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pseudechis

pseudechis

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  • So the killer player has to show an equal amount of attention to every player every game?

    I just… wow.

  • @Yffriium said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106524#Comment_3106524

    The horror experience of DBD lasts for only a few moments when you first start playing the game. Anyone who has played for more than several hours no longer feels the horror atmosphere. I agree that it's important to have thematic appropriateness, but gameplay is also equally important and should not be neglected in favor of the former.

    If survivor-to-survivor aura reading breaks the theme of the game, then you must dislike Bond, Empathy, Aftercare, Situational Awareness, and Empathic Connection. These perks all would break the horror theme, just with some more conditions to activate.

    Yes there is a cost to having that ability though it takes up a slot that’s the point you don’t just have built in x-ray vision.

    Sure the horror aspect can be maintained, it requires threatening killers with unpredictable powers. Nurse is a great example.

    Sadly as a pvp game it’s marred by competitive types who take it too seriously and find that annoying rather than frightening and fun.

    This stems from the fact that the killer is another player. If it was a really hard AI people would relish the challenge but because it’s another player peoples ego gets bruised and we have to account for that with some balance. Which in turn ruins the horror.

  • If you play enough tombstone Myers you’ll eventually get it.

    Just remember it’s a completely meaningless thing that just requires a lil patience if you do want it.

  • @Onyx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105688#Comment_3105688

    I think DbD has grown so much that we are past the point of "not knowing is fun". We reached a point in the game where we should know because we are supposed to be a team, instead it feels like I am fighting against the killer and my own teammates at times.

    Remember you are a group of camp counsellors at crystal lake not an organised seal team on a mission.

    People seem to have forgotten what dbd is about in the name of competitive ‘balance’ but all this so called balance does is water down the horror experience.

    Solo queue could use some indicator saying what the others are doing to help but just being able to see everyones aura all the time. It’s too much.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105411#Comment_3105411

    The patch notes simply talk about the MMR system existing, they don't go into detail about how it works. My response was clearly about how we don't have any evidence that it only looks around kills and escapes. So at this point it is clear that it is NOT just about kills and escapes: https://www.youtube.com/watch?v=civV99mXFXo&t=25m10s

    Which is what my point is, that you don't have to escape to increase your MMR and stop getting potato teammates. They even double down on this by stating unequivocally that there is more to it than kills and escapes: https://www.youtube.com/watch?v=civV99mXFXo&t=1540s

    Ah now I'd forgotten that vid. Good find.

    It doesn't say much of anything though and again they chime in a lot to say that rank and MMR aren't related. So maybe if you pip it might take contribution into account, which I sincerely hope it does but for the most part its all just speculative opinion.

    I guess the main thing they don't want is folks trying to game the system by knowing the exact parameters the make you rank up or down.

    It's easier just to feed joe public an escapes and kills count line and when someone complains about being matched with ranks above or below them remind them that ranks plays no part in it.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104875#Comment_3104875

    I know about the MMR rework, i'm not a moron, you can't see your MMR and we have no idea how this system works. Take a look at my post count, hours, and stats before you talk down to me.

    The person here was claiming that only escapes and kills count and nothing else. I'm simply stating that in my experience that is not the case, because i played dozens of games after a few months break and only escaped literally 1 or 2 games (and both of those were through the hatch) and had potato teammates almost every game, but still personally played well, pipping nearly every match. Now i suddenly have very competent teammates with hundreds or thousands of hours and have been escaping nearly 50% of the time in solo queue the past few days.

    The only possible explanation for this, is that i played well, my MMR increased (despite not escaping) and now i'm getting good teammates.

    Anyone who says "it is only based on kills/escapes" isn't citing any sources for which BHVR actually explained that this is how it works. The only information we have right now, is that the "hatch doesn't count" which doesn't mean that it only counts escapes, it just means the hatch doesn't count.

    The problem is that everyone always sees escaping as "you won" but the reality is, you can win without escaping if you play well in very other area.

    Take a step back mate and lower your fists, no one was talking down to you.

    You asked about BHVR quoting that only escapes/kills effect mmr.

    Well it’s in the patch notes when they made the mmr changes. Also multiple threads had mods stepping in to say that rank has nothing to do with match making these days.

    You’ll probably see correlations between higher rank and better play from team mates because rank is just time spent online basically. But correlation doesn’t mean causation. You’ll get plenty of garbage players at high ranks too.

    But pipping and what rank you are plays no part in it as far as BHVR has stated. Which is what was asked.

    Just for fun though let’s imagine you are a moron, purely hypothetical, then no amount of posts would change that. You’d just have a collection of moronic posts so post history data isn’t really that relevant to the point. Quantity doesn’t always equate to quality is what I’m getting at.

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104864#Comment_3104864

    I don't see how more game time equates to fun. Don't know what you're trying to get at, but you and I both know that 5 minute games against a swf with god tier toolboxes and forever legion with 4 gen perks aren't exactly fun or enjoyable. So whatever you're attempting to do to prove your point isn't working and won't work.

    The point was made that “I don’t know how you find 20 min games balanced”

    Its a fair point, but at the same time in a misbalance that leads to more game time vs less game, such as fast gens leading to short games. I’ll take the former because more game time is more fun time in game.

    playing the game is fun, or at least it’s meant to be but you wouldn’t think it, the way this crowd acts.

    So more time in game and less time in queue is a good thing. My point works perfectly fine if you enjoy the game.

    Your comment begs the question why do you play dbd if you don’t seem to derive any fun from it? That seems like a foolish use of time.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104502#Comment_3104502

    Show where BHVR has announced this or shared this information.

    And i mean BHVR, not some guy who "hacked the game files"

    That was the mmr rework. Ranks don’t count for matchmaking anymore.

    Rather you have a hidden number that goes up or down based on kills/escapes.

    I personally think this is too narrow a metric to use, but it’s what we’ve got.

    If you back through the patch notes I’m sure you’ll find the update information.

    Around about patch 4.5.0 if I’m not mistaken.

  • @versacefeng said:

    I don't know how you find 20 minute games balanced but.

    Would you prefer 5 mins?

    I mean isn’t more game time more fun?

    I love sitting in a 20 min queue for a 5 min game as much as the next person but somehow the reverse seems more enjoyable.

  • @SaltyNooty said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104374#Comment_3104374

    So play like most of the killers, who tunnel, camp and slug at 5 gens.

    Play like scum.

    Nice to know you're one of main problems with this game.

    I’d say an attitude that defines players as scum for just playing the game In a manner that you don’t like, is a bigger problem than a few lopsided mechanics.

    No amount of buffs or nerfs can fix a bad attitude. This kind of attitude is the basis for most of the game toxicity.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104280#Comment_3104280

    Yeah it is not a reason to give up, but these guys were coming up with weird situations in the comments. Like what if nobody wants to save you, nobody opens the gate and then you are stuck forever on the hook. Well you aren't stuck, you can suicide if such case would occur.

    Everyone is telling me that they tried it... Well it was 5-6 years ago... They could try it again, the game changed a lot since then.

    I’d be curious to see it tried again but I also wouldn’t be surprised if it had the same outcome.

    the game changes but players are kinda static, if there is an advantage to leverage leaving a team mate on hook then why wouldn’t they.

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104206#Comment_3104206

    i don’t think you actually understood. I looped the killer for 3 gens (the 1st was already done so now 4 are finished). I get downed and hooked and 10 seconds later the gen gets finished, I get unhooked right after the gen gets finished. And get chased and tunneled. There was not enough time for the exit gates to be opened, not had anybody even been working on them yet. And even if there was enough time but they still didn’t work on them then that’s still not a “free escape” for me so therefore my perk shouldn’t be deactivated. It’s not a “missplay” on my team but nice try.

    What you describe was a missplay though. Unless you were about to shortly die on hook the best play would have been to open the gates or at least 99 them before even going for the save.

    You team didn’t do that and you died as a result.

    So in this case DS would have created an unwinnable scenario for the killer solely because of DS, while the so called “free kill” resulted from a combination of poor survivor coordination.

  • Being able to keep DS in your pocket all game was definitely one of its strengths.

    It was fun having that ace up your sleeve to stun the killer and run out the door.

    It did create a genuine un-winnable scenario though basically invalidating play around the hook in the endgame.

    There always has to be a reasonable chance of failure. Missing the skill check wasn’t enough I don’t think. So DS helps you if targeted off hook but doesn’t all but guarantee your escape in endgame anymore. It’s a healthy change.

    The stun duration reduction should be reverted though 3s is nothing really. Maybe go back to 5 sec and enduring can reduce it to 3.

    That way you can build for anti DS but it costs you a perk.

  • @xTalon32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101555#Comment_3101555

    Thank you for actually putting some reason and thought into what you said even though I disagree with some of it.

    1- Honestly for the time it takes, facecamping isn't a good strategy unless you know survivors will go for the unhook. I mainly played solo, and seen this happen too much. If you want to play into the killers hand, go save the survivor. But you can get most gens done if everyone works on one before he even dies. Then you don't need to worry about gens and can focus on saving if possible.

    2- Why should a killer be punished for survivor error? There's four of us and one killer. Going for an unsafe save and expecting the killer to roll over and be nice is arrogant.

    Because most of the playerbase are survivors the trend has been to make survivor "more fun". Survivors want to be a one man army, where poor teamwork isn't punished. This is a 1v4 game, no interaction will be balanced as the game isn't able to support "balance".

    I can survive solo survivor more often than not by making good choices not only for my team, but for myself. If I know I can escape, and I know I'll be downed if I try to save a teammate I'll escape. If I can save my teammate and escape with them, I'll do so. But killers should definitely be able to punish bad plays.

    Side note: I've rarely ever been killed/hooked by a killer who facecamps if I'm not the first one caught.

    What you are describing makes up a lot of my game experience as survivor as well.

    I also agree that face camping isn’t a great strategy. It can be an effective tool though and being able to read and predict your opponents plays into whether you should try it or not.

    I often find the more “obnoxious” the survivors play the more likely they’ll tilt quickly if camped. Thus ignoring their objective and gift me a ton of free pressure if I devote a bit of time to hook defence.

    It can be a smart play but it’s very survivor response dependant. If you aren’t getting value out of it you gotta switch up to something else.

    Blanket punishments for camping just limit play options for killers really and promote unsafe poor teamwork on the survivor side. So I’m yet to see any real good ideas about “fixing” camping.

    I think a big part of survivor play is not being found first to avoid the camped from game start scenario. That puts you in the saviour seat rather than the hooked seat and then it’s up to you how to proceed.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104273#Comment_3104273

    “I do that a lot because a lot of players have very silly things to say about this game.” Says the guy that wants to bring back old moris

    I miss old moris yeah they were fun to play and exciting to play against.

    But they weren’t very healthy for the game experience overall so I understand why they were removed.

    You’re welcome to think what you like about that opinion but I’ll stand by it.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104288#Comment_3104288

    You don't even know me and you're calling me a fool. Stop wasting my time, I genuinely lost interest some posts ago already.

    I didn’t call you a fool, I said simply said that number of hours played is not a cause of legitimacy of opinion.

    Take from that what you will.

    If you genuinely didn’t care you’d stop replying. Like I’m about to before the mods shut this one down for devolving into a silly tit for tat not related the the thread at hand.

  • Players will run the meta simply because it’s strong.

    Sore losers will complain about it simply because they will complain about anything.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104273#Comment_3104273

    Someone having played a lot of hours does give them more legitimacy, because they actually know what they're talking about based on experience.

    Was silly regarding the topic? Reach harder.

    A fool at 1000 hours will still be a fool at 10’000 hours.

    They’ll just be more confidently blind to their foolishness.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102869#Comment_3102869

    If the killer camps you, you will not have a good experience even now. This change encourages the killer not to camp.

    And if you hate your teammates that much for not trying to save, you can always just suicide on hook.

    You are still part of the game even when hanging on hook. It’s not a reason to give up.

    The proposal was pause the hook timer if the killer is within x distance, they tried it and the result was what I described. Which the devs didn’t like so they didn’t implement it.

    The solution to camping is for people to stop getting so pissy over it, it’s just part of the game and something to be played around like anything else.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103397#Comment_3103397

    Or maybe I just dont care enough to remember who you are, ever thought about that? You should really follow what you preach and not let your ego get to your head instead of trying to attack me on random threads.

    It has nothing to do with you personally. Check your ego again. You clearly care you keep responding.

    I’m just replying to comment that I thought was kinda silly given the topic. I do that a lot because a lot of players have very silly things to say about this game.

    It’s usually always prefaced with how many hours they’ve played. As if that somehow gives their opinion legitimacy. Which is kinda ridiculous.

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103385#Comment_3103385

    Facecamping isn't a game mechanic? And the reactions that come with it aren't unjustified either, especially since the only thing that can be done to "counter" it is holding M1; something people obviously don't wanna do all game.

    Camping is as much an in game mechanic as anything else that’s possible in game.

    Its part of the game so you are going to have to learn to deal with it.

    If you think it’s countered by just holding W then that may be why you struggle to play around it.

    You don’t have to like that part of the game that’s fine but it is part of the game.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102854#Comment_3102854

    i have no idea who you are or what you’re talking about.

    Given your general lack of insight, this doesn’t surprise me.

  • @_VTK_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102800#Comment_3102800

    So, you want players to lose against other players in a PvP game in matches that are unfair and unfun to them, so it would better simulate "a typical slasher" movie, instead making fun and game experience the main balancing factor?

    Should the slasher be always killed by the last survivor and always lose? And in Mortal Kombat Liu Kang should always win? lmao. Please grow up, but when you do so, never become a gamedev.

    I’m just talking about expected outcome. Its not far fetched to expect killer to over preform compared to survivor.

    Not just thematically but by the variable nature of team work alone.

    You see very triggered by my comment. Especially the rather odd scenarios you pitched in rebuttal.

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103002#Comment_3103002

    I don't see how it'd be fun for solo queue players or swfs that aren't on comms to coordinate facecamping bubba unhooks, and while I do see the excite in doing it with a swf on comms, the outcome of unhooking against a facecamping bubba is almost always gonna be the same because of his instant down ability and will quickly become stale.

    To each their own. I’ve had fun trying to out do a bubba around the hook.

    You gotta bait the chase and get a tantrum, sometimes people take the bait sometimes not.

    but it’s nothing to get all upset about. Seriously the gross overreaction of people about a game mechanic.

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102950#Comment_3102950

    What fun interactions has getting facecamped at 5 gens lead to?

    I’ve played against some great basement bubbas, it can be thrilling to coordinate and escape against it.

    face camp bubba not so much but when you hug the circle round the hook just right to get a tantrum so you can get the save, it’s a big thrill.

    too many players just give up or get angry over it but it’s just another playstyle to overcome.

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102763#Comment_3102763

    Oh so I'm gonna assume you find a bubba facecamping you at 5 gens every game enjoyable then.

    Not every game but it’s not the end of the world when it does happen and has lead to some very fun interactions.

    So if that’s the only argument you’ve got… well… what else you got?

  • Paused hook timers weren’t abusable because you could chase near the hook, rather they removed any incentive to hook save.

    So players just left their team mates on hook all game with no incentive to save them.

    So sure killers could camp but survivors had no need to intervene, you didn’t even get chase around the hook you just got one person hangs on hook all game. That was all.

    Survivors we’re just as happy to leave a player on hook as killers were to camp them. So it wasn’t a great fix.

  • Old ebony moris.

    The threat of immediate elimination made playing survivor really thrilling.

  • Doesn't that just show that you’re probably not as good at the game as you think you are rather than killer is op.

    I love how people think their time in game somehow solidifies their opinion into fact.

    I’ve dropped a lot of hours into DBD and I’d say I’ve plateaued somewhere comfortable and that’s good enough. I don’t like to let my ego doesn’t speak on my behalf.

  • It was always playable, just got some qol changes to make varied play a little more rewarding and that’s a good thing.

  • @rvzrvzrvz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101517#Comment_3101517

    Why would you do that ? It should be 50% / 2k on average, unfair games are trash especially pvp

    I’m inclined to disagree with this view of the game though.

    it’s an asymmetric survival horror if it’s true to source material then you’d be looking at a 3k being the expected outcome, with a 1 escape “last girl” scenario. As typical of the slasher films DBD emulates.

  • @Marigoria said:

    Some people can't enjoy the game without winning, so they resort to camping at 5gens and tunneling because it's 99% of the time an automatic 4k now.

    But you seem to be very angry about not escaping so aren’t you in that same boat just from the other side. Angry about not winning?

    Why is it ok for you to go for the win as a survivor in any way you see fit but not ok for a killer to go for the win in the same manner?

    Do you regard how you play the game as more fair compared to others, so all should have to conform to how you define fairness?

  • Because they can and that’s fine.

    Just look at the replies making assumptions about players just to demonise them because they chose to play that one game in a way their opponents may not have liked.

    Even the OP refers to them as insecure.

    If found first you may be camped it’s just part of the game. It’s up to the team to play around it. 5 gens or 1 gen doesn’t really matter.

  • Or you could just play the game for fun and actually protest against a genuine problem in the world.

  • Depends on what killer really.

    Slow down has always been the stronger build to buy time but chasing builds are often more enjoyable to play.

    I find that...

    Bubba with bamboozle will generally get more chainsaws than the often hammer hit before the vault scenario.

    I always like a couple of good chase perks on Myers, especially with tombstone so you can all but guarantee that kill. Jump scare Myers with coup de grace can surprise people.

    If not playing gen killer doc then he benefits a lot from chase perks given his M1 nature.

    I mean you don't have to run chase perks but by the same token you don't have to run gen slowdown either really if you are pressuring gens well. Which has become easier with some of the new updates.

  • Because bad players, no matter what role, will quit when they don't get what they want.

    By bad I mean sore losers, tantrum throwing man babies, angry egoists, etc etc, we are talking people in their 20's and 30's with the emotional intelligence of a 5 year old.

    The anonymity of the internet is the playground of such folk and online gaming is a showcase of it.

    The thing that baffles me is its so widely accepted as the norm that people will film themselves being a bad gamer for all to watch with absolutely no insight into how bad their own behaviour is and how embarrassed they should be about it.

    People consume it though, the world loves a train wreck to gawk at, more so if there are blind to their own behaviour.

  • Its only a game, the problem with competitive gamers is often they are no fun to play with.

    This game isn't balanced its asymmetric, survivors have the team advantage, killers have the power advantage.

    I swear the comp gamer crowd will suck the fun outa anything they can worse than a min-maxing power gamer at your RPG night.

    Yeah we all have different motivations for playing but I'll side with the folks who don't take this stuff too seriously because they'll typically roll with the punches and be a lot more enjoyable to play with.

    You never needed to have respect for your opponent, because Its just a bunch of people playing a computer game for fun, nothing more.

  • You're gonna get games like that. At least chases are more efficient, cool downs are lowered and gen regression can actually make a difference.

    In then end though its still up to the killer to pressure gens and prevent the ol gen rush from happening.

  • I like the new changes and so do many others, I don't think its the disaster that you want it to be.

    I'm sorry the game changed in a way that makes it less fun for you but its only a game and its still fun.

    They'll be other changes so it really isn't the end of the world and the DEVs are quiet because they probably know they have to tune out a month of tantrum change shock BS before any real feedback of worth bubbles up from the depths of all the whining.

  • @ElleGreen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098912#Comment_3098912

    Killers are gonna get nerfed again soon it's gonna be so funny when it happens can't wait

    Basically you are just spitefully angry about the changes and are making up threads to make it seem like people are quitting.

    You could just have fun playing the game and drop all the melodrama.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098435#Comment_3098435

    StarLost used the argument that survivors can still win games, so the game is ok. So I told them, killers could also still win games before the patch, that doesn't mean much.

    Why would I want to debate with you at all? Not only english is not my first language, I also dont care enough.

    No they didn't, in fact they even tried to state you'd missed the point and clarify it further. I'd suggest re-reading what they actually wrote because they do make a valid point.

    You're so far off the mark at the moment that the confusion surrounding it is completely understandable.

    Lastly the best way to not engage is to stop commenting otherwise you invite a reply/rebuttal.

  • Do I really need to point out the chain of comments that lead to this? Really?

    @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098271#Comment_3098271

    https://forum.deadbydaylight.com/en/discussion/comment/3098282#Comment_3098282

    You're missing my point.

    Most people aren't as good as these chaps, but they are also not facing the same level of opponent as these chaps are facing.

    Of course they're not going to be as skilled, but they don't need to be.

    My point is that people need to adapt, stop pouting and declaring that the sky is falling, and just focus on playing safer and using the new tools they have. The goal of the patch was to up kill rates, which BHVR wanted higher. Thus, you will escape a bit less.

    This is fine. You can still win.

    @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098293#Comment_3098293

    Killers before this update could still win, your point?

    Starlost pointed it out, he never said killers can't win just that kill rates were lower than liked and changes were made to help adjust that, or BHVR's rational for the killer buffs and perk changes.

    Your rebuttal "killers can still win what's your point," which is just kinda meaningless and unrelated to what was said, so the counter point to that is survivors can still win so what's you point, again meaningless although this time directly relevant to the rather poor rebuttal you made.

    You've based your rebuttal on the claim that killers can still win so why make the changes they made, but survivors can still win so why complain about the changes if that's all you've got to argue with.

    If you struggle to understand your own point you will be very bad at making others understand it.

    At the risk of sounding snide, and I've probably said this before, but debate is not your strong suit is it?

  • Survivor is still fun though, in fact I'd say I'm having more fun with survivor than I did pre-patch.

    Very few games do I just sit on gens all game and not interact with the killer, unlike pre-patch where typically if you weren't found first you probably wouldn't see the killer all game.

    Means I die a bit more than I previously did but that's part of the fun. Its basically a slasher flick after all.

    My playtime dropped off because hey its summer and actually nice outside.

    Increased killer queues have halved the amount of games I play but probably not the amount of time spend in game. Survivor queues are about the same so far, maybe a lil faster during the day.

    If you aint having fun by all means take a break, but ask yourself do you have fun playing DBD or do you only have fun when you win? Because the latter will cause you not to enjoy anything much.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098293#Comment_3098293

    Killers before this update could still win, your point?

    survivors can still win after this update so your point?

  • People love to bang that drum when something changes and they don't like it.

    Its almost a sense of personal justice driven by ego...

    "I don't like this change.. Oh look the game is dying... I knew I was right that this change was bad... yay the changes got reverted to what I like again".

    Ask yourself is the game really dying or are many people just playing out this little scenario inside their heads.

  • @Audiophile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096154#Comment_3096154

    Increased punishment is not the answer. I’m guessing you haven’t played enough to realize how ridiculously unfair it is to have to bleed out because the killer feels like being toxic and slugging everyone to death. Or to have a survivor work with the killer at endgame because the killer wants his precious 4k and your teammate is garbage. Or to waste 10-15 minutes in a hopeless game vs a nurse or blight, or Pinhead with the meta build, or the other perfect build killer games. There are currently so many situations that are painfully, oppressively, unwinnable because this game is so imbalanced against solo q. And every time I’m in one of these situations I think the same thing: “Yeah… unsportsmanlike to DC but it’s fine for killers to make me bleed out from full health when I did nothing toxic. Totally fair.” The unspoken secret about this game is that it’s all about making sure killers are happy because they usually don’t have enough. Well they have plenty now.

    None of what you listed is cause to DC.

    Bleeding out has a timer, if you are the only one on the ground then you may get picked up, stay in game if not then crawl for hatch if you can its thematic and timed so it'll end.

    Killer choice and build doesn't justify a DC.

    Survivors working with killers is reportable and you should do so but again unless you are sure of it and not just making excuses it still not a reason to DC.

    I'm afraid the DC penalty exists to dissuade the very behaviour you are describing... which is "I'm not getting what I want from this game so I'll rage quit"

    Balance has nothing to do with it, builds have nothing to do with, even bleeding out has nothing to do with it. The bleed out timer is 4mins and you get gameplay plus BP's, the DC penalty is 5mins at its lowest and comes with no gameplay and no BP's so the "it wastes my time" argument is largely just BS.

    You don't have to have played for a long time to not be a sore loser whom quits games, which I'm sorry to say really is all this is.

  • This is the eventual outcome of the changes.

    Problem is you have an army of knee jerk tantrum throwers who DC, rage quit, refuse to adapt.

    Once the MMR filters those players accordingly you'll find not a huge amount has changed other than a shift toward wider killer viability. Which is a good thing.

  • A false sense of license when not getting one's own way.

    What does a child hope to achieve when threatening to take their ball and go home thus ruining the game for everyone?

  • Because its one of the most threatening, dynamic, fun and thematically appropriate mechanics in the game.

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