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  • Farming is always an option, if someone doesn't want to do it they don't have to. Killer can obviously just kill the survivors, a survivor that doesn't want to do it can do gens and leave ASAP. Most of the time it seems like when serious farming starts (like taking turns getting hooked until everyone has been hooked twice) everyone seems to join in, at least in my experience.

    Just don't turn it into some sort of jerky thing where people try to "force" others into farming. Like bringing the killer to the survivor that doesn't want to farm and getting them killed, or getting mad at people for not wanting to do it.

  • Unless it's endgame it sounds like they're doing a wonderful job countering themselves. Kinda hard to do gens if they're "zerg rushing" the hook, which brings up images of several survivors near the hook to me.

  • And just because something gets nerfed, it doesn't mean something else about that killer/perk/add-on/item/whatever has to be buffed as compensation either. Sometimes shifting power like that is the way to go, sometimes a straight nerf is the way to go. Hell sometimes neither is the way to go and you're looking at a complete rework.

  • Because there's an event going on where killers have an easier time getting their hands on the event's BP offering.

    And no, I'm not claiming this is something intentional or some form of "bias". It's simply a result of killers not having item reskins competing with the cakes in the same quality, while survivors might get event flashlights or something instead from an event quality node.

    Sure goes to show that something as simple as bloodpoints is a rather powerful way of influencing the population of killers and survivors a bit. Makes me pretty optimistic about the talked about incentive system where the "needed" role is incentivized, assuming the incentives are good enough.

    EDIT: And oh, I haven't actually experienced any queues that made me think "Man, this is taking forever" for a very long time. Not as killer, not as survivor. Not during this event, not before it (and not just after the RE chapter, before that too). I know that's a "Works on my machine :)" statement, I'm just saying that even though I haven't personally experienced what you're talking about, it's totally rational that the event will influence the population of killers and survivors.

  • It's weird that it eats the tokens in the first place, as I'm pretty sure BNP checks are just that, BNP checks. They might look like great skillchecks (just like Snap Out of It ones vs Doc), but they're not actually great skillchecks.

    FT tokens shouldn't work with BNP, but the checks really shouldn't consume tokens either.

  • I think an objective more dynamic than simply doing generators and then gates would be great, and gathering parts and stuff is one of my favorite theoretical ways of implementing that. But it's also not something I can imagine working wonderfully if slapped on top of the game as it is now. That sounds like a far more comprehensive objective rework, likely involving many changes to perks, items, base mechanics/values and whatever else.

  • Pretty sure a survivor blocking under the hook loses collision for long enough for the killer to hook anyway. While the killer is slowed during the attack cooldown they can also "shuffle" closer to the hook when neither player has collision, getting into the area where the hook prompt can't be blocked (assuming they get real close to the survivor and the hook before attacking). If several survivors block and make sure to not let that happen, that's just good teamwork and potentially several invested health states.

    By all means get rid of being too close to the hook blocking the prompt though. This usually only comes up if a survivor blocks behind the killer near the hook, and I believe bodyblocking should be clearly communicated so the killer can make the decision to hit the survivor if they want to. Being blocked from behind isn't exactly clearly communicated, even though an experienced player will know what's going on pretty much immediately.

    And wouldn't mind if blocking the pickup itself wasn't a thing that could happen.

  • No, and I honestly can't even wrap my mind around the mindset that makes it an appealing thing to do even as a theoretical exercise. Just as weird as people that basically threw the match just to keep event hooks sabo'd all game back when that was possible.

  • No? That's entirely your decision and getting mad at it would be as silly as getting mad at someone for not bringing a cake to a match when for all you know they might simply not have one.

  • My profile isn't private, but I'd imagine people would consider it so as my friends list and profile comments (+ inventory, but not really relevant for DBD) are set to friends only.

    When I first started playing, my profile was as private as that as well because I used to deal with a lot of scammers going after some valuable game items I own. I know I could just block them, but I couldn't be bothered - hiding my profile from automated profile/inventory crawlers they used helped a lot too.

    But later on I completely unprivated my profile. But after getting Mad Online comments in my profile comments and also having some angry person I had already blocked on Steam for spamming edgy trash in my comments... started doing the same in the comments of a few of my friends, with an attempt to make them tell me to unblock this angry person included. Friends that don't even own DBD even. Hell, I even set my screenshot comments to friends only because some megamind dug up a screenshot from 2013 to madpost.

    So that's why. I'm not gonna let people leave their madposting in my comments as 99% of the time it isn't even funny and I have no interest in """collecting salt""", and I won't help them find my friends to do the same to them if they're that desperate. I've had no reason to hide my game details (hour count, achievements and so on) though so that's public for everyone to see.

    Ultimately it doesn't really matter if people have some sort of reason. It's their profile, no one else is entitled to a single piece of information that can be gained from any profile setting set to public.

  • I agree, as while I understand console games will never have the kind of customization available on PC something as simple as a "Quality" and "Performance" mode should be a choice given to the player in as many games as possible.

    I remember being kinda blown away when I saw the PS4 TLOU remaster offer High quality 30fps AND lower quality 60fps options or something like that. That's absolutely perfect.

  • They won't ever be removed if you ask me, same for the concept of some sort of key or key add-on allowing them to open the hatch.

    But a lot of the complaints directed at keys could be solved by the rather popular "hatch only spawns when all gens are done OR there's only 1 survivor left" change, so not like them not being removed means no changes can be made.

  • You can already close it. I've seen some say it sometimes re-opens itself which it shouldn't, as of course if someone closes it it should stay closed until they want to open it again no matter if they restart the game, the game updates or whatever else.

    Hell, add a "semi-permanent" way of hiding it too. Pretty weird comparison, but like "permanently" disabling dev mode in Rimworld. Do this and it's disabled, the button to re-enable it in game is removed, and until you delete a file named ChatBoxDisabled or something in the game folder and then restart the gameit won't come back no matter what you do. Because while I will personally never get it I sometimes see people say that while they can disable it, they can't resist re-opening it at times and then regret it.

    But it shouldn't be completely removed for everyone.

  • Overwatch used to do that, the result was that players that did nothing wrong whatsoever besides being really damn good at the game had trouble finding a match because a lot of people would rather block them than risk going against them. Now it has a limited amount of slots and only "avoid as teammate" instead, which is both less abusable and more likely to be reserved for genuinely unpleasant players, cheaters that aren't banned yet and throwers.

    I'm sure a lot of people would reserve blocks for genuinely unpleasant players in DBD as well. But then you'd get plenty of "used dead hard, blocked" and "played spirit, blocked".

  • I personally like it, I always go over to smack them out anyway. In my personaly experience it's more common that people get smacked out than them running away last second or anything like that, more points and usually makes the match end faster sounds like a win/win to me.

    Bonus points if there's some joking around going on as well. Goofy nods, that weird-looking waving the flashlight up and down thing, me upping my mouse DPI like crazy trying to hit them out with 1080 hatchets or something. Good old stupid fun in my eyes and while it's less common than everyone just taking 1-2 hits and falling over the escape line, it happens sometimes.

  • Would probably require balance changes to a lot of perks (tweaked values, enforced anti-synergy becoming more common or even a combination of the two).

    And within a few months people would be asking for 6 perk slots anyway ๐Ÿ˜„

  • The true solution is to reject WASD, embrace ESDF ๐Ÿ™ƒ

  • Nah, I like watching my own gameplay from another perspective and streamers that are actually live tend to let me do so after the match is over. Doesn't matter if they're killer or survivor, I just find it very interesting to get a look at what it's like playing against me.

  • @Gnarly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2313718#Comment_2313718

    I can't because then I don't get a game. I meant turn off PC cross-platform so the consoles can all cross-platform. Sorry for not clarifying

    Crossplay is generally an all or nothing sort of thing.

    The only exception I've ever seen is input method decided crossplay, mostly in shooter games. But then you could still get PC players that just plug in a controller.

  • Someone dug up a screenshot from an entirely different game from 2013 and left a string of mad comments there, because pretty much everywhere else my comment permissions are friends only. I almost respect the dedication in a weird way but come on, pretty bad use of your time buddy ๐Ÿ˜„

  • People like that aren't even worth the brain activity used to tell them they're wrong, so you could certainly say I agree.

    Blaming players for things that are game design/balance/whatever issues is a whiny scrub cope, and only slightly less obnoxious than all the ways people say "You didn't win the RIGHT way, so I didn't REALLY lose!!"

  • As said by many others, just make it so the hatch itself only spawns once all the gens are done or a single survivor is left (in which case is spawns + opens like usual). Stops keys from getting around 3gens, stops people from waiting for others to die so they can key out before the gens are done/everyone else is dead. No changes to how it works beyond that, once the hatch has spawned the key opens it for 10 seconds or whatever, and anyone that gets to it can escape through it.

    And oh, make the hatch-opening ability exclusive to only the Skeleton Key. Give the Broken Key and Dull Key a rusty, bent/broken kinda model, while the skeleton key has a visible silver/chrome look to it. Give the Dull Key the high charge count of the Skeleton Key, so it's the go-to key for aura reading related usage, while the Skeleton Key has just 5 charges - it's for opening the hatch and that's it, unless you put a +charge add-on on it.

    I'm certain that as long as keys can open the hatch in any way some won't be happy with any changes they make. But I'm sorry to say, they're just gonna be unhappy. I can't see the entire concept of keys opening the hatch being removed, ever.

  • @Ruma said:

    Took a small look. Of course they use stretched res.

    Why wouldn't they? When you're playing something competitively, as in tourney level, you'll do everything you can do to get any form of advantage that isn't against the rules.

  • If you're too close to the hook the killer can hook the survivor in my experience. For the same reason that blocking behind the killer in the right way works, as you push them too close to the hook to be able to start the hooking animation, keeping them out of the area where they get the prompt. At least from your little illustration it looks like this might've been the issue.

    Try standing in the spot the killer "twitches" to when they start the hooking animation.

  • I've seen both the hatch get closed and the survivor escape in situations like that, so I dunno how it works.

    If it is without any "siding" whatsoever it would be "whoever has the lowest latency-sided" anyway.

  • Huntress, because throwing hatchets never get old.

    Ace, because I like his cosmetics.

  • No one ever made any claim whatsoever that it's anything more than a marketing thing, basically a developer-sanctioned "stream team" like the ones streamers themselves usually put together on Twitch and such.

    And considering I'm pretty sure streaming the game a certain amount of hours per week/month/whatever is a requirement for them, they do something - they try to provide many hours of entertainment. And they're "safe" content creators BHVR can link to, shout out, host on their own channels and so on.

  • Items is something that should be visible, so no thanks. It's not just killers that can dodge, if you see someone with a key that doesn't switch to it last second you can look for a new lobby as well if you feel their presence ruins matches for you.

    Names should however not be shown until after the match.

  • The killer is the only player on their side, and they're also ALWAYS there until the end of the match as it's not like they can die or anything.

    Every hit, every hook, every survivor found, every other action that awards them points - they all go to the same player. As a result a killer that doesn't get completely outmatched will get points in all categories, while as a survivor you can end up with matches where you're capped on certain categories and you simply don't get the chance to gain points in others.

    It's not a balance thing, not even a killer incentive thing if you ask me. It's just a part of the nature of 1v4 where the 1 can only truly interact with 1/4 on the other side at a time, and the way the 4 categories with individual 8000bp caps work.

  • So the idea is to know if you're seeing auras because of your kindred or the hooked survivor's kindred, right?

    Because if so, I agree. You see the auras either way, but knowing that the other survivors do too is rather useful information. Not 100% necessary or anything but it would be nice, as I sure run into that situation often as I absolutely love using Kindred.

  • If you're totally out of options, like caught in the open in some way while injured and about to get hit... might as well try something. If not the quick spinny 360 you see some players do, some sort of evasive manouver is better than nothing.

    But necessary? No. If anything a lot of the time doing it if you're not about to go down can quickly screw you over, a lot of the time failed 360s by healthy survivors I got against just end with them wasting part of their on-hit speedboost and making less distance as a result. By all means keep doing that though ๐Ÿ˜„

  • Says 3.23GB for me on Steam, where are you seeing 31GB?

  • I mean if you think so, that's fine.

    Just don't expect a single game developer on planet earth in the year 2021 to agree with you.

  • Has less to do with survivors and more to do with players, but someone that either blames players for things that should be blamed on the game if anything, or ones that defend their right to play however they want (which is 100% fair) then start seething when their opponent(s) do the same (which is weapons grade enriched uranium tier cringe)

  • It's 100% necessary so it's good in my book. Of course I wish it could magically determine when a DC wasn't a player's fault without it being exploitable by task manager closing or the good old ethernet cable pull, but that's why it starts out with shorter timeouts that can be waited out by getting something to drink or watching a youtube video.

    And when it comes to Steam, Steam itself should really make it more clear when it's going down in cases like you mentioned. Many games do this already, distributing a message to players when it's maintenance time soon. Even though it's fairly well known Steam does it on tuesdays, sending out a message to users would be nice. But that's a Steam thing of course, not a DBD thing.

  • Nothing really gets close to Team Fortress 2 for me. I always keep coming back to it and I don't think I'll ever stop doing so.

    But very honorable mentions go out to Fallout New Vegas, Metal Gear Solid 3, Civilization V, Dead By Daylight and Left 4 Dead (both of them). Roughly in that order if I had to make a numbered list.

  • Yes, if I play with someone nowadays I play with people I consider friends, and I'll be talking to them.

  • It's random. One game they're on opposite sides of a huge map, sometimes they're both visible from the same hill with <10 seconds travel time to either. Little more one can do than shrug and say "unlucky" when they decide to screw you over really.

  • Not really, besides Quentins being a cosmic coin flip.

    It's as if I've never seen an average Quentin. It's as if they're always either super woke and hard to catch with their 3rd, 4th and 5th eye wide open, or they have a fascination with smooching walls based on how often they run into them and do other generally inexperienced and goofy things.

    It's really weird and anecdotal but.. yeah ๐Ÿ˜„

  • Perk icons and stuff like menu portraits for killers and survivors is one thing, really no advantage to be gained whatsoever. But even they're in that "we don't know if EAC will suddenly ban you for it, but if they do you're screwed" greyzone.

    The issue with mods like the one you posted, is that it involves custom textures. The skin you posted is in itself not a problem, it's a cool skin that isn't trying to give any advantage. But there's a lot of advantages to be gained from texture modification if people want to. You can make every survivor cosmetic bright lime or pink so they stand out from 3 lightyears away, you could probably make walls transparent, you could make blood Bloodhound level 17 bright, and so on. There's a reason Team Fortress 2, a game that is very moddable ended up restricting texture mods on official servers and the general server setting that normally allows most modifications. Because there was an honest to god "transparent walls texture pack" for it uploaded to gamebanana, lol.

    I have no clue if it's truly 100% bannable or in that greyzone like icon mods, but it seems far more likely that EAC gets trigger happy and starts gunning down those with modded textures in their game as opposed to people with a cat meme as their Spine Chill icon.

  • I dunno I seem to do just fine in the majority of matches. Sure there's matches where I lose where I could have won if I played "less nice", but I'm playing the way I do because I find it more fun to do so, so I don't really care.

  • For as much complaints Spirit gets she's practically universally adored compared to the true Kings and Queens of near-universal hatred: Release Legion.

  • They'll eventually have to open the gate to escape (besides keys, which are stupid but their own topic). EGC exists to make sure a game actually ends.

  • Well yeah, that's what happens when any game gets more "solved" over time. Lives turn into resources, people know what they can get away with.

    The Spy in TF2 is supposed to sneak around and backstab people and die if he's found out, doesn't mean it's surprising to see spies dance around in people's faces trying to stab them like some kinda bullfighting matador. I'm sure sniper rifles in FPS games were never "supposed" to be used as what is basically melee weapons, yet quickscoping became an entire subcommunity in stuff like Call of Duty.

  • No, the perk had two layers of randomness (hex totem spawns + the built in randomness) and as a result a wildly inconsistent power level.

    You want stuff that can be tweaked in any direction with any degree of predictable outcome. Especially if you want it to be a "second objective", as for such a mechanic to be taken into base balance considerations it needs to be present in every match and have a somewhat consistent effect.

  • You can be healed by other people and keep DS, you just can't heal yourself (besides heals that don't involve pressing m1 like inner strength, second wind and adrenaline) or other players.

  • We just laugh and maybe say something like "unlucky" to be honest.

    I do try to "teach" more inexperienced players though if I play with them, but it's not really an angry thing at all. When I started I had someone doing the same for me and I appreciated it a whole lot, and the people I've introduced to the game seem to agree there.

  • If their profiles are completely public obviously they don't really care about trying to hide it, they're probably just messing around or trying to mess with you. If they actually wanted to hide it their friends lists wouldn't be publically visible.

  • @PanicSquid said:

    Why would a hacker deploy their hacks after they died and make it that obvious? I wish you had it recorded.

    While a lot of cheaters try to hide it to either claim they're simply amazing at the game or to protect their account, others are "ragehackers". They don't care, the whole point is to make it as obvious as possible that they're just ruining matches for other players. If they get banned they don't care, they either get a new account or move onto another game entirely.

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