased, divebombing and looping near the hook just to get the killer immobilized. It would be abusable against killers who arent even camping, but playing the game properly.
Not to mention sometimes you need more than 5 seconds, if you down a 2nd person trying to bodyblock/sabo plus have to kick a gen and pallet, and make sure you can safely pick up the 2nd person. The only way ot could work is if there is a 16m deadzone around the hook, and if i have to explain why that is terrible, then you need more time with the game.
So no sorry you didnt solve anything.
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@SuzuKR said:
Two main ideas:
Option A: No basekit ability to self unhook, Luck and Slippery Meat reworked. Deliverance being ready to use is the only way.
Option B: Only one attempt, nothing gives more attempt chances. Luck and Slippery Meat affect that one single chance. Failing the one chance is -20s, same as live.
Option A is because almost no one uses Luck or Slippery Meat anyways. Option B keeps what is a fun gimmick and the thrill of clutch chance saving the day while removing ability to immediately force stage 2.
Definitely not option A.
What would be the % chance on option B, and would you be increasing the luck values/slippery meat to compensate for the fewer chances?
Also why change it?
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3195636#Comment_3195636
I omitted these matches too, because they influence the data too much. That's also why I don't play soloq after 9pm anymore. Not worth the pain.
Maybe there are some people who do this, but imo the 10s BT was needed. It doesn't help that much, but something is better than nothing.
https://forum.deadbydaylight.com/en/discussion/comment/3195637#Comment_3195637
True, but usually there are more survivor players. Right before 6.1.0 you could play soloq or swf just fine at late hours, just with 10min queues whereas killer was instant. Some days after the update survivor q was short no matter the time of day.
I find your 9pm statement interesting, I tend to only play killer later at night, because thats when the queues even out out more and i find the matchmaking more accurate.
If i play before then i tend to mostly get matched with more noobs and stomp fairly effortlessly.
If I play later once queues even out a bit, especially as one of my more played killers, i typically find i go against much better survivors on average.
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@roundpitt said:
With the new prestige system, you can unlock the unique perk of one survivor, on all other survivors. Cool, sounds like it will save time.
In practice, not really. I only have two survivors at prestige three, one at prestige two and one at prestige one.
I leveled the new survivor to prestige three to unlock all her unique perks. However, before I reached prestige three, I already had all perk unlocked on her because there were 150 blood webs. So, to unlock all perks you are better off just spending points up until you simply unlock them, rather than worrying about prestiging each character.
I suggest lowering the Blood web requirement from 50 to 25. Idk what the experience is like for killers because all mine were already prestige three with the update.
If you get all the survivors to Prestige 1 first this isnt a problem
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3194978#Comment_3194978
I do think the kick build and 3 genning is a little strong. But so are things on survivors ends. Both should probably be removed.
Seriously, it takes a survivor 1.5 minutes to do a gen, even with COB+overcharge it takes 2.5 minutes to fully regress that gen, which can be completely stopped by a 1 sec gen tap.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3194892#Comment_3194892
"They will hit people off gens, but will not commit to chases. They will down survivors, but not hook them They just protect their 3-gen for over an hour." sounds exactly like the situation hes describing to me. Killer only downs people who dont run away and only does so to stop somone whos not even trying to run from repairing. Theres just no scenrio where a match should legitamately stalemate for over an hour
The thing is if he downs people he is progressing his objective, even if it is slow because downs will eventually bleed out.
2 survivors working even remotely efficiently can break a 3 gen if the killer doesnt chase because of how weak base regression is and he cant camp the gen to regress it.
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@ElodieSimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3195006#Comment_3195006
If you're okay with online harassment, that's on you. Some people don't enjoy it, even when you're using a fake online name. Anonymous Mode helps alleviate that for some people, look at how hostile people get when someone's steam profile is private, "must be a hacker", "can't see how much time you spent on the game", etc. All usually used as ammo to harass someone.
So if you're paranoid that someone enjoys a little more anonymity, doesn't mean they are up to no good. If you're assuming so, that's not such a good thing to do.
If you do happen to run into a cheater, anonymous mode or not, you can still report people.
See heres my problem, i dont care about the why. I have very thick skin, however I also have a list of the most toxic people I've played with that I dont want to play with again, and believe me you gotta do something bad to get on that list.
I believe in accountability, I play on console, my gamertag is my gamertag, there is already a lack of accountability for PC players because you can pretty much change your name whenever you want.
Since a decent chunk of the playerbase doesnt have that option or the anonymous mode, i will be extremely distrustful of those that use it, because they were barely held accountable before and even less so now.
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@ElodieSimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3194616#Comment_3194616
That's called paranoia.
I disagree, i also wouldnt follow a group of people walking into a bank in the middle of summer wearing balaclavas.
I mean your already operating under a fake online name how trustworthy can you be if you have to hide your fake name.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3194834#Comment_3194834
Wouldn't have made it anywhere else though, no other pallets. All I'd accomplish by throwing it is making a big deadzone.
If you have fun by ruining other people's fun, that's some psychopathic behavior right there, sorry.
Never said I did, and you may even be right although psychopathic may be a tad strong. Point is they arent breaking any rules, so there isnt anything to be done.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3194789#Comment_3194789
Well some of us do play this to relax after a hard day of work and don't need to nonsense. Who cares through what media someone does it? If someone is intentionally trying to ruin someone else's day there are issues they need to resolved with them.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3194789#Comment_3194789
Nope.
He's just knowingly using other people to alleviate his own insecurity by sabotaging any fun they could have had.
To both of you I say this, maybe this is how they have fun, and if it is who cares, move on.
Your playing a multiplayer game, this means you have to deal with how other people play, as long as it isnt against the rules, which it isnt.
Also at 42 secondsish you were greedy and should of thrown the pallet
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@CassielShahTTV said:
https://forum.deadbydaylight.com/en/discussion/comment/3185860#Comment_3185860
okay but there LITERALLY are ways to do this. and most people aren't able to trick the system into thinking otherwise? LOL imagine.
I really love this arguement when poeople make it.
Ok so how would they do it then?
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Personally I dodge anyone i see who is anonymous. If you hide your name your being shady and im out.
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@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/3193593#Comment_3193593
Did you read the last sentence where I say pig needs a total rework? I didn’t ask for a NERF. At no point did I ever say “PIG OP NEED NERF”. I’m saying if she puts a trap on you and follows you around in the match, you can NEVER ESCAPE. What exactly is fair about that?
Any killer can do that it isnt a special power that pig has, lol.
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I think it should be slowed down even more 25% would have been better
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/347200/put-dead-hard-back
The best Myers in the world couldn't end the game in 5 minutes.
With bad enough survivors they could
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3193685#Comment_3193685
Really curious as to how you got that one because I was only able to get it down to 10.52 seconds with all 4 bonuses together.
I did the math wrong i think lol, i just took away 90% instead of calculating the 90% faster properly
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If you are the last alive and injured with the killer looking at you with clear line of sight witin 32m, and are running wake up, sole survivor, resilience, and spine chill, you can get the door time knocked down to 2 seconds
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I had a 60k match with one of those white glyphs, the killer thought i was cheating.
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@lachenstars said:
I have turned my brightness up on my monitor to max and still can barely see anything on some parts of some maps, like the main house of Garden of Joy. I get that hiding in the dark could be fun but I play enough Killer to know that making things darker would get old very fast. Honestly even as survivor unless I run Windows I find it hard to loop in dark places or during Dredge's Nightfall. I like stealthy playstyles but the game really revolves around chases. The biggest issue right now is map design IMO and the brightness can be part of that. As for the old offerings I seem to recall that they were kind of annoying, but maybe that was just me.
If you set graphics setting lower the garden of joyhouse is alot brighter
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@Ayodam said:
I believe SWF is the natural evolution stage for a solo queue player. It’s interesting that so many killer players here lament SWF.
Not all SWF are created equal, for every bully/sweat squad out there, there is a SWF just hanging out dropping bits of coordination while mostly talking about their fantasy football leagues.
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@playhard said:
I try to not sweat and downgrade my MMR with AFK for 5 consecutive match to get an easier game. But the game that i get alwayss a SWF and sweaty survivor. Do you have any advise how to get the adept killer steam adchievement
Since the strategy to get each one is different it may be helpful to know which one your going for, current rank, time of day/region, alot of different thngs can factor into it.
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@JohnSsuitepee said:
https://us.v-cdn.net/6030815/uploads/Q2WSZRPGNSAM/selfp.png
I've been struggling to complete this particular archive challenge for a little while now, and it's the last one I need to complete tome 6. I am aware that this particular challenge has apparently been buggy in the past and wasn't working, but over the last few weeks I've heard mixed reports from looking into how to beat this one; some comments report that the challenge is outright bugged, others say they did X to get it done, so I'm not sure whether this challenge is still bugged as of 6.2.2, or whether I'm just not doing it right.
If it's not a bugged challenge (shame if it is really, since it also unlocks the Yui Kimura video and final lore entry), how do I go about completing this task? Any suggestions or help welcome!
What exactly have you tried? As i recall you need to get into the locker within 5 seconds of the start of a chase.
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@Splinterverse said:
So how did BHVR translate previous purchases on the shrine?
I purchased a lot of perks to unlock availability to all survivors or killers. Are those still available? Or did those purchases get converted into something else?
Those perks are unlocked at tier 1 on all characters, and can be leveled up through the bloodweb as always.
You can also now buy perks multiple times in the shrine to make them tier 2 or 3 on all characters automatically
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@JacobiusWick said:
https://forum.deadbydaylight.com/en/discussion/comment/3192329#Comment_3192329
No. 400% wouldn't get me to touch solo q.
Nothing wrong with that you could always find a group to play with.
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They already did better than that by decreasing bloodweb costs, if you want more BP then play the side with the incentive.
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@JacobiusWick said:
Title.
That nerf was unnecessary in the worst possible way.
You want encourage less toxic behavior? How about fixing the only two perks that actively rewarded fair gameplay.
You've increased the grind, destroyed solo q, and failed to offer BP incentives for killer.
You can keep DH, but BBQ and WGLF were hurting nobody. Bring them back ASAP.
Not going to happen, lol.
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@JacobiusWick said:
https://forum.deadbydaylight.com/en/discussion/comment/3192313#Comment_3192313
My queue times are fine. Never more than a minute or two. Yet, no bonus.
Still longer than my survivor queue time.
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@JacobiusWick said:
https://forum.deadbydaylight.com/en/discussion/comment/3192301#Comment_3192301
In theory yes, in actuality no.
If people actually wanted to play both sides evenly and you had off hours for each, then it would work well.
No one wants to touch solo q, because of that, there is rarely ever a killer incentive.
Should the devs fix the game so more people want to play survivor? Yes.
Will they? Probably not.
If they're going to put a band-aid fix on everything, they could at least ensure it goes both ways.
No what wouldnt be fair is giving killer incetives when they already have long queue times and making the queue times even longer.
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@JacobiusWick said:
https://forum.deadbydaylight.com/en/discussion/comment/3192271#Comment_3192271
Hence why it should be only every few days or so... It's not fair that survivors are getting all this extra BP and killers aren't just because no one wants to play dog&*%$# solo q.
The incentive is for the side that needs players, if you want the incentive play the side that gets it.
I generally see it almost every night around 11 or midnight central time.
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@GoshJosh said:
In case you didn’t know, altruistic mending comes with a 25% speed penalty relative to self-mending (12 seconds base for self, and 8 seconds for a survivor to mend another survivor). I was wondering why you think this is, as altruistic healing has no such penalty. I’m genuinely just curious!
Also, I feel it is against the spirit of the add-ons belonging to Legion and Deathslinger that increase mending times to increase all mending times (such as basekit endurance, Dead Hard, Off The Record, etc.). Should these add-ons be changed to only work on deep wounds applied by the killer’s power?
The biggest difference when i think about it is you always can mend yourself, whereas you cant heal yourself without the benefit of a perk/item, so a penalty on healing would be bad.
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@Audiophile said:
https://forum.deadbydaylight.com/en/discussion/comment/3192081#Comment_3192081
Sorry but is this defending them? “It wasn’t meant to be useful”. Releasing bad data is bad. Good companies don’t do it. Ever hear the phrase “a little knowledge is a dangerous thing”? It makes people think they have something to talk about when they actually don’t.
There is no such thing as bad data, only bad interpretation of data.
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This thread is hilarious, I cant wait till he gets to the part with Bigfoot and the ufos.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/3185390#Comment_3185390
I may sound ignorant here, but shouldn't you use lucky break to lose the killer and not loop with them?
You try to lose the killer, depending on where you are it doesnt always work though. Having it recharge to 50% when you get hooked just gives you a chance to lose the killer when they try to tunnel you off hook. Even if you get healed you still lose half of that leaving you with 14 -20 seconds next time you get hit.
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Last night i played a game, and there was this Nancy, she was good, i was playing trapper. She had me looped dodging my traps couldnt get a hit on her so i left.
As soon as I stopped chasing her she was spamming fast vaults so I ignored her and ended up getting myself a meg going for my first hook with one gen done, Nancy came in and got the sabo and i smacked her and meg wiggled off.
Turn around after the stun saw both re downed meg, go to hook her and here comes Nancy again, got the inside track on her and downed her and hooked meg.
Nancy being a stand up citizen starts crawling away so i cant camp both, so i took Nancy and hooked her.
I felt bad for Nancy because she had wanted my attention so badly and i hadnt given it to her, so i trap the heck out of the area, so we can be alone together and we had a staring contest which i won as the entity took her away for blinking first.
Turned a 4k because i caught the other 3 at the door, i dont run NOED, could only hook one, and let the other 2 bleed because it was the same corner Nancy died in and the other hooks were too far, and i was too tired to carry them after all those swings of my Machete.
The question is was I toxic?
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@CocoLuma said:
https://forum.deadbydaylight.com/en/discussion/comment/3189271#Comment_3189271
it is correct for Playstation.
I had to earn everything, including the platinum again.
Did you lose progress and have to rebuy characters too?
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@CocoLuma said:
https://forum.deadbydaylight.com/en/discussion/comment/3188971#Comment_3188971
They could have changed it on next gen since it counts as a new game and you have to unlock trophys again but they didnt.
This is incorrect at least on xbox, i moved to next gen and it is still the same game.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3188727#Comment_3188727
That's not true.
The survivors already made their choice. They chose to hide rather than attempting to complete their objective; generators.
This doesn't favor the killer at all. Just because the killer has the choice doesn't mean it's killer-sided. The killer has more advantage from not opening the gate with 2 survivors left.
The moment the killer opens that gate they take a game that would be a guaranteed 3K and turn a probable 2K. This changes the game for the survivors. Rather than hiding, praying not to be found and waiting for their teammate to die they now have a way out. What survivor wouldn't feel relief as soon as the Endgame gong sounded?
If the choice gave the killer some sort of advantage, then it would be killer-sided. This would be survivor-sided, aside from a few very niche scenarios.
It actually is trye you wanna give the killer the ability to force the end game at the expense of the survivors being given a chance to play it out the only way for that to be fair is if when the killer tries to open the door the survivors get a vote
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3188168#Comment_3188168
Seriously crappy. Imagine playing your best and then as soon as two team mates are tunnelled to death, the game just ends. If something like that ever got implemented, I'd quit that day. I've been in matches where there's 2 of us left and one of us runs the killer for the entire time it takes the other to smash out the last couple gens. Sometimes it's enough, and sometimes it's not - but everyone went down fighting. This whole suggestion just feels like a way to punish the players who play correctly on behalf of the ones who don't.
I get your point and i can respect it and even agree with it as long as its consistent.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3188607#Comment_3188607
I proposed that the killer have the option to open the gate once only 2 survivors remain.
Scenario: There are 2 healthy survivors hiding around the map and the killer has no idea where they are. The killer opens the gate.
In what way does this favor the killer?
There is only one way I can see; the match will guaranteed be over in 2 to 4 minutes.
Please enlighten my obviously pistachio-sized brain.
First off i never insulted you, or made any reference to you intelligence.
The reason it favours the killer is because the 2 survivors are playing the game and your giving the killer the power to force the end and the survivors get no say in the matter.
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@pseudechis said:
no way.
Play it out to the end anything can happen.
You're there to play a full game of DBD not just the bits of the game that suit you.
So two people die and then the game ends for me anyway would be a really crappy outcome.
Ok now be honest your the killer, the first 2 people you down kill themselves on hook 5 gens left, last 2 go stealth to play for hatch.
Would you really rather play out that match for 5 or 10 min, rather than just have it end get 15k bloodpoints and move on to the next one?
Persnally I'd rather not waste my time and move on to a new potentially better match.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3188333#Comment_3188333
You were supposed to flesh out your idea and come up with a good supporting argument. Instead you destroyed your character. You did a pretty good job so far.
Nope my character is intact. Im coming straight down the middle neutral. As for fleshing out my idea ive heard suggestions and when i try to talk concessions i get no further feedback.
What i do get is other suggestions that arent any good because they favour 1 side over the other. Lets take a look back at a couple.
Slugging for the 4k - just let the person bleed out faster - which for the record i said sure im on board as long as it doesnt affect what is actually happening in the match, which i believe you objected to, in favor of it being able to be used by the survivor bleeding out as a power move, possibly screwing over a person just trying to get an adept achievement, where slugging for the 4k can be a necessity.
2 survivor hide and seek - Let the killer open the door and start the endgame - A move that favours the killer over the 2 survivors in the match.
I cant get behind either of these ideas because they give extra control to one side or the other, so they have no value in the discussion Im trying to have.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3187668#Comment_3187668
I don't see what's wrong with giving the killer the power to end the game for a change. We could always do the endgame chase thing if we wanted neutral.
Why should the killer get to ruin the game for the last 2 survivors
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@darkcloudlink said:
I'm not sure why the devs nerfed a perk that was already never used, but the nerf to cleansing/blessing totem speed doesn't sound justified to me. Even if the cleanse/bless action is silent, if the killer is nearby, they will hear when a boon is set or a hex is finally cleansed and will be able to follow up quickly. It's not like it gives you any real benefit. In the once in a blue moon moment where you DO want to cleanse a totem when the killer is nearby, you certainly don't want to do it 30% slower. Counterforce is a much better alternative in almost every way.
Silent cleansing/blessing is not a benefit when 80% of totem spawns are in really obvious, indefensible places that anyone can see from a distance, and the killer can't even hear totems being done normally from even a reasonably close distance.
I would suggest making Calm Spirit the way it was before the meta shakeup. Would it be a great perk? No. But it would still be better than what it is now.
No leave my calm spirit alone
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@Deathstroke said:
They should also add more options to change your buttons. I want to repair gens and drop pallets from RB and heal from other button but that is not possible.
You can do gens and heal with RB and then set your vault and drop pallets to a different button, i use x/square.
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Nope im still having fun so im still playing regularly.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3188119#Comment_3188119
I still like my solutions better than anything you've suggested in this thread. They're elegant enough and yet simple band aids that get people into the next match quicker. And we know how fond of band aid solutions BHVR is.
For the 4K slug scenario, I am only shaving a minute off that scenario. Assuming the slug wasn't already on the ground for an extended period of time earlier in the match this still gives the killer well over 2 minutes find and kill the other survivor before the hatch has a chance to spawn, if he fails and the survivor gets a fluke hatch who cares? Seriously? The game is fricking over at that point and a few points of MMR is damn near meaningless anyway. You'd take away the last desperate strand of hope the last survivor has by making them wait for the hatch to spawn.
What side are you even on here? In the OP you want the game to be over if 2 are dead and there are gens left. Yet you are arguing against my reasonable ideas to shorten the game by defending some obscure balance.
At least I have fully formed ideas that are ready to implement.
You have some sort of vague, half-baked idea that's currently in a state that's not even worth discussing.
I play till the game ends, i slug for the 4k, i play the hatch game and i have no qualms about selling out the 2nd to last survivor if they take an action that shows me they are no longer on my team, I'm the petty player who hides in lockers to block the evil incarnate achievement and crawl into the corner to bleedout so you cant hook me, I tunnel and camp when it suits my needs to come back in a game, or if you piss me off i have no qualms about slugging you for the full 4 minutes to make a point. I am a hook-saboing, prove thyselfing, save the best for lasting, No one escapes deathing, Dead by daylight gamer.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3186510#Comment_3186510
I disagree. Let's try to solve one problem at a time.
My solution is a simple solution that only gives the killer an option to end the game faster when only 2 are left but they can end the game normally if they want to. After some thought this could give survivors less MMR than if they got the gens done before the gates opened. You say I give no agency for survivors but the survivors always have choices; they can choose to hide, do gens among other things or they can find the killer. If they choose to hide, the killer has no option but to try to find them and that's the only scenario I'd like to solve with this solution.
Your solution takes away players options and just ends the game prematurely. It doesn't account for scenarios where 2 survivors have a a good chance of both surviving normally. Here are just some of those scenarios:
- The last generator is almost done when the 2nd death occurs.
- Generators are very well spread out vs a low mobility killer.
- One or both survivors have Unbreakable or Boon: Exponential.
- The first 1 or 2 survivors gave up and the killer wants to let the last 2 go.
As for slugging for the 4k and being bled out in general a solution is that after the survivor has been slugged for 2 minutes or half the bleed out bar, they should be able to attempt to get up on their own at a cost of 20 (or more) seconds off their bleed out timer and have a 4% chance just like self-unhooks. If they fail they have to recover back to near-full to attempt again. This would only allow survivors to die a minute (or more) earlier, but it would still be a welcome change for many players.
I will start by addressing your 4 points.
The first 3 do have merit and i did admit in a previous post that the 0 gens left scenario may have been to strict and should maybe be more like more than 2 gens left, which would be more fair for the scenarios you highlight
As to the 4th point I disagree whole heartedly and to be blunt dont care about that scenario. End the match null the result, and toss everyone still there some bonus bloodpoints and move on. Survivors start to expect that kind of treatment and get mad at the killer if they kill them so they can just move on to the next match that matters. Plus this leads to a slug for the 4k situation because the killer geels gypped that they got a bad match and holds those survivors out of queue to speedup queue times. Not too mention putting unearned results into the already bad matchmaking.
Your slug for the 4k proposal, and I have said this in other threads, fairness level depends on how the hatch spawns in that situation. If the slugged person bleeds themself out and hatch instantly spawns you are letting a survivor leaving the game affect the outcome of the killers match. To balance this suggestion fairly,since the survivor is taking agency away from the killer, it must be scored as if the killer hooked said survivor, since they are being robbed of the opportunity to make it back and hatch should not spawn until the bleedout timer would have elapsed naturally.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3187878#Comment_3187878
When did I suggest it's survivor sided? I literally outlined how its an approach that specifically addresses issues for both sides simultaneously.
I said it was survivor sided although i then pointed out deficiencies on both sides and issues with it due to balancing based on matchmaking.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3187684#Comment_3187684
As was already mentioned, you're basically just giving the killer a win for tunneling asagdp. As I mentioned previously, a more clean and neutral solution would be to weaken the efficiency maximum of survivors at the start, while strengthening it as their numbers dwindle. It both discourages tunneling and camping, while also allowing survivors to retain more of a chance when there are less of them to spread pressure.
Survivors end up less likely to be prevented from being able to play in the first place, they have more of a comeback factor, survivors don't need to burst their progress at the start of the match, and killers don't need to damage control as fast as possible and are able to adjust their strategy to balance efficiency and "fun" for both sides. Most of these types of problems all circle back to the fact that efficiency caps are an extremely important aspect of what controls the pace of a match, as well as a lot of the strats people employ.
Would you consider a 2k a win? What if we change the language, instead of kills the remaining survivors, it was removes the final 2 survivors forcing a draw?
My idea would reduce tunnelling because it takes away the payoff of getting 4 kills, and it creates a set parameter that can be tracked, and repeat offenders can be punished.
Imagine a repeat offender mid/low mmr tunnel every game killer being thrown to the wolves at top Mmr for 5 games, then next time 10 games, and so on.
It also changes the dynamic to force survivors into actually playing as a team in a 4 V-1 instead of having the option to consider the game a 1v1v1v1v1.
In theory your idea has merit although as you suggest it is very Survivor sided. I say that because in some games when the killer is outmatched the only way that he can make a comeback is by taking out a survivor to get a More even playing field. On the flip side if the survivors are outmatched by a strong killer that initial efficiency loss could cripple the match right from the get go. Not to mention the 3 man swf that would deliberately sacrifice the rando they feel isn't pulling his weight to gain an efficiency bonus. If the efficiency curve stays fairly flat regardless why even have kills? The new meta would become 4man slug builds with knockout.
It's a very utopian idea but there's one thing that would absolutely be required for it to work and that is accurate Match Making, Skill based matchmaking not like the garbage MMR we have now. This creates queue time issues. How do we fix those? 2 basic solutions shadow buff/nerf to try to balance the match (terrible because it changes the basic rules of the game in a way neither side can know), or a matchmaking cap ( Which is where we are now).
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3187679#Comment_3187679
They didnt lost. Stop making that point. Its a game flaw, which game since killers got buffed.
Wait, i use your own logic.
All gens are done, killer didnt kill anyone. At this point survivors should just automatically escape after the last gen. Since, the killer lost. He didnt played good.
If the gates are open and no one is hooked or on death hook why not