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kingcarl2012

kingcarl2012

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kingcarl2012
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  • The only one for me that i will instantly give up on is a decent huntress running iri head + infantry belt. I will try and play against iri head but that combo is borked.

  • @dspaceman20 said:

    Actually I would not agree. Sure I believe in freedom of speech but it doesn't protect against speech that is ment to cause harm to people. Derogatory words and phrases are meant to cause harm create unnecessary discord between people and thereforr shouldn't be protected at all.

    Actually with freedom of speech all speech is protected, take it from someone who lives in a country that doesnt have true freedom of speech the land that developers call home.

    As an example, lets say i dislike a group of people, lets say the Irish (for the record i have no issue with Irish people). Now if i wrote a book about all the reasons i dislike the Irish even while using derogatory terms and slurs, while not actually calling for any action against Irish people, and sold that book out of the trunk of my car, I wouldnt be breaking any laws and that speech would be protected.

    In a land without free speech (Cough... Canada... Cough) I could be jailed or fined, for producing that book.

    Derogatory words and phrases are not always meant to be harmful, we can see this with the N word and the hip hop industry, or when girlfriends walk up to each other and say hey (swear word meaning female dog).

    Context matters, and while you may disagree with what someone says, its your freedom of speech that allows you to have discourse about it. Meanwhile I'll keep looking over my shoulder while hoping i dont get arrested for singing along with dr. Dre in my car.

  • @Ryan489x said:

    Spine chill because it's impossible to be sneaky when people can tell you're coming a mile away

    NOED because it's annoying to work hard in a match(yes I do bones too only to get screwed over at the last second. also most killers who run it don't let a match reach endgame so.

    If the match doesnt reach endgane then isnt it just a dead perk slot and not relevant to the conversation.

  • And that is why if i see one i just turn around and walk away.

  • @KingFrost said:

    Bloodpoint Costs:

    P0

    • Common: 3000 BP
    • Uncommon: 4000 BP
    • Rare: 5000 BP
    • Very Rare: 6000 BP
    • Ultra Rare: 7000 BP

    P1

    • Common: 2000 BP
    • Uncommon: 3000 BP
    • Rare: 4000 BP
    • Very Rare: 5000 BP
    • Ultra Rare: 6000 BP

    P2

    • Common: 1000 BP
    • Uncommon: 2000 BP
    • Rare: 3000 BP
    • Very Rare: 4000 BP
    • Ultra Rare: 5000 BP

    P3

    • Common: FREE
    • Uncommon: 1000 BP
    • Rare: 2000 BP
    • Very Rare: 3000 BP
    • Ultra Rare: 4000 BP

    Sliding scale of costs to offerings. People would then be encouraged to actually prestige everyone, but the cost to do so would be drastically reduced.

    Right now to P3 every character (including the Trickster and the new survivor) it'd cost ROUGHLY 567,000,000 Blood Points to max everything out. Assuming you earn a perfect 32,000 BP each game with full stacks of WGLF or BBQ + Chili, and someone offers Bloody Party Streamers every game, it'd take you 5907 games or so to max everything out. And that's Best Case Scenario.

    Under this new system, it'd instead cost ROUGHLY 312,000,000 BP, a reduction of a little over half. I think it'd be fair, and players would be rewarded for prestiging characters.

    Dude im having rrouble with just getting the perks unlocked and everyone to 50. The only character i prestiged is demo because i ran out of add-ons, i have no intentions of even thinking about prestiging anyone at any point soon.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2003787#Comment_2003787

    Agreed. I know so many don't change it because they're so used to the buttons being the same.

    Actually its more related to the number of buttons and the layout of controller to be able to still be functional. For example if i try to bind it to a face button instead of a trigger i cant look around while doing that action

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1999837#Comment_1999837

    Your name, it strikes terror into my heart.

    And yes, it was always broken and it will never perform the way we need it, unless they figure out how to get more killer players.

    Which will not happen because the matchmaking doesnt work and people trying to learn killer get screwed over and matchmake with players way outside their skill level.


    Seriously its ridiculous i play as survivor and i get potato teamates and cant win. I play as killer and get people who can rush gens and loop me like crazy with no sign of the garbage survivors that end up on my team in 99% of the games I play

  • My favorite is when i go in hoping for a good game, 3 gens get done and im going for my first hook and get denied by bodyblocking/sabo. Then i give up and go corner then the survivors get mad because i wont chase them.

  • @spiritsLeftball said:

    Freddy is the one that ruined undying ruin (no pun intended) for all the other killers.

    the problem actually lies with the people who play as Freddy as they are generally just psychos.

    Care to explain that one a bit more clearly.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1999578#Comment_1999578

    Congratulations for superbly missing the point I was going for.

    Sorry i have to post that anytime i see anyone call any perk a crutch.

  • @GoodBoyKaru said:

    https://us.v-cdn.net/6030815/uploads/A1GFVBWZ9KI6/image.png

    https://us.v-cdn.net/6030815/uploads/J82BHX0R55AW/image.png

    https://us.v-cdn.net/6030815/uploads/OVDP7ESS8LPD/image.png

    okay cool now we've established im able to talk about these things despite the fact it's a public discussion forum where anyone can share their opinion provided it breaks no rules:

    NOED is an unhealthy perk used as a crutch by many bad players when they simply don't know how to play this game, and the argument of "just do bones" is incredibly flawed as it fails to take into considering the existence of solo survivors.

    DS deserved the change it was getting.

    Spirit needs a nerf.

    Prove Thyself needs a nerf.

    Etc.

    Changes nothing. These discussions would still happen.

    All perks are crutches

  • @kamisen said:

    I remember the devs talking about Freddy overperforming in terms of kill ratio. Are they going to look at him in terms of balance?

    Do you think he should be tweaked, and if so, how?

    In my mind a few small tweaks.

    Passive sleep timer paused in terror radius or chase. This can reward players that are awake and it sucks when your looping freddy and not getting hit, just to fall asleep and be subject to snares/pallets. Not to mention if he was in the real world and you knew he was nearby adrenaline would kick in and keep you awake, so it makes sense in terms of realism.

    Wake up mechanic, i like the designated alarm clock and wouldnt change that, but i would allow a wake up without any extra immunity at any unhighlighted alarm clock but maybe up the time it takes to like 5 seconds to make sure its not an option during chase.

  • I once had someone doing this to me so i kept switching to keep us different. He got tunnelled and I got hatch and a message from the killer thanking me for not playing along.

  • 10x sounds good to me

  • I actually like the idea of surge and pop on a high mobility killer regress everything nearby and then go hook and take off to a far off gen you see people at with BBQ.

  • @billax_ita said:

    Have you never thought about mechanics related to generators? I mean, from killer it has become unplayable and you are always in a hurry and then lose the game anyway, as a survivor instead you just need to attach yourself to the generators and you have already won. but a mechanic to start the generator right? find items to repair? many times as a killer I start the game, I go around the map completely, I go back to the starting point and I already have a generator, or I often chase a survivor for a very short time and a tinkerer and a generator are activated. you understand that the situation is stressful. I was just wondering this, whoever says that the game is killer side does not understand anything and I'm tired of having to piss me off, generators flock as if there was no tomorrow, create something to waste time and let the killers breathe.

    Run corrupt intervention then they have to come to you

  • I've always thought insidious could be reworked to be a nifty chase/ambush perk.

    Make it activatable for like 5 seconds with a 45 second cooldown or something, pop it when someone is looping a jungle gym and boom.

    I realize good players can just do moonwalks and stuff, so still useless, but i always bump into stuff and get stuck when i cant see where im going.

    Might be good for newer players who suck at moonwalking to see how effective it can be to try and get better at it so they can ditch it for better perks later.

  • @Zaytex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1990867#Comment_1990867

    Nah, Freddy is top five minimum, I'd argue being #3

    He has free slow down, pseudo-stealth, the best mobility in the game, and a anti-loop power stronger than Clown's.

    Oh, and he's the easiest killer in the game.

    His slow down isnt free, you need add ons.

    He doesnt have better mobility than billy, spirit, wraith ( once the buffs come thru ) or blight or oni with his power. They can actually go anywhere while freddy can only go to gens and gives like 8 to 10 seconds of warning.

    Clowns anti loop is actually much stronger as he can place his gas where survivors are going and not just behind them when in chase.

    As for being easy, well yeah he's an M1 killer, all their mechanics are easily transferrrable

  • @WestManTooth210 said:

    It's pretty clear many of you are too concerned with my ban specifically than the greater issue at hand.

    The thread was about finding better solutions for the current ban system, and not making the same arguments to defend what is not a perfect ban system. And sometimes those solutions might require changing gameplay itself.

    It seems like I must handle the issue in a different approach. I am retiring this thread, and plan maybe to make a more dumbed down version that will not make me the sole focus of it (which this thread was not meant to be about).

    Before you do mind answering my question that has nothing to do with your ban? Its in the quote below.

    @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1982207#Comment_1982207

    Ok i get the premise I'm specifically asking you, what kind of incentives do you think would be viable to use to prevent dc's knowing that bp/shards dont work and pips wont either since they are going to tied to a bp bonus anyways?

    This question also applies to deterring camping and tunnelling because again when camping/tunnelling you get less bp and pips.

    As for ending matches immediately after a dc i explained the pitfalls of this in a previous post, but once again if the bp/shards arent enough to keep people playing after one person dc's and knowing that pretty soon pips wont matter either. What would it require.


  • I can confirm i was able to do it on ormond and a macmillan map.

  • You have to do it at the main screen before picking between killer and survivor

  • Just throwing it out there but for buried underground i was able to get them on ormond and macmillan so that glitch may be fixed

  • @Venusa said:

    NOED is one of the unhealthiest perks in the game. I'm having a really hard time understanding some people's arguments against it.

    "Just cleanse totems" --> You all know for sure that it is highly unrealistic to expect all 5 totems to be cleansed without dedicating your entire build and time into it. Sometimes you can't find each of them on some maps and sometimes you'll go out of your way to do 4 but the last one will STILL trigger NOED. You literally have to ignore your main objectives, gens, helping other survivors and run around the entire map taking your time cleansing all 5 totems. Well you probably won't even reach the endgame if you play like that. Also, cleansing dull totems doesn't reward you in anyway expect for BPs and a potential NOED.

    "NOED isn’t even a good perk" --> Just because you don't come across NOED as a rank 1 player (red ranks), doesn't mean it isn't used widely by all killers in purple and green ranks. Just because you know how to counter NOED doesn't mean the killers aren't rewarded free kills on lower ranks. Sometimes survivors don't know what to do and that they can go down with an easy basic attack. Some of y'all need to think outside of the red rank bubble. NOED is super common on lower ranks, you basically assume the killer has it.

    "NOED is inconsistent" --> Never have I ever been a part of a game where NOED didn't trigger and reward the killer at least 1k. I only play solo and expecting all other survivors to find and cleanse each totem is unrealistic. It's just so unfair that you have to go through the whole game and all your efforts to escaping is thrown away by A PERK.

    I am trying to be objective here. Before you assume: I play both survivor and killer equally. I see problem perks for both sides. But NOED is the CHEAPEST out of them all. For example: even though functionally similar, I don't mind Devour Hope AT ALL! Because the killer actually EARNED that power and had to progress in the game. It actually adds some excitement into the game to see everyone trying their best to find and get rid of the Devour Hope totem. It's very powerful but still fair. Meanwhile NOED is like: "here get these free kills because you reached... the endgame...?" It's just extremely unhealthy... It's a widely known stereotype that you expect the killer to have NOED if they are doing badly during game... Isn't that enough by itself to show what a joke of a perk it is...

    Ok So how do you balance adrenaline and hope with changes made to NOED, since it directly counters those 2 perks that have no counter for the killer otherwise.

  • When you absolutely destroy me, finishing all 5 gens and i only have 1 or 2 hooks total and open the gate for you.

    Stop standing there for 2 minutes and just (BADWORD)ing leave

  • @Sterben_the_Reaper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1985172#Comment_1985172

    yes but you need to consider the fact that NOED is mostly a crutch perk. Heck I use it incase I did bad early or mid game.

    All perks are crutch perks

  • @Venusa said:

    NOED is one of the unhealthiest perks in the game. I'm having a really hard time understanding some people's arguments against it.

    "Just cleanse totems" --> You all know for sure that it is highly unrealistic to expect all 5 totems to be cleansed without dedicating your entire build and time into it. Sometimes you can't find each of them on some maps and sometimes you'll go out of your way to do 4 but the last one will STILL trigger NOED. You literally have to ignore your main objectives, gens, helping other survivors and run around the entire map taking your time cleansing all 5 totems. Well you probably won't even reach the endgame if you play like that. Also, cleansing dull totems doesn't reward you in anyway expect for BPs and a potential NOED.

    "NOED isn’t even a good perk" --> Just because you don't come across NOED as a rank 1 player (red ranks), doesn't mean it isn't used widely by all killers in purple and green ranks. Just because you know how to counter NOED doesn't mean the killers aren't rewarded free kills on lower ranks. Sometimes survivors don't know what to do and that they can go down with an easy basic attack. Some of y'all need to think outside of the red rank bubble. NOED is super common on lower ranks, you basically assume the killer has it.

    "NOED is inconsistent" --> Never have I ever been a part of a game where NOED didn't trigger and reward the killer at least 1k. I only play solo and expecting all other survivors to find and cleanse each totem is unrealistic. It's just so unfair that you have to go through the whole game and all your efforts to escaping is thrown away by A PERK.

    I am trying to be objective here. Before you assume: I play both survivor and killer equally. I see problem perks for both sides. But NOED is the CHEAPEST out of them all. For example: even though functionally similar, I don't mind Devour Hope AT ALL! Because the killer actually EARNED that power and had to progress in the game. It actually adds some excitement into the game to see everyone trying their best to find and get rid of the Devour Hope totem. It's very powerful but still fair. Meanwhile NOED is like: "here get these free kills because you reached... the endgame...?" It's just extremely unhealthy... It's a widely known stereotype that you expect the killer to have NOED if they are doing badly during game... Isn't that enough by itself to show what a joke of a perk it is...

    On the subject of nerfing noed, let me ask you something.

    In an ideal game how would you like the endgame to play out?

    I ask this because for me personally, I have a few differnet ways i will play out the endgame with 3 or 4 survivors left.

    1. I've had a solid game, chases fairly fair with hits and hooks. In this endgame i will be moderately aggressive i will chase and pursue downs and kills. In my mind this is the ideal endgame.

    2. Ive had an okay game not very successful maybe have my 4 stacks of BBQ or a couple people 2 hooked. When the gens are done if i have a hook i will camp it to secure a kill or trade to make sure i get my stacks. I may get aggressive if i have a one shot killer or Noed. This one is not ideal but can still be fun and have the most interesting results for either side and creates an intense situation.

    3. I've had a bad game, barely any pressure, long chases, not alot of downs, maybe 1 or 2 hooks through the whole match. On this one without a one shot killer or noed I'm opening the gate breaking any pallets or walls I left up and then cornering up till the match is over and people are gone. This one is pretty boring on both sides but im stuck till people get tired of waiting at the gate to tbag me and im not coming no matter how much noise they make

  • @DetailedDetriment said:

    How to fix NOED: Remove 4% speed increase.

    Do you have any idea how much that would destroy a 4.4 killer against a survivor running hope

  • @LeatherFeather said:

    I can only say xD

    On the subject of nerfing noed, let me ask you something.

    In an ideal game how would you like the endgame to play out?

    I ask this because for me personally, I have a few differnet ways i will play out the endgame with 3 or 4 survivors left.

    1. I've had a solid game, chases fairly fair with hits and hooks. In this endgame i will be moderately aggressive i will chase and pursue downs and kills. In my mind this is the ideal endgame.

    2. Ive had an okay game not very successful maybe have my 4 stacks of BBQ or a couple people 2 hooked. When the gens are done if i have a hook i will camp it to secure a kill or trade to make sure i get my stacks. I may get aggressive if i have a one shot killer or Noed. This one is not ideal but can still be fun and have the most interesting results for either side and creates an intense situation.

    3. I've had a bad game, barely any pressure, long chases, not alot of downs, maybe 1 or 2 hooks through the whole match. On this one without a one shot killer or noed I'm opening the gate breaking any pallets or walls I left up and then cornering up till the match is over and people are gone. This one is pretty boring on both sides but im stuck till people get tired of waiting at the gate to tbag me and im not coming no matter how much noise they make

  • I played a game last night on yamoaka estate, 2 gens done, and i caught a Jane working on a gen in my 3 gen area. Downed her and hooked her right next to the gen, went to kick another one of my gens with pop, found a Dwight, kicked the gen and chased him back to the Jane and downed him trying to unhook Jane and hooked him nearby. So now ive got 2 people hooked right by a gen I'm trying to regress, in my 3 gen area. Does it make sense for me to go hunting the other 2 survivors? No I'm gonna stay in my area because they are gonna come to me.

    3rd gen gets done, I'm still sitting pretty. Elodie comes in trying to get an unhook and i get her downed as well. I have no open hooks nearby if i take her somewhere she'll wiggle out, so i have to slug her. You can call it scummy or toxic if you want, but its definitely the right way to play that situation.

  • @Okaythenn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1982576#Comment_1982576

    I would love to have a player profile where you could see like survivor reviews where other player could rate if they where toxic or not, especially in end game chat, so survivors and killers could just avoid those people. but i don't think that would be possible

    Yeah cause then no one would play against those people.

    Real talk though, i will lobby dodge any claudettes, and if there isnt a mix of crossplay/not crossplay Im gone.

  • @prankster1991 said:

    Why are most of the games when it gets down to me and one other with one gen left it turns into a game of hide and seek for the hatch? Do ppl even try to hit the last gen anymore?

    I will usually look forr hatch and then once i know where it is i will look for the nearest gen

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1982401#Comment_1982401

    because, lets be real, no killer would ever queue up for it unless it had some massive pay out.

    That Would be hilarious newer low rank players hungry for bp getting destroyed by red rank swf

  • @Okaythenn said:

    Honestly the amount of times waiting in lobby for over 5 mins because killers spawn in and think a group of solo survs are a SWF.

    I just don't get it. fine you don't want to play a group of SWF but you don't know if it is before you play, sick of waiting to get into a lobby and then having to wait a extra 5/10 mins because killers keep leaving because they think it could be a SWF. its stupid the game has them but dodging one you think could be might put you in another where it actually is a SWF💆‍♀️

    I just find it pointless

    Have you considered why they might think your a swf

  • @WestManTooth210 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1982133#Comment_1982133

    In my opinion you have to approach DCing by 3 fold.

    Make more incentives as you said with bubba example to deter the "Well if I'm going to de-pip anyway. Might as well just DC" mindset.

    Find a better balance and better method that would make possible to end matches instantly after a DC at start of match. (Im sure you have seen a chain reaction of hook-suicides and chain reaction of DC's after one player DC's.) This ties into "Well if I'm going to de-pip anyway. Might as well just DC". Keeping in mind ways to not punish bystander players.

    Deterring the need for killers to camp and tunnel while not making matches too easy for competitive survivors.

    Ok i get the premise I'm specifically asking you, what kind of incentives do you think would be viable to use to prevent dc's knowing that bp/shards dont work and pips wont either since they are going to tied to a bp bonus anyways?

    This question also applies to deterring camping and tunnelling because again when camping/tunnelling you get less bp and pips.

    As for ending matches immediately after a dc i explained the pitfalls of this in a previous post, but once again if the bp/shards arent enough to keep people playing after one person dc's and knowing that pretty soon pips wont matter either. What would it require.

  • @WestManTooth210 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1982036#Comment_1982036

    You mentioned that you gain passive points with facecamping and slugs. Thats ideal. That's what I want. But you also mentioned this.

    "you should passively gain points based on what your team is doing with that time."

    Lets say your teammates do well (dont forget about bad teammates). Does that guarantee you a pip? Even a safety pip? Do those passive emblem points feed into one emblem category? Thats what you did not mentioned. That's why I responded with that.

    Again if you WHOLE post i do cover matchmaking at the end and express hope towards mmr fixing that.


    Now lett me ask you a question. Since people who dc already dont care about the bp/shards they throw away and with the rank system being changed to make it essentially irrelevant. What kind of reward would be needed to stop people from dcing? I ask this because i really dont think there is one that would make people change their mind set.

  • @WestManTooth210 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981992#Comment_1981992

    "So in a situation where you are getting camped by bubba in the basement as an example and therefore buy your team time to finish a gen"

    You de-pip regardless if teammates do well and your facecamped without an unhook at 4 gens. Matches like these leads to:

    The mindset that, "Well if I'm going to de-pip anyway. Might as well just DC", should not be a ongoing tradition.

    See now whos not reading, i suggested a change to reward the player on the hook. I will wait while you re read my post and give you a second chance to reply.

  • @StibbityStabbity said:

    I present to the court my admission of guilt. The honorable Judge Scoops, allow me to express myself this one last time, before you pass sentence and I find myself in the presence of your Executioner and Destroyer of All Life, Nea. After my story, I fully expect to hear the click of your flashlight, and your sentence declared in the language of your people: Teabags.

    I was but a humble Blight, looking for a rousing hunt in the great outdoors, but alas, found myself indoors. A scientific institute of ill repute. While four others had taken this journey with me, of note were two:

    Nancy, who brought with her the Strike of Decision. She was right not to trust me, though I knew not at the time that I would betray the sacred rules of the polite and respectful Killer.

    The other was Claudette. In retrospect, I should have spared her and her coterie the burden of having neither corn nor bushes in which to immerse themselves and removed myself from the trial. Alas, I hadn't paid attention when they gathered at the campfire, for which I was already deemed "toxic".

    The beginning of the trial was a burden, but I made due with what I had. Eventually, however, I managed to catch up to and down Nancy. She tried her best, and I tipped my hat after carefully placing her upon the hook, making sure of her comfort and security. I left and found the Claudette, trying her best to look like a bush in the middle of a white hallway, but it was to no avail, as my keen eyes mistook her not for a bush. I commenced in chase and we engaged in honorable fisticuffs. I found myself the victor, and as before, placed her upon a hook so as to give her a most spectacular view of the hallway.

    This is, unfortunately, where my true nature was revealed, much to the horror and moral outrage of those present. Nancy arrived immediately after I had settled Claudette, and removed her from the raised thrown. I should have made haste to the edge of the map and worked my way back in, but in my jolly romp, I had ignored the rules. I hit the Nancy, and then the Claudette.

    Please, hold your gasps, it only gets worse.

    I then picked up the Nancy, as it would be rude to make Claudette sit on the same hook twice in a row, and my true crime was wide open for all to see: I was stunned and dropped her. I had tunneled her. Never, in the history of the game, has such a foul act happened. I, the Killer, had tunneled her. My attack on Claudette was but a ruse, and tunneling Nancy was clearly my goal. Why else would I have been stabbed thusly? The only truth, as we all know, is that a Decisive Strike only afflicts a tunneling Killer, so the scenario was clear. I had tunneled.

    For this I am guilty, and for this I give my most sincere apology. I would ask for mercy, but I can see the look on Quentins face. His ugly expression matches my ugly crime. So I do not ask for my life, but a quick death. Give Nea her glock, and spare me the death of a thousand pallets.

    My only gripe is is paragraph 8 i would have gone with strike of decisiveness, but in all honesty, Bravo made my day.

    Take my upvote and hold it up to the gods for all the world to see and revel in, The Tale of the strike of descision, and the humble Blight.

  • @Beelzeboop said:

    If a survivor has deep wound, does it count as them being injured?

    Does mending count as healing (ie. if a survivor is within 20 meters of me and I'm running nurse's, I can see them mending)?

    Does Franklin's require you to land a basic attack, or does it work with any attack?

    I don't have the Doctor yet, and the wiki calls his Static Blast an attack. Does it actually deal damage?

    I dont think you can get the deep wound status effect without being injured so yes.

    No mending does not count as healing

    Franklins does not work with non basic attacks

    Static blast does not deal damage but it does increase madness level

  • @WestManTooth210 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981828#Comment_1981828

    I really appreciate you reading the beginning and ending of the thread.

    That said, the grand scheme of the argument is that players should not be punished for unjustified bans. Even if the ban was only 2 minutes, its unjustified. Now, we know the counter argument to this. We understand it is only 2 minutes. I'm saying, or what I'm rather asking for, is better solutions to provide more incentives to not DC and find a balance that accommodates for unjust bans.

    The 30 second grace period is just an idea. It is open to adjustments or better ideas.

    As far as long lobby times, I know what thats like. But I also know playing at certain hours determines the amount of players for survivor or killer queue. Meaning players must play at appropriate hours. Devs have mentioned about this.

    De-piping is a more delicate issue as more variables (emblems or survivor tasks) are involved. But you can imagine that being facecamped by a bubba in basement at 5 gens until you are eliminated from game should not justify the emblem system to de-pip you. Also understand that players who are slugged at 5 gens (killer refuses to hook), making match as long as 20 minutes for all survivors to bleed out will also de-pip survivors. Players might not want to wait a whole 20 minutes to satisfy a killer's play style. Or they are not willing to wait out a very cheap boring tactic that takes too long to get to end a match to get to another one. Hence, these are reasons why players DC.

    The mindset that, "Well if I'm going to de-pip anyway. Might as well just DC", should not be a ongoing tradition.

    On the topic of unjustified bans vs justified bans. There is no way to determine one from the other, and as such both have to punished. The difference being the size of the punishment. This is why the bans start small and also why in my pip punishment i excluded the 5 min ban from increased punishment.

    As for your comment regarding playing at appropriate times, that is very much the same as me telling you not to dc, wait for bad weather to clear up, or to to fix your internet or system issues before playing to avoid dc penalties.

    As for your reasons why players dc, yes getting camped sucks, but it is part of the game. What i would say to this is if you are on the hook/slugged, whatever it is that disallows you from doing things that generate bp and emblem points, you should passively gain points based on what your team is doing with that time.

    So in a situation where you are getting camped by bubba in the basement as an example and therefore buy your team time to finish a gen, you would gain equivalent bp for the completion of that gen, and a safety pip as bonus for good sportsmanship and teamplay.

    The problem that arises from here is if your teamamates are garbage and dont acomplish anything but thats matchmaking which is a whole seperate issue,that we have to hope the new mmr will fix somehow. Which is another reason that people dc, that they are actively trying to fix

  • @RiskyKara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981874#Comment_1981874

    Let dead hard be activateable like it normally is, just a single 'E' key with all the latency issues it currently has, then in addition have it activate the QTE style prompt if a hit connects for timing. That way a survivor can either decide to use it on their own terms if they think hitting the next tile is more important than dodging a hit, or to get a second chance at not being dead if they're already completely screwed.

    Either way would still exhaust them.

    Ok so im chasing an injured survivor, and your injured working on a gen, you let go because we are heading straight for you, and when you are side by side i lunge and could hit either one of you. Do i get to activate both your dead hards?

  • @RiskyKara said:

    So I know that we probably won't see something like this but it seemed like a good idea.

    One of the most frustrating things in Dead Hard is hitting the skill and ending up on the ground exhausted. The problem as I understand it is general latency. The killer connected on your screen, but you hit dead hard perfectly timed with their animation.

    What if it was changed to have a latency free method. Where it was closer to a QTE than an activate able skill. You know like how some games have a button if you hit when perfectly timed you 'counter' or block with no damage (Instead of say chip damage.)

    The way I see it is the killer swings, the game confirms that it would hit the player, on the players side they would see a big E or an icon, or something that indicates "Dead Hard Time!" and if you hit within the proper timing the server bounces back "Yeah they did it, they don't take damage this time."

    It may lead to some occasional janky looking hits, where there's just the slightest delay when dead hard is present and activate-able but I think it would feel a lot less frustrating. You'd be able to blame yourself for failing the input more than blaming lag. Right now I think it's just, "The survivor hit dead hard, did their I-Frames time up identically to when the killer's hit connected on the killers screen?"

    I hope I was able to explain the concept well enough. I'm sure someone who's more programmer savvy may be able to phrase what I mean to say better and more concisely.

    Thanks for reading this, tell me what you think.

    Seeing as how one of the main uses in dead hard while looping is to pre-emptively use it to get to a pallet/window before the killer swings how would this work? Also as it stands a killer can bait dead hard to land a hit, with the change that would go away as it auto activates when they swing.

  • @WestManTooth210 said:

    Had no other internet interruptions on my internet network. In other words, modem or connection wasn't a issue.

    I have 1400+ hrs in this game. I know how to avoid long DC penalties. The point of this thread is to recognize an issue that happens in a variety of ways. Analyzing that in certain times these bans can get out of hand due to outside interferences that a player has no control of. (i.e power outages, neighborhood internet outage)

    And to say just don't manually DC in the first place, is not addressing the core issue.

    (Im seeking better solutions.)

    Players manually DCing should be penalized. At the same time, as you understand already, there instances that cause undeserved penalties. There needs to be better incentives to keep players from DCing. Examples, match ending immediately if a DC occurs. Also, not punishing by de-pipping survivors for being tunneled, camped and slugged would also incentivize players not to DC.

    Ok so i read your updated first post, and your premise is completely wrong.

    First off the dc penalty is there to de-incentivise dc's, does it punish people unfairly for mundane issues like crashes and internet drops? Yes it does, but thise mundane issues should never result in more than a 15 min ban. While not that persons fault directly, they are choosing to continue getting into games and therefore making it their fault for the bans increasing without fixing the core issue that is causing the disconnects. Doing this and ruining the game for other people does deserve punishment.

    Now as for intentional dc's you want to create solutions you want ideas on how to get people to not dc. I will go over a couple of your suggestions.

    1. Match ends automatically if in first 30 seconds.

    This is awful to be honest, when playing it can often take a fair amount of time to find a math (10+ min), so heres a hypothetical for you.

    I wait 10 min to get a match, its against freddy, someone dc's, match ends, 10 more min, nurse, dc, 10 more, spirit, dc, 10 more, cannibal, dc, 10 more, trapper, dc, 10 more, hag, dc. I have now queued up for over an hour and not gotten to play a single match because other people dc'd, that is a huge problem.

    2. Dont depip people who get tunnelled slugged or camped.

    Again problematic as people can tunnel themselves to get out of matches because they dont like the killer they are against and want out of the match without depipping. This arguement also doesnt make much sense because you depip when you dc anyways. If anything what should be done is increase the penalty in the pip system, and if someone dc's for any reason the lose pips based on the dc time penalty. As an example 5 min ban no pip, 15 min lose 1 pip, 30 min lose 2 pip and so on.


    Tl/dr. You cant really incentivize people to not dc, you can really only punish them for the act of dc'ing.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977438#Comment_1977438

    And yet they haven't confirmed any of it. All they've confirmed is that there are het relationships and no gay ones in the canon lore of dbd at this moment in time, which is literally all we want. Something concrete and canon.

    I get what you are saying, im just saying i want it to be kept vague and open to interpretation like they are in the case of david, felix and nurse (again not talking about legion because i dont know the lore). Basically i dont want the sexuality/gender identity to be forced in your face and have it be this is what the character is 100% with no room for interpretation.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977324#Comment_1977324

    Sure he could definitely be pan/bi/omni but considering how they're literally having a kid that's still +1 for the hets™ and +0 for the gays™

    Not really, i mean again i can see where the assumption comes from, my uncle for example was married for 16 years and had 3 kids before he came out. Its not as black and white as your comment makes it out to be.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977324#Comment_1977324

    I mean,sure.We will never be 100% sure if that's the case,but it's very very likely unless we get prove that says otherwise

    Which is the point i was trying to get across on page 5, i prefer to create my own narrative on those points rather than have them definitive.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977291#Comment_1977291

    Felix was not mentioned to me previously please expand on that.

    Felix's girlfriend announced that he was going to be a father. 

    Thank you for that. I would still classify that in my same opinion of david where a single hetero reference does not make a definitive hetero character.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977291#Comment_1977291

    Legion is a whole different animal as we're talking about 4 different people in 1 role, and in my mind they are in a crazy pansexual relationship with each other anyways.

    You should read the lore before speaking about the lore. There's a whole tome dedicated to Frank and Julie's relationship.

    As for David i established my skepticism based on 1 old relationship, I've known lesbians who had relationships with men and gays who have had relationships with women. So i dont believe that pins him in the straight catagory, although you do which i find intriguing.

    Like I said before, we're all adults here, so let's be frank with each other. You don't believe that someone is anything but heterosexual if you see them dating someone of the opposite sex unless you already know them. In fact, nobody does. So no, it's not "intriguing" that anyone would assume that Frank dating Julie means they're heterosexual, it's just what everyone does.

    Like i said i havent deep dived the lore i just looked at the main wiki page. I havent unlocked most of the tome lore.

    I actually prefer not to make assumptions about people at all, but im not a judgemental person, i dont really care if someones straight, gay, black, or extraterestrial. So no its not what everyone does.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977230#Comment_1977230

    We did not agree on that, no. I already quoted David's heterosexual relationship, for example. In fact, every explicit relationship in the lore has been heterosexual. So why do you suppose people might want a non-heterosexual relationship, for once?

    @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977230#Comment_1977230

    There's also David,Felix and Legion that involved straight relationships

    Felix was not mentioned to me previously please expand on that.

    Legion is a whole different animal as we're talking about 4 different people in 1 role, and in my mind they are in a crazy pansexual relationship with each other anyways.

    As for David i established my skepticism based on 1 old relationship, I've known lesbians who had relationships with men and gays who have had relationships with women. So i dont believe that pins him in the straight catagory, although you do which i find intriguing.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977214#Comment_1977214

    That ship has sailed long ago, yet nobody complained when it was about heterosexual relationships. It's only become a "problem" now that it might not be about heterosexual relationships.

    Ok as far as i know we agreed that sally is the only definitive hetero relationship in the gameso i dont know where that came from

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