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saltmineinaction

saltmineinaction

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saltmineinaction
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  • @Phasmamain said:

    I’ll agree he’s boring to fight but he’s actually really slow and his perks are pretty balanced

    really slow? he basically runs faster than the survivors and especially when carrying a survivor. also a lot of perks that will make the people who play survivors turn more toxic

  • im glad they are now introducing a skill-based matchmaking. Should be more fun and challenging than being matched up against people who are too good or too bad for you

  • Most have BT at this time since most survivors bodyblock killers these days. I still dont understand why tho like

  • Its a known issue i assume?

    Why doesnt the devs do something about it?

  • @IWasLeft2Die said:

    Afk should have some sort of penalty honestly.

    Personally I want it to be worse than dcing because it more screws over your team

    Depends on what kind of afk. I had 3 afk killers today which I don't mind bc we did totems, chests etc and got full points. But afk survivors are way worse since it screws over the whole team. Plus if they do get hooked and you rescue them, it has been for nothing

  • @Caleaha said:

    Welp

    Had one where if I was streaming my game I would be sending the footage to be reviewed.

    Freaking Steve is buddies with freaking Legion. Bringing his killer friend to us survivors and then teabagging each of us when we get downed. Yup... fun game. At least I had bond and self heal so I could see him coming to run off and get out of his area. Did 4 gens like that and finally got caught. Truly wish I had a key on me, but I didn't want to get stuck opening a chest and have Steve lead Legion to me.

    The amount of survivors teaming up with the killer to find the others is annoying as hell. Especially when hiding in lockers etc. Happened to me a few times too. Luckily I had a killer who just took the teamer with them and let us survive instead

  • I think that a mod/devs should look at this. Bc normal there shouldn't be a penalty this big for dc'ing bc of internet connection lost

  • @Raja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2022608#Comment_2022608

    You can always try killer instead plenty of vacant spots

    I HATE playing killer. I see my bf playing all the time and the amount of toxic players he has is just not funny anymore...

  • As a survivor I personally hate genrushing, simply bc you can't earn that many points or pips with it. I rather have a normal gameplay where gens are slowly being repaired with chases etc between, than instant gen repairing or camping killers. I play for fun but lately its all about finishing the game as soon as possible or being as toxic as possible as survivor and killer....

  • Not only tunneling but hard camping needs to stop too. Gameplays like this ruin it for survivors... Ive had 3 games in a row today with tunnelers & hard camping and it just ruins the whole game

  • @TheDuhJ said:

    ENDLESS DBD

    This game mode is designed around the current games premises, with a little bit of a twist thrown in to elongate game time to maximize people who want to have a longer DBD experience and maximize blood point potential. As well as streamlining play experience across different game types. The base features shared across killer and survivor are:

    • You will never face the same killer twice in a row.
    • It is not ranked (but the emblem system is used for another purpose).
    • All Blood point categories are uncapped.
    • Map Offerings cannot be used.
    • When a game is normally completed, a short loading screen (similar to the results screen will play) will transition into survivors walking into the next trial via an exit gate that closes behind them. (Killer loads in as normal). Survivors are randomly paired with another survivor at their corresponding exit gate.
    • Eventually, the Killer will kill everyone.
    • Depending on your average emblem performance, you will receive (essentially a loot box) an entity essence. The higher quality the essence, the better the rewards inside. Possible rewards could be offerings to distribute at your will, bonus blood points, add-ons, items, (rarely) iridescent shards, and very rarely auric cells. Maybe even something more creative like a challenge claim token. In the archives, if a challenge is giving you trouble and you want to get to the next node. Claim the token on the node you want to instantly complete the challenge.
    • Maps will not be repeated and are randomized.

    SURIVOR

    Survivors objective is unchanged, finish gens, rescue allies, escape the killers grasp and the trial. However, there are a few new features to assist the survivor in a longer game mode.

    • Survivors have 5 hook states instead of 3
    • Whatever condition survivors were in at the time of escape is the condition they will be in starting the next trial. (Downed, injured)
    • Hook states DO NOT PASSIVELY REGRESS while Killer is within 24 meters of hook
    • If a survivor is left on hook at the end of a trial they will suffer two hook states and be respawned at 1 of the two exit gates during the following trial in the injured state.
    • Items that leave the trial are returned to your survivors stash
    • After each trial, a chest with four random items (with and without add-ons) in it is revealed to the survivors surviving the trial. The survivor with the highest emblem score gets first pick at the items or can pass. Survivors only have 15 seconds to sort out who gets what item, any items left in the chest will be permanently discarded. IF the emblem score is tied, blood points will be used to determine picking order.
    • 2 survivors will randomly be chosen to start at an exit gate together. This way everyone can chose whether or not they want to heal or get started with the trial.
    • Once you are dead, that is it. You can spectate if you wish. You claim your Entity essence and cue up for next match.
    • Survivors can always fully recover from the downed state, but it takes 30% longer.
    • All one time use perks (DS, Deliverance, etc.) are reset at the beginning of each trial
    • All Stacking perks have their stacks cut in half between trials. (Auto-didact, Sole Survivor, Stake out, etc.)
    • Perks that charge up (Mettle of man, Diversion, etc.) retain the current value between trials Rounded to the nearest quarter and always rounds up
    • There is no "struggle" phase while on a hook.

    KILLER

    Eventually, you will kill everyone, however killer in this mode works slightly differently. In order to encourage more chase gameplay and less camping during this mode (because que times would certainly be long if the hype doesn't add to the player base). It would suck to be a survivor and get face camped in this mode like the normal game mode.

    • Killer will never spawn by an exit gate.
    • Before the game mode starts, you MUST select 3 killers. There will be 3 killer slots, each with a number beside it 1-3. This will determine the rotation order of your killers between trials.
    • Gameplay is normal from there, however if the killer steps within 24 meters of a hooked survivor, a lock symbol will appear over the hooked survivors icon showing you that their passive hook progression has been halted.
    • Between trials, the Killer that just finished steps into the entity's realm, where the Entity it will offer the killer a random selection of 10 add-ons. If somehow the survivors make it to a round where this killer will be used again, these will be your add-ons for the next round. If not, the add-ons will be put into that killers inventory for later use in future trials.
    • If you kill all the survivors without having to recycle killers, you will receive an exclusive add-on for each killer that participated in the trials (or didn't have to participate).
    • You can Mori survivors, but only after every survivor left in the match is downed/hooked simultaneously. (This would be tough to do early considering that all survivors can get themselves up.
    • If you close the hatch, it is destroyed and removed from the trial and all remaining survivors will be revealed for 8 seconds. However, the exit gates will automatically open once end game collapse reaches 25% remaining.

    This is what I got for a new game mode, it needs to have some ideas fleshed out in more detail, but in good time I guess. Feel free to add your own ideas to the concept or even make up your own game mode. All in good fun.

    PS. If they ever were gonna make a DBD 2, this could be a game mode in that too.

    @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/234568/dbd-endless-game-mode-idea

    The survivor side is good.

    The killer side however:

    The lock of killer being near hook had been debated at length pal. And if you want to discuss it at length here I can oblige you. However, to cut it short it is abuseable and will be abused by survivors.

    3 different killers, that's an ok idea. But I'd therefore make it so survivors have to switch out second chance perks or exhaustion perks in between games to make it fair for both since they get a massive health boost anyhow (8 more hook states to share if they play correctly)

    The UB basekit in this is stupid. Again, everyone would just get up and slugging would no longer be viable. We would have to tunnel every game, and that's fun for no one. And then you would try and ask for them to balance against that, so killer has no chance.

    Also the Mori change would be nice, if it occured when everyone was on last hook state rather than you have to have everyone downed.

    Again, rarely will get used.

    Overall, the idea seems fun but balancing would be a pain.

    This idea seems very fun I like it but the 24 meter hook rule seems out of place here...

    It would allow the killer to take the game hostage and ,knowing some of the players in this community, they will.

    I absolutely love the rest great work man!

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2020887#Comment_2020887

    Damn before I could edit. No I misread what he was saying, what he just described was impossible, yeah lol.


    Yeah I just got an extra buggy game I believe since this happened around a week ago. but I don't mind since we got the achievement for it

  • @[Deleted User] said:

    (I am not going to correct the gates are only powered not opened bit because I imagine someone is going to jump in and aggressively correct that, so you don't need another person doing that lol...)

    But yeah, it's one of the reasons keys are terrible and should be changed. Supposedly they will be, but BHVR seems to be taking their sweet time with it. Not like it would be a hard fix either.

    Keys can only be used to open hatch once all generators are done; providing an alternate escape and something akin to how new mori's are. It makes that end game escape a bit easier, would help if noed was in play, but generally wouldn't cheat the killer out of a game beyond that.

     It gives a possible way out when you have bad exit gate spawns which I am fine with, and an alternative escape that you've at least earned. However even if you are the last survivor left alive and the killer shuts the hatch, that key should not work unless all the generators had been done prior.

    No. The hatch can be opened with a key at any time when the hatch is spawned. Happened to me when 2 gens were still needed to be done, and then we all escaped through the hatch (with 4 people as pre-made team for achievement)

    As soon as the hatch spawns, you can open it with a key, no matter how many gens still need to be done. But as soon as it open-end then closed, the remaining gens are suddenly gone and the exit gates are powered.

  • Not only that but if you're in a team and 1 person dc's right at the start and the other 2 are pre-made and have key & map, and you're the last one. It's very sad that they find the hatch and then it's me alone to survive with a killer right behind me. I surrendered myself to the killer bc I knew I wouldn't find the hatch in time without the killer being there first.

    Plus there were still 2 gens needed to be fixed which I couldn't do alone either. I wish there was something about this to make it fair to all survivors, like open the hatch again when there is only 1 survivor left, or let it respawn somewhere in the map.

    otherwise the last survivor is really ficked by the actions of others, especially when you play alone with a pre-made group of 2 or 3 who have a key. Because who knows when they will find the hatch and wait for you or not. And this happened to me way to many times that I got left behind bc the others took the hatch and me eventually dying.

  • I only use items when i get an archive saying i have to fully use something, then its the only time. Otherwise ill just hoard them from the map itself and take it with me. I lose items way too often since i always get paired in stupid matchups where the others dont wanna help me so i gave up on taking items with me

  • a couple days ago i had a game with 2 premades and 1 rando against a wraith. The rando suicided on hook and the 2 premades took a hatch without notifying me. Leaving me alone in the trial. So i surrendered since there were still a lot of gens needed to be fixed and me being alone. Also i had no idea where the hatch was and had no time to search for it.

    The wraith downed me, took me to the hatch and dropped me next to it. I almost made it out until he closed it infront of me and just let me bleed out afterwards. Its one of the most biggest dick moves ever, like just hook me instead then.

  • @DaFireSquirtle said:

    https://forum.deadbydaylight.com/en/discussion/233795/give-more-penaltys

    Toxic gameplay like teabagging flash light spamming, vault rushing to get killers attention is crap. As is being camped despite it being a necessary evil at times. But it's a game where you make the choice to or not. A free gaming experience. You can't take away these options because they're mean. It sucks but its apart of every single multiplayer game. Ain't gonna change.

    Toxicity in end game chat should be a reason to ban tho. At least soon you won't be able to be racist, Homophobic or whatever cuz of new feature but still. No matter how annoyed you get in a match never say that crud. If you get that angry take time away from the game cuz it's a ridiculous thing to say that stuff over.

    I have the luck as a ps4 player that i dont have pre and post game chats. The players only will post something on my profile indeed but i disabled that now bc it drove me nuts.

    The fun to play the game is fading with all this going on

  • Ah I never knew that one, thank you!

  • @JPA said:

    BT: feel I can't save without it

    Kindred: best perk in the game for solo information and also complements BT with knowing when to save when the Killer has left a hook (and what direction they leave from)

    Dead Hard: cause it's OP as well and can extend a 20 second chase to 50 seconds.

    WGLF: My first two perks are based around hooking so I usually get lots of safe unhooks so can get stacks, also the anti-slugging is great

    Okay im fairly new to playing this game but BT is Borrowed Time i guess? but what is WGLF standing for?

  • @malatruse said:

    Isn't camping good in the sense that it allows the other survivors to do gens with no consequences?

    Semi. it sucks for the one on the hook since there is almost no way of being saved by the others, especially if a killer runs a perk/weapon that can insta down you

  • I am myself a very chill player. I just play the game as it's supposed to be played so fixing gens, opening chests and helping teammates in different ways. But as soon as I notice that one of my teammates is being toxic or doesn't want to participate in normal gameplay, i get very competitive and want to escape as much as possible, even if it means to leave the toxic one behind.

    I get left behind so many times. On hook, downed or just as last one in general bc 2 others found the hatch and used a key and one DC'ed, then i just simply surrender myself to the killer


    I rather play games where i can play normally or farm with the killer and survivors. Those are much more fun and you help each other too with earning points. That's a big win win. And in the end I always give the killer myself as sacrifice as thank you. Sadly not all killers are that friendly... but thats just how i play and see it

  • My boyfriend plays killer, and the amount of dab things happening in games from the survivors side, is one of the reasons he almost stopped playing killer. Survivors are running so much recover/fix-up perks and play in more toxic ways these days, that a lot of killers just stop playing. Also most leave a lobby when they either see a key or a map (but i know those can be found in chests around the trialgrounds too so thats kinda a useless thing) which makes the queue time for survivors way longer than killers.

  • I see a lot of (fairly) new killers camping, especially around rank 20-16 to secure kills. the higher the killer ranks the less camping there is. But it also depends on how the survivors are playing. If they do a lot of things to make the killer mad, they are more likely to camp a hooked person then when there is a normal gameplay

  • Just imagine walking around and seeing a killer carrying 2 gens in their arms randomly on the map. big ######### moment right there but good for laughs!

    Also moving totems around like that would be great since a lot of them are placed in open spaces like, no try in hiding them game? okay then, where is the neon sign that says "TOTEM HERE!"

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2010176#Comment_2010176

    Freddy, I can understand. Maybe even Ghostface.

    But why on earth would your teammates kill themselves against Michael or Wraith?

    I personally hate playing against wraith bc he just speedruns though the map when cloaked and ends up next to you within seconds.

    Michael same issue, he just suddenly appears next to you, exposes you and boom you're down. Any killer that has no terror radius or can turn it off, is one i do not like to play against. Simply bc of the heart attacks it gives when they are suddenly next to me. I do not DC tho i just play normally but i make more bad decisions against those killers than others

  • I see a lot of comments on how body blocking is helping a teammate, which i understand. But I'm talking about general games where survivors block each other (like in front of a jigsaw or next to the killer) making them lose the game. Same goes for camping. The emblem degression is a nice thing, but doesn't prevent killers from doing it. Things like that should be given penalties because it does not only hold up the game, it also ruins the game for the survivors.

    The game is about teamwork and logical thinking. It should be fun for both parties, but once 1 person ruins it somehow, it should be punished in some way. Doesn't mean a play time-out or rank progression lost, but a warning or another kind of penalty would qualify.


    Also generous question to survivor players: If you know you play in some sort of toxic way (t-bagging, flashlight camping, not helping teammates and insta dipping etc) what is the reason you do so?

  • @TicTac said:

    The devs said many times that they dont want that some things like camping are banworthy.

    And why should bodyblocking the killer be toxic?

    i didnt say ban worthy, but like a game penalty for a few hours same as when a killer disconnects (with progression loss)

    Body blocking a killer results in them not being able to hook a survivor they are carrying, which helps the survivor escaping from their grasp.

  • I see it all the time in my teams, especially against the Nightmare, Michael or Ghostface and Wraith. Or they simply disconnect when they are downed as first or suicide on hook.

    It not only is annoying as killer to get a dc/suicide but also the team is left with 1 player (or worse more) that just leave. Then try to fix 5 gens and stay alive.

    I find that actions like that need to be punished more

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