stvnhthr
stvnhthr
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Why do they not allow us to block certain killers from our games? Seriously it is no fun to see the same killers abusing the game over and over.-
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Another killer dc'd, I never lost connection as the network monitor shows, but I got an hour ban. Seriously, this is some total nonsense. Probably lost over 60k of bloodpoints with the cakes played.
Think about this, played for over twenty minutes, did not go down once. Had one gen left, me and another player (we were the only two left alive) totally turned the game around, went from one gens done to finishing 3 more gens in 5 minutes. Maxed out most categories of points (bold, repair, heal, chase, safe hooks, etc.) The reward for playing exceptionally well? No points and an hour ban.
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Happened again, killer dc's or loses connection, everyone gets kicked from match and I end up with a 30 minute penalty for playing well. So I think we are seeing a pattern. The survivor is not dcing or losing network connection, the killer is; this boots everyone from the game and survivors get the penalty for something on the server side between the killer and their connection; something totally out of the players control.
First thing that needs fixed is removing the insane penalties. This game punishes you for playing correctly; that is a major problem. People have wildly different experiences for reasons beyond their control, this is on the DEVs to fix. I think resetting penalties and their punishments to zero every day is the move to make and don't have a penalty over 15 minutes. For those who do not have this problem on the daily, please understand you are lucky but other players have a really bad situation. We constantly get punished for doing good; that is demoralizing.
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So the biggest take away is with SWF escape is WAY easier.
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Thank you for the replies! This has been so helpful. I assumed everyone was having the same bad experience. It seems to be regional, either you always get good results or you are in one of the bad zones where the limitations of technology keep punishing you. Thanks again. I guess I know what i have to do, sell my house and move so I get better matches.
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@Bennett_They1Them said:
too many times. 3 times a day on average.
So I am thinking either you get it on the regular or seldom if ever, seems like a server problem. Since it isn't my internet connection I'm wondering if we can determine the bad node or server which people in regions get routed through. Does anyone know of an app which will show you which server you are being routed through?
On the plus side once in a blue moon I get a game which runs super smooth and it is like I've entered a god-mode cheat because my character is super responsive and my game runs like a dream; no lag for prompts and fewer crazy hitbox bad hits. I would love to be able to play like this all the time because it is way more fun.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2618326#Comment_2618326
FYI I was replying to Myla, not you, Stvnthr. Myla said they intentionally disconnect when they see the game puts them in a match with high ping players.
sorry, my bad.
anyways just happened again. Seems to happen more now that I enabled crossplay with console players. I can confirm it is not my internet as I am logging my connection. I never lose internet, so is there such a thing as a flaky server?
Screen shows killer dc'd and I get the penalty, but this time I got my escape points. So it seems to just be more of the console killer dcs and it effects PC players.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2618049#Comment_2618049
That’s you disconnecting, not the game disconnecting you.
Naw, we have three computers in the house, none of the other computers get disconnected. PC log shows internet never disconnected. But, that is a good possibility for others to explore if they have similar problems. TY
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Wow! A lot of you guys have it way way better than the rest of us. This is a daily occurrence for some of us. I've switched internet providers twice and have maxed out my connection speed for my area. I am guessing there must be a wonky node somewhere which is unavoidable in Ohio.
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Along with this I am curious why when a survivor dcs the killer gets abandoned bonus points, but when the killer dcs the survivors get hit with a banned timed penalty and lose there points for the match. Seems a bit like a double standard.
Today I've had two killers dc, both times we were running multiple bloody streamers and cakes. I also got 20 minutes of banned play and I estimate just today I lost around 150,000 points. This happens all the time. The grind is hard enough, but to steal players points away from them seems so egregious. In both cases it did not seem like a rage quit as it was mid-game. I did have one rage quit as the four of us were running out the door which was a pretty clear form of abusive play.
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This is super common and has been a problem for at least 3 years. I do not think there is a fix coming anytime soon.
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I had a Behaviour employee confirm that the Trickster design was a divisive one, but there is someone higher up who loves K-Pop and does not really understand the horror element of the game. I mean there is a whole genre of Death Metal, not to mention bands like Kiss or Gwar or Skinny Puppy which have massive fan bases, are much larger than K-Pop, and have the right aesthetics for the game.
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@Laluzi said:
Unfortunately, a lot of people would do the opposite and see a baby killer as an excuse to bring bully builds, baby teammates as an excuse to bail from the lobby, et cetera.
Again a possibility, but I think things were better with the old system of showing ranks. You still had folks who dodged lobbies.
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@cantelope said:
Information that can be used to help is just as useful to harm.
Things are just as likely to get worse as they would be to get better.
That is sad, but true. I would hope the kindhearted folks would outnumber the jerks, but you never know.
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@KingFrost said:
Maybe don't bully killers who are struggling?
Well it is hard to tell sometimes isn't it? Hard to differentiate between a bad player and someone having an off match or if you are used to playing with horrible lag and you suddenly think, "aww I have a good connection and my game actually does what keys I am hitting." I also added anoher thread in the forum about "training wheels" for new players.
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Eastern Daylight Time, USA on PC got early rank reset as well. What gives?
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You see from the responses that the number one problem with always sweaty is it is not fun. I can't get friends to play dbd because of the steep learning curve and the toxicity. DBD is not a fun game, it could be with some tweaks, but the DEVs seem to assume everyone has high speed internet, no lag, and we all play SWF, or we want to play 10 hours a day and be a pro streamer. There needs to be a concentrated effort to make the game fun for everyone, not a select few. I can pick up most games quickly and have fun, the learning curve at DBD is too high to expect players to play it long enough to have fun. I am only sticking around to prestige my remaining survivors. If the mechanics are not fixed in that time, I'm done.
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@FrndlyChnswSalzmn said:
What is a 'sweaty' game? Why even play if you aren't going to try? I don't get you people.
The Peter Principle is the fact people will rise to one level above their level of competence. That is you will be promoted until you reach a position where you can not satisfactorily perform the task. I can bench 200 pounds so I add 10 pounds of weight. I can't bench 210 pounds, my competency was 200 pounds. MMR promotes you until you can't perform well enough to advance and leaves you there, you have surpassed your ability to perform. That means every game is past your level of competency, but you will still be asked to perform which means you will be exerting maximum effort every time you play because you are past your ability to play competently.
With DBD this has as much to do with skill as with the limits of the internet, lag is still the number one dbd killer. Sweaty games are no fun because you are always exerting maximum effort with minimum rewards. Occasionally matchmaking will just throw you in game to fill a spot, ignoring MMR. I played against 3 red rank 1 killers in a row, next game I had three players including killer who had just started that day.
I think most players play to have fun, but there is a breed of killers who love OP builds, camping, slugging, and tunneling, they don't want everyone to have fun, they just want a 4k and do not care about other players' experiences. These folks create sweaty games.
To your point of "not trying," It isn't we aren't trying, but we are trying to have fun. We are trying to manage our play time for the most points while still being mindful there are other real people you are playing with. In chats the most common remark of sweaty killers is "I don't care," that is they play selfishly and do not care if anyone else has fun, they only care about the 4k. Winning for them is not about playing fair or how others feel. DBD amplifies toxicity in players.
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Yeah, I recorded 200 games and analyzed the data, more than 90% of the time the killer is the high scorer. The killer has all the power in a game and determines what the scores will be. In Sweaty games usually the killer gets 10k-20k more than the highest scoring survivor. I like your play style idea because it creates the opportunity for fun instead of sweat. Also it is good time management, doing gens and going for saves, playing the game like the developers say it is supposed to be played, guarantees a lower score for survivors. If you just concentrate on unhooking and looping the killer you will get more points in a shorter period of time. There are major flaws with the game balance, but the developers don't bother with that stuff, they will do the bandaid approach and release a perk or a buff, but never fix the basic balance of the game mechanics.
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Might be new patch causing problems? Another game and did not get credit for treat pumpkin. I guess it is really broken.
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There is no such thing as gen-rushing, that is a made up term by killer mains. Survivors main objective is to do gens and escape as fast as possible. Is there a hook-rushing problem? You know killers who try to kill you right off the bat. And these same killers try to down you as fast as possible. Pretty silly, right? That is why gen-rushing is a non problem.
As for the problem with camping? If it needs explained it is probably a lost cause. The object of the game is to have fun and for those you play with to have fun. Slugging, tunneling, and camping are winnable strategies but the cost is the fun of the other players. I always try to remember there are real people online I am playing with.
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I wish the bots from the tutorials could be swapped in when someone DC's or is AFK. I often get important phone calls or unannounced visitors and have to go AFK for a few minutes.
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I would like to see a game where when you run out the exit gate you immediately run into another match already in progress. Have like 4 matches connected so you could have multiple killers and multiple teams of survivors. Only when all survivors are dead or all 20 gens are done can you truly escape/win.
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confirmed
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@legacycolt said:
YouTube
Yeah, there are some you can snatch, but I would love something done by Behaviour rather than ripping someone else's video.
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The initial grind to get one good build is a tough one. Three years later and I have 12 characters prestiged to level 3 with all the perks I need. I do kind of enjoy the grind now, but I can see ways it could be improved.
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@Guest1567432 said:
It's added to the hit validation mechanic that favors survivors...its a bullshit buff. We all know how bullshit the "pallet validation" is this is the same thing.
Come on dude you have to admit at least 40% of killer hits are junk, as in it may hit a laggy ghost of where a hitbox was, but onscreen the killer missed. I get hit all the time when I am behind the killer he swings forward and I get hit while standing behind him. Or I jump out a window hit the ground running and the killer swings one story up and I get hit. It is crazy how unprecise hits are. Give survivors a chance, I have suffered under Dead Hard which was nicknamed "Dead for Sure" and "Dead on the Ground" for a reason.
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I will not be happy until the roster includes all these fine folks.
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confirmed
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Pumpkinhead would be a great addition and probably not that expensive of a license to procure.
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@Irisora said:
https://forum.deadbydaylight.com/en/discussion/comment/2565198#Comment_2565198
Sure.. and i saw a flying pig today when i peek through my window in the afternoon, his wings were golden btw.
Not sure what you are talking about. The pig does not have wings, maybe it was a halo? The final tally for this weekend was 32 games, three escapes (two were friendly killer hatch gives) and 125 deaths. Granted weekends are more sweaty than week days. So yeah, MMR is not making fair or even games.
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@Irisora said:
https://forum.deadbydaylight.com/en/discussion/comment/2565139#Comment_2565139
If they would think that, then a lot of second chance perks that can prolong chases too much won't exist and the survivor meta would be touched. The devs don't take SWF into account at all in regards to balance, and if they take SWF into account for something its to enhance it.. like with the next update around the corner "Boon perks" for example.
I disagree. 22 games today 2 escapes, 78 deaths. The game is in the worse unbalanced shape I have seen in three years. Devs need to be transparent about MMR and player ranks. They simply are not.
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Have played twenty games today. 79 kills and one survivor escape. Yeah, it is super balanced.
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@Irisora said:
DBD lacks balance because the devs ignore SWF strength and behave like they don't exist.. their idea of "balance" fly around making the game "good" for new players..
Reason why almost all dbd veterans get tired of the game, and quoting someone i don't remember "dbd is a rotary door, where old players leave and new players come and so on" It's the pure truth.
Balancing the game for non veteran players it's devs huge mistake. And until they continue to do this, there never will be a decent balance in this game.
Not at all, I think Devs assume everyone plays SWF. Way easier to escape with SWF than as solo. The easy solution is SWF counts as a perk because it radically changes game play.
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I just watched a vid of four well known streamers play swf for 6 matches and they all died except in one game where the killer gave the last survivor the hatch. So even with SWF and if you are pro level survivor is much much harder than killer. As I have said before, DEVS want shorter games to free up bandwidth, easiest way is to make the game killer sided. The game is so killer sided. MMR seems to be a grab bag, I know I am facing red rank killers constantly and I am definitely not red rank
. Devs have hidden the ranks so we have no evidence of how faulty the new matchmaking is. There are easy solutions to fix MMR but they are not implemented.
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You got owned in one game, that is no reason to Nerf everyone for every game. Think of others. Survivors do not need nerfed because you lost once.
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:I don't think it does if any, every killer I get is super perk and add-ons no matter how poorly I play. Until the Devs show us actual ranking mmr will continue to be a mess.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/285511/distraction-rework
All healing perks and items are rendered useless against Plague, at least most of the time. One of the reasons I hate her power.
The problem if Diversion is changed to work on undetectable killers is that it would double as a detection perk for free.
Maybe it could be charged by repairing generators like Blast Mine and Flashbang instead? Or a combination of both ways?
I use it as a detection perk, but it does not have to. For instance instead of the needle visibly moving when the killer is close it could still fill but give no visible indication it is filling until it is full it would no longer be grayed out. Then it still works as distraction but not detection against all killers.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2543046#Comment_2543046
Stridor is useless against survivors running Iron Will.
that is a perk cancelling out another perk, not a survivor by default cancelling out a perk
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Yes, we need a funhouse with mirrors and bumper cars and a shooting gallery. It would be great to have an active roller coaster which you could run under or could be used as a deterrent during chases, like it would hit like a pallet stun but could also hit survivors if they don't time it right.
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Do killers have any perks which are useless against certain survivors? Nope.
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Deadhard seldom works right, Killers love that survivors use it.
Maybe once out of ten times you get invincibility, you run off in odd directions and can not control it, you don't get prompts for window vaults or pallet drops, the distance you travel is sometimes 1m sometimes up to 2 meters. Lag really screws it up. Most often you will hit it during a chase, get no results, then get hit and go down, and then the timer activates so you have to wait for it to recharge even though you got no benefit from it.
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For instance railings in Hawkin's used to stop Deathslinger's rifle but now the bolt goes right through them.
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It does not need nerfed. It needs to be fixed so as soon as you dh you get speed and invulnerability, this would make it so much better. Also if you could turn while deadharding would be wonderful for the times the computer sends you off in a weird direction. Also if the distance you ran was consistent, sometimes it is barely one step sometimes you run 5 meters.
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The mmr does not work. Give them a few weeks to figure out what they screwed up. Welcome to DBD.
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Everyone hates this map. It should be reworked.
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@Lenox said:
Did you ever find an answer to this question? I may test this out in a custom game this weekend.
No, Head on is kind of buggy so it is hard to determine why it works and doesn't. I do have a lot of times when the killer never opens the locker door and just reaches through it and grabs you even though I did Head-on.
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Yeah, not digging it at all. Without ranking there really is no way to know how well you are doing or if you are facing good killers or players, it is just a sweaty unfun mess. Was that the intention, if so it is working. I have cut my play time way down.
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To put it in perspective, I have dc'ed maybe three times in three years. I have received probably 60-70 time bans for dcing. So the DC ban is effective maybe around 1.7 percent of the time and is broken over 98% of the time. I'm not a programmer, but I can tell you if something does not work over 98% of the time then it is broke and the wrong solution to a problem. Seriously 98% fail rate should never make it out of beta testing.
