tesla
tesla
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On other thing is that even when DC penalty is on, it's just too little. 4 minutes is nothing, many times they do it when they are on death hook, then they just wait their SWF finish the match and trash talk in post game chat and by then the timer is almost at zero. The timer should be longer and be paused when the SWF is still on the match (or if they haven't pressed "Continue" in case they're solo, because sometimes they will wait to trash talk too - actually, it is kinda hilarious that you can quit match and still watch it and still chat in the post game chat).
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@EntitySpawn said:
I usually quit if there early DC and the killer has meta, 3v1 isnt fun, I cant do my challenge and while there is no penalty I might as well just find a new match.
It's not like I was going to escape a 3v1 so I'm dropping in mmr and cannot progress anything. Plus most killers seem to still really try and slug all 3 for whatever reason.
But yes turn on dc penalties, and also penalize people who suicide on first hook (if you die within X seconds on your first hook while X survivors are alive, ban)
I believe they could not penalize suicide on hook like a DC, but they could make the player lose some BPs at least.
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They could have 3 types of DC and it wouldn't be so hard to implement:
- when someone press leave match, the simplest one
- when someone is suddenly disconnected
- when the game crashes (you know that some crashes open a report sender after the game closes, and it could cross the information with the last match that player was in) - that one could have no penalty at all.
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@GannTM said:
Better thing would be to turn the DCed player into a bot.
Yes, I believe in the future that would be best indeed but it requires much more work and it's probably gonna take some time before we can see it in action (since now they can only make bots work on one map and with one killer), and I think a simple patch could make things a lit bit better meanwhile.
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I would say the problem is with mono survivors, not the main ones. Everyone should play both sides to undestand the game better.
Your statements are very well put and often forgotten too, I'd also like to add:
- if the killer saw you coming for the unhook, get the hell outta there, it's not really camping if he has info... and don't loop near the hook as you would be facilitating his job in harrassing several people at one time.
- if you don't have any hook stages and your team has some people that are on death hook, stop playing stealth because people are your greatest asset... when someone dies, the chances of everyone dying increases hugely. Protect the vulnerable, get the killer's attention off them, take a protection hit, maybe you would learn how to loop better if you do this occasionally.
- pay attention on who is being chased to know the proper time of going for the save, finish gens, etc. Also pay attention on your hooked teammates timer, to know how much time you have to save before struggle/death.
- read the description of perks, powers and addons to understand what they do and realise it when they come in play.
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But preventing the killer to hook someone is not healthy to the game...
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A suicide option would be nice. Sometimes the person does that to give hatch to other survivor.
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@Corvo_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2162755#Comment_2162755
I'm glad you agree. I think it would be very good and no one gets frustrated, killer gets punished, I don't get punished because the killer decided to camp me
And yet he had to use sarcasm with "participation trophies so they feel better". If one got camped the whole match it is obvious that person shouldn't be punished. I guess 0 rank progression would only be fair.
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Hex: Shining
A Hex that affects all totems in the trial. All totems are shown as if they are lit (including to the killer).
The Hex effects persist as long as the related Hex Totem is standing
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@Laluzi said:
The only one of those things that should maybe not deactivate DS is unhooking (because it comes up a lot where you're in a panic situation and everyone's in one spot, either hooked or on the ground, and you have no choice but to try and rescue the player.) If you're going up to a gen or totem, you should not be able to DS the killer - you are doing objectives that the killer needs to protect and this is what made old DS so profoundly unfair. Players could pop gens and cleanse hexes in your face and you couldn't do anything about it.
It's not wise to go for a hex or a mostly finished gen immediately after you get unhooked unless you know the killer's in a chase. The killer will expect this (especially if it's a hex, that's the first place I look when somebody who saw the hex gets unhooked) and come to stop you, and that's not tunneling, that's you making a high-risk play and losing your gamble. Be patient and do it later.
I do agree that healing yourself shouldn't deactivate it, though. Self-healing is trying to recuperate from the hook, much like running away and hiding. If you move away from the hook, start healing, and the killer ran back to the hook, followed your blood trail, and goes after you, that's still tunneling.
I guess it should deactivate if you finish healing yourself, because then you can at least resist two hits.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2161997#Comment_2161997
That's still a big issue...And swings balance way to far in one direction. Part of hook camping now is it's pressure on the gens when done right...Do you go for the save ? Stay on gen. If you slow it down. That punishes a killer for trying to swing momentum in their favor.
Well, I see your point. That's why I mentioned the number of gens should affect it. And I do think that right now gens get done too fast and should be balanced too. Prove thyselfs and op toolboxes etc should be looked into. Perhaps more than camping or tunneling as I don't think it happens that much, but when it does, it just sucks. Gen rushing is very unfun too, and sadly the game keeps going towards that direction.
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@Steel_Eyed said:
Didn’t they reduce the hatch opening from a key from thirty seconds to ten? If the killer doesn’t close the hatch and waits out the ten seconds, EGC does not prompt.
This nerf is slight at the most, ten seconds is plenty of time to all remaining survivors just jump in the hatch in less than 3 seconds.
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@Kebek said:
Too complex, just make hatch spawn at 5 gens or at 1 survivor left.
They still nerfed DS in the most complex way when they could have just nerfed the timer. But your suggestion is good as well nonetheless.
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@[Deleted User] said:
I like your fourth suggestion - I personally want the hatch to always shut behind each survivor the moment they use the key instead of the hatch staying open for 30 seconds, and I'd want this to apply to the skeleton key too. You can still get the "Where did they go?" achievement by bringing four keys, but there will be no more rare cases where three survivors escape a three gen situation with a chest key, or something.
I think the drop rate of keys in the bloodweb is already plenty low and I feel the same about chests normally; I do hear that the drop rate has been higher lately, probably by accident, and I'd like to see that fixed.
They should also buff key add-ons and/or charge time. I'd like keys to be less useful for opening the hatch but more useful for other things. Like, who tf is getting any value out of 20 seconds (with a skeleton key) of seeing teammates' auras within 24 meters? The other keys give even less charge time so it's even harder to get value out of the add-ons.
Yes, I would love if they increase range for allies (64 meters would be nice) and could have more duration too, but the one of viewing killer's aura seems too powerful, maybe that one could drain more power from the key (I know it already does, but you can still make many insane plays in the same match and it doesn't have the same penalty of OoO).
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2161231#Comment_2161231
It would stop camping, yes. But there's to many times in matchs where sometimes it's the difference between 3-4 getting out. Or 3-4 getting sacrificed. The problem with this idea is there's no possible way for the game/coding for it to be able to tell when it's neccesary to camp or not. Something that important can't be changed just to punish ######### who do it for the LULZ
I guess they could do that when killer is within proximity to the hook AND no other survivor is near, the timer considerably slows down. They could still camp, but would be more punished by that. Other conditions could apply, like number of gens done. They do have similar mechanics in the game like the Endgame collapse, which slows down based in the survivor status at the moment.
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Maybe this sould be posted in feedback and suggestions? I'm afraid of posting it there now and break the forum rules by double posting.Edit: Thank you guys for the advices, I'm just new here.