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Probably why they're also doubling the tickrate of the servers, which is fairly significant.
Impossible to predict just how it will play out until we get to try it out anyway.
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You're not entitled to "compensation" for any changes made to the game in any way.
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It's allowed and endorsed, not just in DBD but on the gaming industry level. So it's kind of irrelevant if you think it's cheating, as no sane developer in the world would ever try to interfere with it or discourage it even if they shared your opinion. There have been games that have interfered with private party chats, like certain Call of Duty games in the most "tactical" game mode the game has to offer, but that's to encourage people to talk to and work together with their entire team instead of just the one friend they're queued up with.
But considering you seriously proposed 240 seconds/charges per generators for a 4man party I think you should just find another game to play. Even if we ignore that I'm pretty confident in saying in-match mechanical nerfs/handicaps will NEVER EVER happen, if they did the numbers you'd actually get would probably be 1/10th of what you proposed.
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Putting someone in a cage is still a hook state no matter how fast they get unhooked, and is faster (and safer) than hooking them though.
If someone is tormented, in any situation where you would slug them you can also quickly cage them with a pretty small time loss, especially compared to hooking them. It can basically let you make someone that would otherwise only lose bleedout progress lose a hook state if they're tormented.
Contested an unhook and the tormented unhooked survivor got downed? You can quickly circumvent any possible DS and go after the unhooker, maybe even before their scratch marks disappear. Worried about a flashlight save or a tormented survivor is on a pallet? You can cage them right there if they're tormented, with no risk. It's a situational time saver, just like the crouching + ambush ability of Pig is a situational stealth and chase tool.
You really shouldn't crouch all over the map, but you can use it to get a good start to a chase or to get hits on certain tiles, while on other tiles the ambush won't help you. And on top of that she has her RBTs, just like PH also has his ranged attack, trail and mini-mori in addition to his cages.
I'm not saying the solution they went with is perfect, but saying cages are "useless" now sounds quite extreme to me.
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No one is in any way entitled to "compensation" for any sort of change and I'm genuinely confused why it's such a widespread mindset.
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If there's no validity to their reports you won't get punished, so don't worry about that.
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Yes they do.
And thank all the gods worshipped by humanity throughout history for that π
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Someone that admits to being 12 wouldn't even be allowed to have Steam account, would they? Pretty sure the limit there has always been 13.
And that's exactly it, admit. They've done it, I've done it, I'm sure you've done it - kids lie about their age all the time, especially when it can benefit them and nothing can prove them wrong π
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No, because you mention no other changes.
Changing gen times indirectly change a variety of other things. It changes the strength of all slowdown and speedup perks involving gens, combos and interactions between such perks, the strength of the sort of hard camping where "do gens" is the correct response and more.
If we ignore that an increase in gen times means holding M1 for longer which isn't very exciting to begin with, it could certainly work if other parts of the game were balanced around it. It could even be made less boring and more skill-based by making great skillchecks more rewarding or something too, as well as options I probably would never imagine but I'd still like. But simply changing the "CHARGES_TO_COMPLETE_GEN" variable or whatever without changing anything else would be a total mess.
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I don't have 2 monitors and I tend to tab out and periodically check the game while in a queue. A lot of the time I check just after that weird 15-second ready lockout has been reached, or during the offering/loading screen.
So I'm that survivor at times. And that killer too, I guess, as if I see I'm in a lobby I just press ready instantly as either role.
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For the same reason that some would call someone "sweaty" or a "tryhard" for using that one "best gun" in a Call of Duty game, playing a character that's considered really strong in a fighting game or using whatever hero/team composition that's considered really strong at that moment in a game like Overwatch. Just a scrubby mentality, but then again the same goes for stuff like shaming people for using "meta perks" as killer/survivor as well.
And it's not inherently the iri addons themselves in my experience, but certain ones. I have never had anyone complain if I use something like Rules Set or Amanda's Letter as Pig, while stuff like Iri Head, Redhead's Pinky Finger, Mother Daughter ring and Black Incense? I've been called a sweaty tryhard with those. Because they're strong, just like the same sort of complaining might be made about strong non-iri addons/addon combos like instasaw billy.
It really isn't any deeper than that.
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It's not unfair, but it's obviously not very fun for the survivor so it's understandable if they get annoyed. Annoyed, not a rage monster saying horrible stuff to the killer mind you. And well it can be fun if it simply means a chain of good chases right after eachother, but it's not very fun if you're just downed immediately after every unhook.
All I'm asking for from a killer that wants to tunnel is for them to not be the sort of clown that does genuinely tunnel and then cries when they eat a DS as a result. Even if we ignore the whole "anti tunneling perk?" discussion that is the situation where it's most likely you'll get hit with DS that exists in the game.
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It's not like invalid reports lead to any sort of punishment, it's not a democracy where if you get reported enough you get banned no matter what the reports are for. They really should put a list of things to not report for on the report screen though, and some terms used in the category descriptions could use some clarification. The term "bodyblocking" for example, nowhere in-game does it say that the only bodyblocking that's bannable is when it's used to grief (like a survivor blocking another survivor until the killer comes over) or to take the game hostage.
I don't know if people that consistently make false reports can get punished themselves, I'd imagine if that's the case it has happened. Considering I've seen people say they report all killers that tunnel or all survivors that play SWF lol.
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I'd assume what most people mean when they say that is that they won't go out of their way to use it, like run to the killer while they're busy with someone else and jump in a locker in their view, rush saves with DS active or something like that. Doesn't mean they might not accidentally run into the killer or otherwise get to use it without being tunneled.
Unless someone is saving it for some reason (which can certainly work out at times) I'd imagine that if the skillcheck appears on their screen, they'll go for it.
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Because if a survivor bodyblocks the hook, the killer can hit them. If a killer bodyblocked the unhook spot like in OG facecamping (and the currently possible PH "cage facecamping") that's quite different.
Making saves hard is fine. Situations where even going for the save is the wrong play to begin with is fine. Making it completely impossible to save is in my opinion not fine.
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I usually play pretty "nice" simply because it's more fun for me that way. I'm not saying others should do the same, play however you want.
I just like to chase people and I'd much rather chase people around and get 2 kills or something than tunnel/camp and get 4 kills. Because I often get bored if I do that and I don't play games to be bored.
At the same time that does mean if I see someone, I'm gonna chase them. If I see someone running for the hook, I'll chase them even if they keep running for it. If I run into someone that was recently unhooked I'll chase them just like anyone else, but I won't go out of my way to specifically go for them I'll just chase the first person I see lol.
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Honestly just add a filter (either filter it to "nice" things or just ****. 4 of them no matter the word, so the amount of letters can't even hint at what it is) for those kinds of words. Not stuff like lol ur bad but for actual slurs that no one will miss anyway.
EDIT: But please no overzealous blacklist of words. I've played a game with a knight as a playable character that censored the word "knight" because of a string it contains, that's stupid.
EDIT2: And obviously make dodging the filter a punishable offense.
And since we're already halfway there already by detecting the words in the first place, automated punishment would be an option too. Sure anyone can get salty and say stupid stuff, but there's a HUGE difference between getting mad and calling someone a dum-dum or saying they're trash at the game and throwing out something like the N word or self harm encouragement. And even if it wasn't instant "true" punishment a 1-warning-next-you're-out approach would work too.
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It probably has nothing to do with difficulty and everything to do with the fact survivors are a team, there's 4 of them.
Sure it's not preferable if a killer gets their crown and then AFKs, but at the end of the day it doesn't hurt anyone that bad. If anything it lets the survivors get their crowns easily as well so it could be considered a nice thing from an event perspective.
If survivors just had to either pick up the crown at all or something they'd probably do the same, or get hooked + suicide on hook as fast as possible to get a new game to repeat the process. And as they do so they screw over 3 other people, both when it comes to the normal game of doing gens and trying not to die and their chances of getting crowns and getting out with them. If you ask me that's far more "destructive" than a killer going AFK.
And sure some people will explicitly "play for salt" and do stuff like try to ensure someone with a crown doesn't escape just to annoy them, but people like that are trolls and will find a way no matter what. They're probably the same people that full-time sabotaged event hooks when that was a thing, or even DCd to deny event hooks. And threw entire matches just to make absolutely sure an event generator didn't get finished. It's not a killer or survivor thing, it's a mindset that can be applied to just about any role in any game.
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Don't have a screenshot, but the "Theoretically, it should work" one from an UI Programmer.
Some programmer humor right there, and I really feel their pain π
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It's a buff from every perspective other than wanting to BM though. No more attack cooldown if you accidentally hit the hooked guy during a contested unhook, just the usual miss cooldown which is faster and can get you trades and even grabs you wouldn't get otherwise.
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@andyollolloll said:
https://forum.deadbydaylight.com/en/discussion/comment/1378899#Comment_1378899
Nope hardly exaggerated, was a midrange map and left generator I was working on as other two were healing but example is irrelevant.
Like the boy who cried wolf the word Toxic is correct. My unhooking build would also have healed them quickly with borrowed time, perhaps I should have replaced them with perks such as slow selfcare?
https://forum.deadbydaylight.com/en/discussion/comment/1378945#Comment_1378945
Sure but to attempt to unhook yourself and 96% chance of failing each time but predict someone will unhook you before you struggle isn't for the good of the team.
To read some find it "funny" to unhook themselves but fail to see they lose benefits of perks from the unhooker then I guess they are the ones who should be playing in their own 4xSWF as I only want team players like myself when I play survivor.
On what I said about it being "funny" I don't mean I want them to do so, but if they decide to do it and it works then I find it amusing. And only talking about when they do it moments before they're about to be safely unhooked.
I'd never do it myself because the player about to unhook you could have a variety of perks like We'll Make It, Aftercare and more that would benefit me as well as them.
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If their savior is right in front of them I don't really see the issue. Most of the time it doesn't work, if it does it's just funny in my eyes if someone jumps off the hook right into my face.
If they start doing it before it's certain if the savior can get them it sucks though. I sometimes see people do a kobe attempt just for the savior to get intercepted by the killer, then the person on the hook suicides once they enter struggle as "they were left to struggle π"
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Neither is being on the killer's shoulder, but adrenaline works just fine there if you wiggle off.
Adrenaline is put on hold if you're in a "disabled state" and has nothing to do with hooks.
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Its conditions are quite situational, but when it triggers and you get to use it you really feel it.
And to anyone that might think 7% sounds like a very small number, look at it this way instead. It basically cuts the speed advantage of a 115%ms killer in half, and for 110%ms killers it makes their speed advantage smaller than the one Myers in EW1 has over a survivor. It can be very noticable but again, very situational too.
Not sure what I'd want changed about it. Perhaps slightly different intended activation, infinite duration or something else. Honestly dunno.
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I run Inner Strength a fair bit, and beyond that I also like just bringing simple brown medkits to have one emergency heal available no matter what.
As I tend to run Bond and Iron Will I usually don't have too much trouble getting myself healed up by others.
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Just because something is a legal and legitimate strategy doesn't mean there shouldn't be anything that makes it harder/more expensive time-wise to do.
That's how a lot of perks and even killer powers work in this game. Don't want to be slugged? Unbreakable and other perks. Don't want to engage in "traditional" looping? Spirit, Nurse or Hag with the right setup and playstyle. Don't want to deal with stealth? Doctor, add Restraint addons if you worry about Calm Spirit. See 4 medkits? You can go Plague, so the survivors have to give you something if they want to heal, and if they don't then their items are useless outside of picking up slugs. Don't want to be flashlighted ever? Equip Lightborn.
Obviously not all killers and perks are equally powerful, but this sort of "pick this to make that thing harder for your opponent(s) to do" design philosophy is quite common in DBD.
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Probably because it seems like moris don't actually interact with the hook itself, instead it simply checks if the survivor still has all their hook states. If not, allow mori.
Whether or not this is intended behavior is an entirely different discussion though. It doesn't feel like it as the devs have been very clear that cages shouldn't be viewed as hooks in any way beyond them taking away (at least) one hook state, with all the perks not working with them and all.
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Yes.
And I'd say most people aren't 100% <side>-exclusive mains, but rather simply play one side more than the other. And while a really interesting and/or fun survivor perk could make killer-preferring players play more survivors if it's right up their alley, the effect is far more pronounced with a new killer.
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Huh I was actually wondering if moris worked with cages. Makes it seem like in funny pseudocode terms moris operate on an "if hook state != first, allow mori" as opposed to actually having anything to do with the hook itself.
I don't really have any opinion on it one way or another, but considering the devs seem very adamant on the "the cage is not a hook" idea for all sorts of perks I'm sorta surprised they actually work with moris.
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If it's seriously some sort of protest against legendary skins this just reminds me of a game I used to play, Town of Salem. A skin that existed in that game could only be gained by donating to something (a kickstarter campaign I think?) and it got so bad they had to implement a rule specifically against "Skin Shaming" π
No one's saying people have to buy legendary skins, no one's saying BHVR will only make legendary skins from now on. Way too early to jump to such conclusions. And the "linked sets" seem more like a copyright/license thing than anything. If it might lead to stuff like more Myers skins and even Leatherface skins I'm all for it as it's an option for those that want it. And even if they started only making expensive skins, the only way to "protest" that has a snowball's chance in hell of having any effect is to simply not buy it anyway.
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The obvious one is acting like a complete jerk after a match. I don't mean tame stuff like "lol ur bad" or whatever, I mean the people that get really mad and can't even do themselves the favor of simply clicking Continue instead of typing what's on their mind. Bonus points if they take it further than end game chat (steam profiles, private messages and so on).
The second is a lot more subjective, but it's to play with "Making others miserable" as a primary goal. Can't really be spotted from gameplay on its own most of the time, but in my opinion it's an extremely rotten mindset. And as a bonus, a lot of the people that do the "play for salt" thing seem to blow a fuse if someone gives them a taste of their own medicine. Hypocrites π
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Or just play Freddy, lol.
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@yandere777 said:
https://forum.deadbydaylight.com/en/discussion/comment/1356891#Comment_1356891
You sorta forgot how uncommon this situation will be. The cages are like always 9 years away from PH and survivors will rescue them faster than you can get there 9 out of 10 times.
I'm well aware it won't be common.
It just seems like one of those things the devs absolutely don't want in the game no matter what, considering swivel hooks were introduced. Another example of a thing they really don't want to be a thing is any form of "moonwalking"-like "guaranteed down", just look at how many times Deep Wounds has been changed to prevent that from happening.
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I really don't think it's intentional as you can still go Options -> Match Details (on PC anyway) and click your way to survivor profiles. Probably some other UI change that broke it or something like that.
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I'd honestly be surprised if this wasn't changed, not sure exactly how it'd get changed though.
It seems pretty clear that while situations where survivors really shouldn't save are fine, situations where they straight up can't no matter what (outside of weird rituals where you drop/pick up items to clip into the killer, that was a thing with "classic facecamping" afterall so maybe that still works)
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1356392#Comment_1356392
The killer doesn't show up there.
That's actually very true, yeah it's weird. Seems unintentional so hopefully we get an update on if this is getting fixed or not.
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Click options and go to match details, you can click there.
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Because there's no single definition of the word "toxic", and considering they're all perfectly legal claiming all forms of camping/tunneling or whatever is toxic is like a killer claiming looping or getting flashlight saves is inherently toxic. And that's certainly not something everyone agrees with. Meanwhile most would probably agree that pointlessly acting like a massive dickhead in post-game chat is bad, regardless of if they'd use the word toxic for it or not.
There are certainly people that seem to think "their side" can't do anything wrong unprovoked ever or something though. You see it both ways in threads where survivors or a killer did something trashy, there's often posts that boil down to "You probably deserved it π" no matter if there's anything that implies the OP did anything or not.
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As I say every time this thread shows up, I just play normally.
As killer, if they're live I'll probably watch the match from their perspective afterwards, as it's quite interesting and at times educational to see your own gameplay from a different perspective π
Might do the same as survivor if something weird, funny or cool happened in the match as well.
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I try to get hatch, and if that gets closed and the gates didn't spawn in such a way that the killer can stand on a hill and look at them both I try to get a gate. Open it until it's juuust about to get the first light lit up, wait for the killer to check the gate and then go for it. Works quite well.
Unless they have Whispers. In that case it's a "Guess I'll die" situation if they have any idea about how the perk works.
If the gates are a no-go and the hatch is closed I might try my luck on a chest. You never know, it could have a key in it.
If all else fails I either just run up to the killer to let them decide what they want to do, or run up to them to get one last chase started. Depending on what I feel like doing.
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@dimar18 said:
My friend was doing this, I won't go into details but he got banned, I think it is cause of that.
But yeah thanks for the tip
The only way he'd ever get banned for it is if he straight up brags about doing it or confesses he's doing it, did he go in as solo survivor going "put on calm spirit guys, the killer is doctor :)" in the lobby or something? There's a reason the devs seem to monitor discussions about the topic fairly closesly, as they know it's something they can only fix. There's no way to detect and/or punish it otherwise.
And I don't mean anything negative about the devs when I say that. With this particular cheat/exploit/vulnerability/whatever you want to call it, it's the 100% right call to approach it that way. Try to prevent the information from spreading in any way they can until they can fix it, which they're working on.
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Because it's a disconnect like any other and gets punished by the DC penalty.
You don't add specific rules for DCs in specific situations, especially not automated systems that try to do this. You change how disconnects interact with the hatch, which is the whole point of things like the often discussed husk idea. A seemingly easy temporary way to make it less "effective" would be to just teleport disconnectors to a basement hook and have them get sacrificed as if they get hooked when they're the only survivor left (instantly going through all stages then getting sacrificed).
At least it stops it from instantly opening the hatch, and makes it more as if they suicide on hook.
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Pretty sure if they start blocking you before EGC is active and then go on to make you get sacrificed by the timer running out that's reportable, so remember that if it ever happens again.
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Keep us updated on what the highest DC penalty timeout you manage to get to and if you get an actual ban in the end then. For science.
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Not sure if it's unpopular but at times it feels like it is, so...
Unless something is not working as intended, it's impossible to be "robbed" of anything. Kills, escapes - you name it. Thinking that way is a very bad mindset to have as it can lead to actual and genuine ungrounded entitlement. No, the end-game DS or hatch didn't rob you of a kill. No, the surprise NOED, the Rancor or end-game camp didn't rob you of an escape. You didn't get the kill, you didn't escape - deal with it.
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Nemesis and Off The Record.
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I honestly just want Beast Of Prey to be something you can activate whenever you want, but with a set duration and a cooldown.
Hell, make it only the red light if on-demand undetectable for every killer is too much. It would be a pretty fun perk for tricking people I feel.
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It's completely undetectable and therefore unpunishable, but from what I've read they're aware on it and working on a fix.
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In a perfect world I'd be all for a system like this.
But this is not a perfect world. As stated already people would block people for simply being too good (even though they'd probably excuse it in some way to avoid admitting that), and that's without touching on the fact that people have wildly varying definitions of the word "toxic".
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"I would have X, if it wasn't for Y" is in general a bad mindset if you ask me. It quickly leads to feeling like you "deserve" things prematurely.
"I would've escaped if you didn't have NOED", well you didn't escape.
"I would've 4Ked if you didn't get hatch", well they did get hatch.
It's in the game, and even if someone wants something changed... until it is changed, deal with it.