sulaiman
sulaiman
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3281461#Comment_3281461
While it only has 6 windows, the Game has the strongest TL wall in the game and it has at least 10 godly pallets, 4 being concentrated in 1 corner of the map.
I can see where the OP is coming from. Bugged Borgo is still a less survivor-sided map than Gideon.
No, really not. I actually like The Game as killer, but would have no problem with ever going to Borgo as killer again.
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@Devilishly_Rowdy said:
Behavior : Killers are "feeling" gens are getting done too quick, so let's add 10 WHOLE SECONDS to gens
Also Behavior : Now let's nerf gen regression perks and replace them with new ones
Also Behavior : Finally, let's give survivors new perks that increases gen speed
(Make it make sense lol, gen speed is faster than ever now)
You forgot an important part of that.
Killers claimed that because gens go so quickly, that they had to camp and tunnel to keep up, and if gen times were nerfed, camping and tunneling would go down.
Instead, when the changes happened, tunneling and camping did go up, because it was much easier to win that way. That put solo queue in a bad position, because while swf could handle all that, the average solo queue group couldn´t.
So, if the changes didnt get the result devs were hoping for (better gen times and reduction in tunneling/camping) and profed unhealthy for part the game, they should be adressed. There is no contradiction here.
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@Zachcjjj said:
They should get rid of gen perks for both sides (with maybe some super healthy ones left here and there) and make the game way more chase oriented. OBVIOUSLY they would have to fix map sizes and the way certain loops spawn ie making super weak killer sided loops better for example the new ones on autohaven maps and then make super insanely cracked op setups weaker, but a more chase oriented dbd would definitely be funner imo atleast, and dont get me wrong you can already play like this and not really care about winning but then you get hit with fractured cowshed as the pig with no gen slowdown vs 2 prove and bnps on the other side or something and its just an instant rip basically
No, i dont think more chase oriented would be more fun. I actually like the hide-and-seek playstyle the game was meant to be played in the beginning, which is mostly gone anyway. Removing the rest of it in favor for more chases just make the game more linear and boring.
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@Veinslay said:
Quality post lol. It'll fall upon deaf ears at our friendly fun-loving survivor friends though. I've had one survivor give me a free kill when I had a bad game in my entire history of playing this game and I'm devotion 24
I dont give killers kills usually, but giving them hooks in the end, that was something i used to do, when i was still playing swf.
nowadays, i only play solo, and i think that is fair enough in most cases.
Also, i dont loop, because that is not the part that i want in the game, i usually juke the killer if possible.
However, i still do totem (even dull ones), i use neither dead hard nor coh nor sprint burst nor hyperwhatever, and usually dont bring a toolbox or flashlight (unless needed for a challenge).
I also never teabagg or insult the killers in other ways.
Yet i still see lots of campers and tunnelers in my matches. So i do care about my fellow gamers, but they dont care about me. So why should i keep that up?
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I often play normaly or try to cover my teammate, if i was the unhooker.
Then, if the killer succeded anyway, and we didn´t make any progress because my teammates where busy hidding, i just go to the killer to be hooked and leave the game. I mean, the killer won anyway at that point, no need to give him a challange or anything. Just make it as boring as he wanted it to be.
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@Blizwise said:
https://forum.deadbydaylight.com/en/discussion/comment/3277354#Comment_3277354
Boons should be once and done, just like for the killer. Killers sees a boom that totem is done for good.
I am not sure that would be a good idea. No clue for finding them, and breaking takes 16 seconds. I am not sure if thats a scenario i want as a killer.
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No, i am saying i dont care about this discussion anymore, because all is already said in the countless other threads on this topic.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3276891#Comment_3276891
yeah, that's what I mean
It relies entirely on the Killer having zero peripheral vision, and it generally doesn't work ANYWAY because everyone's swivelling around to correct for the fact that Killers apparently have a cast on their neck
it works for me often enough. But i dont care about the discussion anymore, if they ever change it, we will see who is right. If stealth dies in this game, i will play just killer exclusivly, or not play at all. If they change it and it doesnt impact stealth play, well then its a good change.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3276830#Comment_3276830
i don't know how much stealth is in "stand directly beside the killer" anyway. it fails 90% of the time
Because thats not how it works. Its more like turn a corner, crouch down, and when the killer turns that corner sneack past him and go back the way he came.
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@TheSubstitute said:
I think the devs are doing their bes5 and doing well overall. Patch 6.1 was a huge step forward and showed the devs aren't afraid to change things tackle sacred cows if the changes could help the game. While I would like to hammer some more on my refrain of I want status icons for solos and a buff to Reassurance and I sometimes get frustrated I think the devs are good at being objective and get things right more than they get wrong. And also there's only a small handful of video games where I've spent as much time on them as I have DbD. As I'm not the only one like that I think that helps show the devs are doing something right.
I disagree on that. Patch 6.1 did some good things, but it buffed killer and let solo survivors pay the price for that, while swf is next to not affected. I used to be a solo survivor main, now i play about 50/50%. However, i play a lot less overall, because the game has turned bad for me.
Most matches are simply not thrilling, either the survivors steamroll the killer, or the killer steamrolls the survivors. There are just very few matches without a clear skill difference.
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@[Deleted User] said:
Those are some wild numbers you pulled out of thin air. 60-70% of Nurse games have a d/c? Would that move her kill rate, by what, 5%? Where are you even getting that d/c rate from? Is it so disproportionately higher than other killers that her kill rate is uniquely affected? She's easy to master, but has a low kill rate at all but the top 5% of MMR. Like....come on.
It's fine if you don't like her, but be reasonable
Aren´t matches with a dc discounted from the kill rate statistics anymore?
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@RainehDaze said:
You play one, you instantly lose at the start of the game. Doesn't matter what side, they're a stupid concept and completely antithetical to having fun.
Or maybe do the simple thing already and change how they work so people can maybe STOP being sent to The Game. Every. Damn. Time. What's that, you want moris or BP offerings or literally anything else? To the Game it is! Again!
Can we trade? I love the game with all my favorite killers.
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Well, i see more builds around lightweight and lucky break, and more shadowsteps coupled with coh. You sure its in the game itself and not just survivor playstyle adepting?
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@HectorBrando said:
That has to be unintended interaction between the perk and his power, they should killswitch either Knight or MYC.
Killswitch is for gamebreaking issues, not for little inconviniences.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/355762/when-will-spawning-mechanics-be-addressed
For the hatch the thing is that the hatch spawn is decided from the very beginning. Its invisible but can be detected early by walking over it and noticing the bump. Besides this, its totally RNG if no hatch offerings are played.
How about we did this: offerings aside, the hatch only spawns once the 3rd survivor dies, and it does so somewhat equidistant between the two players, maybe with a variance 50/50 to 60/40 split in the survivors favor due to the killers higher speed. This way there would be no instances with the hatch spawning directly next to one of the two players and it would be mostly a race for the hatch, with the opportunity for some tight chases and injuries.
There are maps where the hatch spawn is not totally random, more like semi random, so there are spots where it is way more likly to hatch, the swamp maps for example, elementary school being another.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3273811#Comment_3273811
Actually that's wrong.
Yes, it is, not because he is that good at camping, but because thats how everyone and their mother is playing him.
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Well i agree with KidneyStoner, he is the next big camper, and that just gets old very fast.
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Wrong post.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3272217#Comment_3272217
Why can't you find that same humor when a human does it to you?
because humans do it with the intent to insult you.
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@Devilishly_Rowdy said:
https://forum.deadbydaylight.com/en/discussion/comment/3271787#Comment_3271787
So killers show "sportsmanship" by not tunneling. How do survivors show sportsmanship though?
Well, i do totems, i dont run in circles (because i think looping is boring), i never teabag you, and depending on how the game went, i let you hook me (very rarly i give you the kill, too. but i have seen others doing that more often than i do, but it is still rare).
However, i usually play solo as survivor, and you might not recognize my good intentions because my teammates flashlight-click, teabag and being rude just because they won.
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@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/comment/3271411#Comment_3271411
You are lucky he didn't just rat you out. That's what normally happens to me in that situation.
In 6 years of playing I have still never worked with the killer to go rat out the last survivor yet it happens to me 24/7 feels like. Makes me babyrage and go play killer myself
Especially if it was a match were the killer had to leave chases with me all the time because I was a better player than them; but MMR delivered amazing teammates who still rolled over and died trivially and there's nothing I can do in the 2v1
i start recording if it comes to such a situation, because ratting the last survivor out is working with the killer and a bannable offence.
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I have no issues with either perks. I ignore CoH most of the time, because even though hag is one of my 2 mainkillers, it just almost never an issue for me.
DH is just the same, most of the time it doesnt do too much, but seldem it does and it becomes a problem for the pressure in that match. However, if it does nothing all the time, its no use anyway.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3271396#Comment_3271396
Do you happen to mindgame someone hard to wake up with a Dead hard in your face that prolongs the chase by 1 minute a time to see how another 3 gens are popping? You will end up with a headache
Dead Hard was nerfed, but a timed use of the perk will waste killer's time and knowing many bring 4 slowdown perks to have a "manageable" game most of the time, truly a prolonged chase by a spammed meta perk at high mmr ratings will not solve much.
Isee the issue, but in my matches its not too common at all, but if you got really god survivors, it amplifys the problem you run into. Still, the perk needs to have some use, so what changes would you propose to tune it down but still keep it viable?
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3271252#Comment_3271252
You can hardly call what happened to CoH a nerf. It now takes a whole *2 SECONDS* longer to self-heal without a medkit than at go-live and even less difference to other healing methods.
CoH is still completely killing the Hit & Run playstyle - make it less insanely OP and you'll see less tunnelling. NOTE: I know that nothing will stop tunnelling (mainly because it's a perfectly valid strategy) but making hit & run more viable will help.
Actually, i dont belive you. We have seen this pattern before, and it turned out to be untrue.
Even if CoH would be nerfed, people would tunnel even more, because they can be more sure the survivor is not healed up already.
Or they would just ask for the medkit-nerf, because those damn medkits completley kill the Hit & Run playstyle, but if they were nerfed, the tunneling would go down.
Its just not true, as we all have learned.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3269668#Comment_3269668
They wouldn't believe me even if I told the truth.
Likewise, it depends on their attitude. If someone comes right at me accusing me of being in a SWF, they're usually salty and I'll lie and then ignore them. Let 'em cool off.
So, lies seem to come easy to you. Will keep that in mind, since it might be important to the viability of your claims and arguments in furture discussions.
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I find less and less fun in both roles. SoloQueue is just too dependent of other people, that it rarly plays out.
Killer, on the other hand, is either unbelivable easy, if you get solo queues, because killers are buffed so much ib becomes boring, or its unwinnable hard, because you only get swf, and for that, killers are not buffed enough. As killer, i mostly get 4ks and 0ks, with very little in between.
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@BrightWolf said:
I'm not trying to start a killer vs survivor thread, so please keep any pent-up rage to a minimum. This is a thread mostly for fun. :)
Anyway, with that said. Since survivors have Borrowed Time as basekit and are soon to get a version of Unbreakable, I'd like to know what perks, basic or killer specific they would like to see become basekit across the board. (Sorry if this is a bit hypocritical)
Personally, I'd like to see a version of Sloppy Butcher, Whispers, Jolt and Nurses Calling become basekit.
Sloppy - Mostly because I'm still finding my feet as killer, so having a little bit of an extra hand would be nice, but I can understand if it'd be too powerful.
Whispers/Nurses Calling - I have hearing issues IRL so I wear a headset when I play, it helps but I still miss some sound queues. I don't like that I have to waste a perk slot just so I have a chance to hear certain queues, that would help me play the game.
Jolt - I really like a lot of aspects of this perk, the fact it does damage to gens within a set radius is pretty neat. It certainly helps when I'm playing a low-mobility killer and it was one of the first common perks I unlocked.
Ähm, is that in addition to basekit-changes the killer already got, or is it instead of?
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@TDtheDoc said:
Playing nice as killer just makes you look like an idiot.I have tried playing the “nice” way and survivors have been stomping and tbagging at the gate.I should have stuck to being the hateful killer I was.Survivors do not care.
Well, some survivors like myself do care. But the truth is, i, as a survivor main, the majority of survivors is way more toxic than the killer is.
When i play killer, i start out playing nice, but i always follow the wishes of the survivors. A lot of them send me morse-encrypted messages through teabagging. It usually means "please camp and tunnel me and my team". Why should i not fullfill their will if they ask so nicely?
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First of all, i like to play as dredge. Became my second main alongeside hag instantly after its release.
But yeah, he is map dependant, especially in the locker setting. I had matches where maps had all lockers clustered on 2/4 of the map, and the other 2/4 were wasteland (not exegerated, thats the autohaven-maps, where only trees and stones are around the gens).
As for closing lockers, it can be annoying, and comes too cheap for survivors in my opinion (it should be used to gain a tactical advantage, not just do it because it doesnt cost you anything), but thats usually all. even if i teleport in a chase, the distance i gain is usually enough to make up the time i waste opening that locker. And usually, with good placemant, you only have some lockers you use as teleport-target anyway, so once they are free you are good to go anyway.
His antilooping is ok, but not his strong point, but as part of "mindgames" can become unbeatable for survivors in certain positions.
Nightfall is a fun mechanic, i like it very much. Sure, you dont come as a stealth killer then, but you take a lot of survivors map awareness away. And waiting it out doesnt work if you run 1-2 auraperks and/or the teleport-aura-Addon.
In my opinion, he really isnt the strongest killer, but he is not weak either, and he is a lot of fun to play. closing locker or the slowdown while teleporting could be reworked (both might be a bit too much) to make him play a little more smoothly, but the real issue is the rng dependence of locker placement.
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I got 150 on killer, mostly on my 3 mainkillers,
and 94 on survivors. But i lost a lot of survivor addons when i prestiged a lot of them before the rework.
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@HectorBrando said:
First let me start by saying that, no, I don't really want maps and other forms of content removed from the game.
I do and im not ashamed in the slightest, please remove Mothers Dwelling, Lerys, The Game, Midwich, RPD, Ormond, Shelter Woods and Eyrie of Crows.
Or maybe not, The Game, Lerys, Midwich and RPD are my favorite maps as killer, as well as survivor! I just like indoor maps (ok, maybe thats about my colorblindness where the colorfilters dont help that much), but i think my needs need to be considered the same way as yours.
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To me, doctor is map dependant. Midwitch or The game, i usually just 4k, and he is very op in my opinion. Red forest? Yeah, good luck there. While you find survivors and get them down, you just dont have enough time until all gens are done.
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I dont care about sex appeal in this game, as i dont play this game to see naked skin.
It doesnt matter to me what cosmetic someone next to me is using at all. And i only get skins that are "cool", and just showing skin doesn´t fit this for me.
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I will get it with shards, as i have over 100k of them. If it was licensed, however, i wouldnt, because at the moment i will not give money to this game anymore.
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I used this a lot latly, because i prestiged a lot of my chars to get the perks on all of them, and then used the low prestige chars to use up their good items and bp offerings. once they are cleared out, i go back to my main chars, because that way i have a better overview on what items and offerings i have, because i only have to switch to 7 chars instead of all of them.
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@StardustSpeedway said:
BHVR definitely needs to do something about this already. It's a huge problem because it's so rare to get a Leatherface who won't do this. There's nothing you can do.
Actually, in my recent experience, while those people still exist (i am one of them,although i only play him for dailys or achivements) the majority of bubbas i encounter took the player advice and got good. They dont stay on the hook, they go out and just down the next before the first is unhooked.
I think the camping/noncamping bubba is purely a thing of skill, and thus, the mmr bracket you are in.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3261143#Comment_3261143
Not a lot of people play Hag, that's true. It doesn't matter, though. They shouldn't be able to play the game with a massive advantage compared to the rest of the player base not having access to/not using scroll wheel. This is not the only game I've played where scroll wheel changes the actual gameplay/nature of the game. You go up against enough and in different contexts, it becomes a joke how anti-fair it is.
Fix swf with com first, because they have a massive advantage compared to the rest of the playerbase not having access to /using com.
If you dont fix it, why should you fix hag?
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@ArchAbhor said:
You point out the useless teammate that hid all match. I hesitate to do this but I want to as a survivor, but I also feel a bit guilty for the survivor that does this for me as killer because im thinking they can get banned for it. Just wondering if this is bankable as "working with the killer"
This is instances of a survivor that hides in lockers and doesn't touch gens all match. Dooming the team to what could have been a winnable match not someone who just was never caught.
I personally think it shouldnt be bannable since that survivor is refusing to participate in normal gameplay.
Yes, it is bannable.
Anyway, i wont belive what other survivors think because they didnt see you. I had games where i was accused for hidding all game when i did 3 gens alone, but never got hooked because i juked the killer 3 times in a chase and he lost me.
Also i had games where people blamed me for not working on gens while i had run the killer for 4 gens...
A lot of survivors dont have any clue whats going on with their teammates (thats why i run bound in almost every build)
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@Katzengott said:
Nothing of the 2 scenarios is bannable.
Yeah, i still would like an official statement on these.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3260431#Comment_3260431
The only reason basekit UB is going to be a thing is because of the mori change. It has zero to do with slugging.
Yes it does. prior to the "killer patch", a lot of killer claimed they only camp, slug and tunnel because otherwise the game was too hard, and if gentimes were nerfed, and if perks were nerfed, those playstyles would not be used as much.
when the changes came, it turned you they weren´t not only still used, but their use increased, because with longer game times, it became harder to outrush gens with a camping killer. Shorter chases and longer gen times didnt help, because as long as killers still can lose, they use these tactics to not lose.
So they sought for new solutions, and one was basekit bt, and one is basekit ub. the mori change is coming because of ub basekit, not the other way around (at least thats what i believe, based on the history of how the devs approach these things).
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3260577#Comment_3260577
You're correct that the stalemates shouldn't be occurring as much. But the solution is force the stalemate to end in the favor of the killer, because the survivors gave up trying to win, and the survivors are breaking the rules of the game.
Giving survivors AFK crows means they would not longer be stuck in the stalemate. In these situations, at least one of the survivors was going to die anyway, and this just speeds up the process.
Again, this behavior is perfectly fine, as long as only one is doing that, only if both do it becomes breaking the rules. And thats the problem here.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3260535#Comment_3260535
Then be willing to take the loss. You can complain about the odds out of your favor all day, but thats not gonna revive your teammates or give you a better chance. You can list worst case scenarios all day and thats not going to change the situation when you find yourself in it, so stop making excuses and just play them out as best you can then accept the outcome.
If those situations are as easy and unavoidable as you claim, you should probably raise your MMR a bit more. Bad players make bad plays and killers will often take advantage of those, thats been the case since this game was created. Your complaint is literally that the killer is able to snowball off of bad players while you do nothing to prevent them from doing so. You share agency with your teammates, and you need to be willing to either offset theirs or deal with the consequences of their actions as much as your own. Thats how teams work. Don't like it? Play killer.
Edit: Might as well address them individually.
1) There are tons of lockers in that bathroom. They could have gotten 1-0 downed if they heard his chainsaw and jumped in them, but they didn't. Still an agency issue caused by bad teammates, so again, your complaint is about that.
2) Bad unhooks are not only a bad teammate play situation, the game encourages them with basekit BT. Blame the devs for making the most intuitive outcome the worst one strategically. Also another bad teammate complaint.
3) Survivors refusing to adapt to the situation, again, an agency issue. You don't need comms to identify when the killer is facecamping, and kindred both exists and is promoted heavily for this very reason. Bad players refuse to take off their full stack of second chance perks and deny themselves the first chance in the process. yet again, bad teammate issue.
You blame the outcome of a "stalemate" instead of being willing to offset your teammates bad plays that led to it. Either own up and intervene or accept the outcome of your team's decisions without you.
But taking the loss means giving a teammate that hides instead of doing gens the hatch, validating his whole playstyle, because he is the one to get out. Thats how you get more of those, not less.
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@kisfenkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3260293#Comment_3260293
This is called "Working with the killer" and is definitely as bannable as "Refusing to participate" if not much more bannable.
It is not YOUR job as player to punish your team members for not participating. Do your part and report them for "refusing to participate" instead of falling well below that and actually flat out cheating.
In my opinion, and I hope the devs as well, refusing to participate is a learning experience. Survivor is scared and doesn't know what they should do. They need to learn to participate and if they get a punishment it will probably be something small and will teach them that their behavior needs to change.
Cheating by betraying your teammate to the killer, on the other hand, is the absolute worst thing you can do besides hacking, and deserves an enormous ban right off the bat.
If you want to leave the match because the other survivor truly is not doing anything you have three options. Do gens, you are sure to get downed and bleed out, get hooked and die, or actually you could escape. Go afk, and get some water. Though you are risking the same thing that the other survivor is risking. DC and take your instant punishment. This will give the other survivor a chance to escape though, so it is not ideal.
In these situations I prefer to try and do a gen, try not to die, and most of the time I root for the killer as I lay bleeding on the ground or dying on the hook. Don't cheat, it is much MUCH worse than hiding.
And I hope you are not using bond to shake off the killer, op, that is exactly the same thing.
But the thing is, as far as i understand it, hidding is participating in gameplay.
The reason why its bannable that i read is holding the game hostage, because 2 survivor can hide as long as the match went on.
And thats the strange point. If both hide, it becomes bannable.
if only one hides, he is the clever one using the superior tactics.
so if you try to use this tactic, it being superior of bannable dont depend on you, but on the actions of your teammate.
Also, we all know that reporting without video evidence does nothing. If you dont run bond, how will you get it? I run bound, thats why i see my teammate doing nothing, but for how long do i have to record it, and most likly, i record myself doing nothing but watching that survivor.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3260407#Comment_3260407
Incorrect. As long as you weren’t toxic or constantly try to blind me (I hate getting blinded) and I notice that your teammate is doing nothing, I’ll slug you to bait them out if I need to and give you hatch to spite them. If they don’t take the bare, I’d let you off my shoulder and go search for them, which isn’t too hard since I usually play Mr Doctor with Iron Maiden and Whispers.
As a survivor main, nothing I hate more than selfish or useless teammates. Don’t get me started on teammates who stick to gens and let their hooked mate get to second stage. If that happens, everyone is going to die as soon as they reduce the hooked person, who will escape.
Yeah, you know, i read this claim a lot from killers. But from my 7k+ hours in the game about 3/4 on survivor, that happened to me exactly once, while the 2-survivors-left scenario isnt that uncommon. Usually, the killer gets bored because he cant find the other one, and just hooks me, or he finds the other one and just kills both.
Yes, maybe you are the exception, but i feel there is a disparity on how i read about what killers do in such situations and what is really happening ingame.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3260293#Comment_3260293
If I was the killer I’d kill you and let the hiding survivor go.
Yes, but you also do that if you find me on a gen while the other is hidding.
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@TunnelVision said:
- Become one with your inner rat.
If your teammate is hiding and not contributing; lead the killer to the locker and point at it. You will be surprised how many killers will give you hatch in this scenario.
The problam is, that is working with the killer and a bannable offence, as far as i know.
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@pocajohnny said:
The million dollar question is actually, "Will the map design ever get addressed?"..
It already is, just not in a way you like. But i doubt it ever will be.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/3259409#Comment_3259409
D only if the survivor is close to you that you need to start waving rapidly.
If they are to far away they might think the killer is back and staying at you or around your hook.
If they are close and you suddenly start waving rapidly then they can see the killer is nowhere to be found and know it's to warn about a nearby trap.
Yes, but how does the guy a little further away know that?
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@Coffeecrashing said:
If survivors can see each other's perks in the lobby, then there might be a lot of lobby dodging. Do you seriously think survivors want to be on the same team as a sole survivor / wake up gamer, that will probably hide the entire game and wait for all their teammates to die?
Which it doesnt have to, i run this build only when i have an "open an exit" daily, and use sole survivor as a backup in case some survivors again throw the game by dc/suiciding. Doesnt mean i hide or dont do saves and stuff. But yeah, seening perk loadout will just lead to prejudging other players based on your own believes. Run self care? People yelled at me for it even though i had a medkit in the first place and carried self care as a backup because sloppy was used a lot at that time. Doesnt matter, people just look at their checklist, and not at the whole picture.
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Yes, its the megs fault, but its still tunneling. Thats why solo is so bad, you have no influence over what your teammates do, but the killer can use it to capitalize on that.
As killer, i would have gone for the meg instead for sure. Why? Because i play both sides, and i know exactly who i dont want to rank up to be in my mmr bracket. Since i see playing killer as selecting my possible teammates for future matches, i way less forgiving with such players.
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@hex_uwu said:
Waving your arms on hook means:
A) Nobody is coming to get me (for the teammates who thought someone else was going for the unhook)
OR
B) The killer is facecamping me
Because I've been using it for A and have understood others using it for A but I know OG players use it for B
Also c) one guy is already comming for me and you can stay on gens. Have seen it several times when i came for the hooked one (so it coulndt be a)) and no killer was there (so it couldn´t be b)).
Also seen it used for d) trapper (or hag) put a trap around me, be careful.