oxygen
oxygen
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Realistically? Remove all information from the lobby besides the picked survivor and the item they're holding. Names, especially profile access, prestige level, get it out of here.
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At the very least change it to 3 seconds of actually useable stun, which would be a 4.3 second advertised stun in the perk description.
1.3 seconds are consumed by the animation of getting off the killer's shoulder, and during that the survivor is incapable of making any distance with it. This was the case when it was 5 seconds as well, but 1.3 is a significantly bigger fraction of 3 than it is of 5.
I think 5 would be fine too honestly, or specifically focus it on m2 killers by adding a seperate 5 second power disable no matter what the stun time is.
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Don't care, as unlike something like bleedout I actually have the agency to direct my camera towards the gate using my mouse and press W for a few seconds to end it.
By all means add some sorta skip mechanic for both. Lever in the basement that ejects all living survivors, survivors being able to hook themselves/teleport to basement hook (if whatever conditions agreed upon are. Endgame only for both, more for the latter).
Both purely "gg go next" mechanics of course, so the former also makes slugged, caged and hooked survivors escape, and the latter initiates instant full sacrifice like if you're the last survivor alive. It's not a kill-securing tool or a setup for a deliverance/unbreakable unhook/whatever play.
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@bornagain234 said:
by that logic standing at the exit games with all 4 survivors teabagging until a microsecond of endgame collapse is left would be bannable wouldnt it
If a survivor being bled out could just direct their camera towards the killer and press W for a few seconds to put an end to it, you'd have a point.
Don't get me wrong, both are pointless wastes of time that I'd love to see solved with "gg lets skip the wait" mechanics, like an endgame lever in the basement that sucks the survivors out the gate and slugged survivors being able to straight up hook themselves/teleport to basement hook if the right conditions are met.
But it's actually just funny to me to even consider them remotely equal when in one situation the killer has the agency to stop it whenever they want, in the other the survivor needs the killer's consent to not lay there for 4 minutes.
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The further back you go the more absolutely hilariously busted stuff exists on both sides. Killers could facecamp the prompt away, survivors could pallet vacuum and so on. If you go really far back it only gets even wilder as you could get completely wacky stuff like first-down ebony mori vs insta-gen BNPs and stuff.
But no, it's not the easiest it has ever been. If I had to pick one point in time that was the case it was still relatively recent though, it was during the height of the eruption-centered gen kicking meta.
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On one hand it can be a lot less effective vs swf, on the other it can be seen used for stuff like slug bleedout builds that can decimate solos. It manages to suit two different definitions of "bad" at the same time.
I'd actually say it's at perhaps its strongest ever as an effect due to the popularity of Windows of Opportunity. That's information so specific and precise that only a truly microscopic fraction of teams will even attempt to emulate it with comms. Still eh but it has some real use besides bleeding people out added to the already existing synergy it has with making it harder to dodge Pain Res while blind.
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I'd like it. Considering how some people psychoanalyze people that give them a good old gg the threads about "Ironic kudos needs to stop! Don't endorse me after you 4k/4e, it clearly secretly means git gud!" would be entertaining too.
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I'm honestly not 100% sure how it works with games that issue "game bans" the developers themselves are in control over, but I know with 100% certainty that for games that use Valve Anti-Cheat that if an account you family share to get VAC banned, it bans the account doing the sharing as well. It says so in official Valve sources.
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I'm fine with it, on two conditions.
- It doesn't extend to "playing for salt", where ruining the game for others becomes the primary goal of a match.
- It also included "MY fun isn't the responsibility of OTHERS either"
#2 in particular seems rare, there's sooo many people that will die on a hill to defend the "my fun isn't your responsibility" mindset that then turn into an absolute rage hurricane the very moment they're on the recieving end of something they don't like. It's all "if it's not against the rules, it's fair game" when they do something, but it's a sign of pure evil when their opponent(s) do something perfectly legal but annoying.
EDIT: Not accusing you of not believing in #2 OP, I saw your response to someone and I believe you. Just saying that there's so many people that fail to have it go both ways that it sours my perception of the entire mindset a little.
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Because with the randomness of matchmaking (primarily) as well as stuff like map pick, map generation and more, basically every single take on balance or health of the game can seem completely real simultaneously if you ask different players.
Throw in a not so healthy dose of negativity bias at the very least and maybe sprinkle in spicier ingredients like genuine us vs them brain rot or "my experience is the only real one" and you have a spicy meatball.
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The "reasons" in the report screen are very general and unspecific and need a rewrite. The bodyblocking that's actually against the rules is the kind that involves taking the game/a player hostage, like
- Killer finds all remaining survivor(s) in a room with one door, blocks them there and goes afk
- Killer blocks someone "to kill them with EGC" when there's still like 3 gens left
- Survivors find some weird map bug and block the killer in a way that doesn't let them hit them
- Survivor blocks another survivor in a corner and keeps them there for ages
Taking hits for another survivor or a killer like Hillbilly catching a survivor in a corner and keeping them there while readying a chainsaw is NOT against the rules.
Also not toxic imo, just team play (that people often overdo and horribly die as a result of)
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Any killer that I don't see 24/7 honestly (except Skull Merchant, don't mind her when people try wild drone zone haste/stealth stuff but more often than not that's not what happens).
Huntress is probably my fav and no her being my fave killer to play and my main basically since she came out doesn't make me biased actually, I promise ๐
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Why didn't anyone say anything about it before the match started though? Surely someone saw someone picked Cage, from other posts in this thread there might even have been some sorta "impartial" observer involved as well. Seems like a very easy little mistake to fix with a very simple 5-second sentence.
Not really an uncommon kinda rule, new stuff is often restricted until players know if something is straight up broken or exploitable (in the actual game exploit way, not the "using that perk is """"abuse""""!!!" way). Think it's silly for survivors in particular anyway, but it's pretty common in ranked game modes to restrict the newest batch of stuff for a while.
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Eh, being able to leave a lobby is fine.
But prestige, especially easy profile access and essentially everything beyond what survivor people pick, their outfits and items (as equipping anti-item perks and stuff is intentional afterall) should go. It's not enough to make it optional, it's not enough that people can just private their profile on platforms like Steam, the bizarre privacy shaming where people act genuinely entitled to the ability to snoop on friends lists and game hours means private is automatically assumed to be someone hiding something by a lot of people.
And just nuke any "special" backfilling code into dust already. Please just use normal matchmaking, I don't care if that means I'll have to wait 30 seconds instead of 5 for that empty spot to be filled, just get rid of what feels like the reason that revolving door lobbies have an incredibly increased chance to be a clownfest from match start where at least one player is just completely misplaced.
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I'll usually slap on something simple like a yellow flashlight with a brown battery or a brown medkit.
Why? I'm a hoarder, simple as. Flashlights are just fun to have just in case and brown medkits I actually have enough of to not feel like I'm hurting my hoarding instincts too hard by bringing one.
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I still feel incredibly blind without Kindred. I have accepted it's down to a cosmic diceroll if others will even care about what it tells them when I'm on the hook, but being able to see that someone else is going for that save or that person over there is acting like they're in chase/hiding from a nearby killer so I should go do something is just so good.
Please make it possible to tell if it's just you that have Kindred, or if both you and the guy on the hook has it. Knowing if everyone else can see what I can see would be very handy information thanks ๐๏ธ
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Leaving the lobby should be possible for everyone.
All possible information besides choice of survivor, choice of cosmetics and choice of items shouldn't be available however. Prestige, especially profile access, names and so on should be gone.
Alternatively completely get rid of every last line of code that makes up the "backfill" logic. Just use completely normal matchmaking to replace anyone that leaves, don't rush it or whatever on earth it does that makes a revolving door lobby where the killer changed 2 times and 3 survivors left and got replaced have a massively increased chance of being a horribly mismatched clown fest that already has a predetermined outcome from the first frame of the match. I don't care if that means I'll have to wait 30 seconds instead of 10 seconds. Or a minute even, I just don't want to see 3 yellow perk killer vs survivor team with 3000+ average hours or a 27 hour survivor in a match vs a 6000 hour nurse main.
But get rid of prestige no matter what. For all someone knows that prestige 5 Dwight might have 3 P100s anyway.
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Disagree, in fact I think it shouldn't even be possible to open up a Steam profile like that in the first place. Just like prestige should be hidden, but keep what survivor people pick, their outfit and items.
Only increases dodging (for all sorts of reasons), makes weirdo behavior like raging in profile comments easier, and contributes to the already bizarre and borderline gross privacy shaming so rampant in the community (look how often people think there's no way someone could have a private profile for any other reason than to hide something, even though friends only is the DEFAULT on Steam last I checked ๐)
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No, it needs to be rolled out to the platforms that don't already have it (do all consoles have it by now?) and the only information that should be visible in the lobby is what survivor people pick, their outfit and what items they bring. No one is entitled to access to someone else's profile, if they're actually breaking the rules report them, otherwise it's none of anyone's business.
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In a perfect world where people actually reserved the use of such a function for genuinely unpleasant people (and cheaters, obviously), I'd 100% agree.
But this is a world where some believe it's straight up evil to click on the invite friends button in the survivor lobby or click on the portrait of the Nurse or Blight, so it wouldn't work.
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At least in my experience the #1 indicator of potentially giga wacky matchmaking quality that is always available is dodging. If the lobby is a revolving door going through several killers and survivors, don't be too surprised if things get weird in at least one way once the match starts.
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The killer that was initially found for the lobby probably dodged it, or the survivors that were initially found for the lobby bailed on it. Once that happens matchmaking seems even more like a suggestion than normal.
Or the killer (or survivors) waited 0.000042 seconds "too long" so it just grabbed whoever was the first available set of survivors as the system worried they might turn the game off to play Minecraft instead or something.
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If either side has an incentive aka too few players, it increases the chance that someone out there on the other role has waited long enough for matchmaking to expand pretty far to find them a match. This can obviously lead to mismatches.
Survivor has always been pretty... volatile in BP gains as you're not in complete control of what you're doing, depending on the actions of both the killer and other survivors you can simply be locked out of gaining significant BP in certain categories.
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@Depressedlegion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475567#Comment_3475567
What is old MoM, I've seen it multiple times with people saying it was really good, but what did it do?
You know how you have to take 3 protection hits and then you get "super endurance" for the next hit with it now, where there's no Deep Wounds but you just glow white and shrug the hit off completely? It was the same, but replace protection hits with just basic attack hits in general. The 4th hit on a survivor in a match would always be shrugged off as long as they had the perk equipped. In other words unless you almost exclusively downed them with instadowns/powers or did something hardcore camping/tunneling related, it would be guaranteed to happen as long as they had the perk.
It's up there in the unholy pantheon of Very Bad Additions along with other strong contenders like the (luckily) extremely short lived change that completely removed all need for timing for pallet/flashlight saves and release Legion in my opinion, and if we include stuff from ancient DBD add stuff like insta-gen BNPs and no-hook moris to that list.
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Distortion is pretty weird at the moment. I've been using it basically non stop for ages now, and lately it has made me feel like I'm going insane. Often it seems like I lose a stack for no real reason around the time the killer would get bloodlust (your clip kinda looks like that one) it both loses and recovers tokens on hook which I'm pretty sure isn't intended and more.
On the bright side, you can try to weaponize it. It still deletes your scratch marks because the perk activates, so when it happens if you have the chance try some wacky juke and you'll have a few laughs.
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I hope they're at least used regularly for challenges, but what I really want is the already existing "hidden perk" wildcard to be something you can just equip whenever you want.
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Window vaults will eventually get you it, add Resilience for better odds. Sprint Burst can also help as they might swing at you as you zoom away. Bait window vaults too but don't just wiggle against the window in a way that'd get you a medium vault, really try to sell it.
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I don't have the need for this myself, but I always liked how the game Rimworld let you "permanently" disable its debug/cheat options if it tempts you too much to use them. If you do so, you can't get the debug menus back without going into a folder and deleting a file, while that probably wouldn't work on console it wouldn't hurt to have a "harder" disable that can only be toggled at the main menu options like crossplay.
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Gigabrain build, add Overcome instead of Self Care to reach Terabrain status.
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For the same reason people say "Bro, stop screen peeking", or "Bro, I was lagging" or whatever else. Or in team games no matter if it's true or not it's always a teammate's fault, or how a survivor might call the killer existing in the same galactic supercluster as them camping.
They're magic mental spells that erase a loss in the mind of some people. They didn't ACTUALLY lose because X. And no matter the proof to the contrary you're presented you can always make up an increasingly tinfoil flavoured way to double down, like I've been accused of partying up over Discord to hide that I'm swf when I'm not and it's 4x public Steam profiles with no friend relations, and way back even of deleting eachother on Steam between every match.
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Depends entirely on the pure RNG that is matchmaking really.
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Not how it works, I have however had 2 matches where for some reason everyone in the lobby has 250ms+. You can just see it on the survivors, and the killer mentioned lag after the game too. Like everyone got put in the wrong server region ๐
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Queen is OP and white has a 52-56% winrate when it should be 50%, literally unplayable smh my head.
I like both but I play more DBD ๐
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I'd rather have a system where when you see a sentence bleeped out almost entirely by #s, you know that they said something that's actually reportable.
Of course, Steam itself has the best censor system I've seen. Presets like hard censor (censors even profanity), one for the really bad stuff only (slurs and stuff) and of course an off switch. But the best part is that there's a customizable blacklist the user can use as well.
Don't really mind some swearing, but want to add typical troll lingo like ggez to the "slurs only" filter? You can do that. For some obscure super personal reason really don't want to see the word "dingus"? You don't have to.
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Hide all information besides items and outfits until after the game at the very least. Especially easy two-click profile access, for every actually cool interaction like adding others after a good game that happens countless weirdomax incidents like people spotting someone on their "grudge list" or someone getting mad because they genuinely feel entitled to seeing the hours and friends lists of other players happen.
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People that are ready to die on a hill over the "Your fun isn't my responsibility" thing, but they bring a completely different energy the very nanosecond someone else does something they think isn't fun.
Anyone saying that stuff that won't also say "My fun isn't THEIR responsibility" as well deserve nothing but mockery.
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Because some people are salty, and some people are streamers.
EDIT: After watching some of your own stream vods, I can now say that you should already know this as you have some moments yourself. I liked the one where you play a normal match and call them "toxic cheating swf" after the match when I repeat, it was a completely normal match.
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All the "friendly" and/or goofy interactions like giving hatch, survivors pointing at hooks, item gifting, moonwalking and nodding dance-offs at the gates and such are just nice to me as they show you that you're probably not playing with someone about to call you 7 slurs in 3 different languages the first frame the end game chat is available.
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Make it 4.3 seconds so you actually get 3 seconds of distance once you regain control of your character at least, as 1.3 seconds are eaten by the void that is the getting-off-the-shoulder animation.
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Both OOO and Soul Guard recieved changes that were obviously focused on how SWF can use them if you want to count that. And the Soul Guard change is to this day a shining example of exactly how you should change a perk with supreme focus on the actually potentially problematic application of a perk without stomping it completely into the dirt.
Beyond that, it's blatantly obvious that their approach is the polar opposite, to try to bring solo up instead. Was obvious that'd be the way they'd eventually go since several years ago but with changes like the HUD icons and the like they finally got around to actually doing what was always the only option besides going "cope or quit :^)" while changing absolutely nothing.
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No difference really, same cosmic diceroll by the hands of matchmaking experience as it has basically always been.
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Closest option I guess?
I already take breaks from time to time, but that's not exclusive to DBD - I need to take breaks from games from time to time to avoid burning out. I still come back and have fun, I just can't "main" any game by consistently playing it basically daily for years without eventually ending up taking a burnout-induced break so long that it basically counts as quitting.
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Can't say I've really noticed much of a change at all, business as usual really.
In other words it's the invisible diceroll of matchmaking and if people in the lobby dodge/got dodged one too many times, waited 0.00082 seconds too long so the system gave them the first match possible and stuff like that that determines if it's an actual match or a predetermined cutscene where either a totally out of place weak survivor or even two get killed before 1-2 gens are done, or the killer is so vastly outmatched that there's very little they can do.
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Look at it this way: +10X% BP offerings can make a good BP match a great one, but they can also make a bad BP match an okay one. Or even a good one.
And when it comes to caring about giving others points even if they do stuff that annoys you I quite simply do not care and find it kinda weird honestly.
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Depipping really doesn't make any sense and it hasn't ever since Rank became Grade and wasn't some sort of matchmaking variable.
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While I'm not aware of every bizarre and ultra situational modifier available I struggle to conjure a scenario in my mind where that's even theoretically possible.
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Lets not actively and intentionally add ways for a status effect that already disproportionately impacts solos to do it even more.
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@LuthirFontaine said:
I remember playing smite with that....
You rock! Cancel that! You Rock! Cancel that!
Honestly the VGS system Hi-Rez has in most their games is pretty robust when you get used to it, it's pretty good.
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It would be a nice way to cover situations the activity icons can't really handle, as auto-detecting some actions are either impossible (as they're not actions, but the declared intent to perform an action) or something else. So as far as I'm concerned the good ones are...
- "I'm going for the save!"
- "Killer nearby, be careful!"
- "Save yourselves!"
First is to declare your intent of saving, so hopefully others can keep focusing on other tasks.
Second and third are mostly for the person on the hook to communicate the danger nearby, and in the second case tell others that maybe they shouldn't tape down W and run towards the Leatherface parked 0.042 meters from the hook.
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It should absolutely show an icon when it's relevant, as in whenever someone with it equipped goes second stage in any way. Before anyone gets close enough to activate it. The actual effect is fine and honestly strong but most of the time if someone already goes for you and see it activate, they won't go "Oh, I have more time. I won't tape down W and save since I'm near the hook already haha".
Then again the same goes for Deliverance, when someone with it active goes on the hook first time it should show everyone they have it. Always a :))) moment to basically have to jump off ASAP because someone left their gen on the other side of the map the femtosecond you got hooked to sprint in a straight line towards your hook and you don't want them to waste time, when swf never has to worry about anything like that.