Desola
Desola
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- Desola
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Comments
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@jajay119 said:
Killers are already in the stronger position be seeing what survivors are bringing in throughout the entire loadout time. I would love to know prior to the match if I'm going against a hag so I can bring a flashlight to burn the traps, or if I'm going against a nurse, who I always assume has BBQ, so I can equip Distortion...but I can't because that's not how it works. 1/4 people occasionally trying to mislead you at the last minute doesn't merit a rework to make the killer even stronger, I don't feel, sorry.
How would it make the killer role stronger against the average survivor when it's "1/4 people occasially"?
Again, the only "casualty" would be survivors that spend bloodpoints for a very long time or just AFK/Tab out on the lobby which isn't really a defense since that's noone's fault but their own. The average survivor doesn't need that period to switch around mostly so it won't have an effect. Many survivors, again, would likely even get through the lobby quicker not having to wait for the last second swap. The only real situation you could argue the kilelr would be stronger with that grace period is against 4-man SWF Bully Squads and when the game goes off the rail like that entirely, with teams that only play to harras and bully the killer, I think they deserve countermeasures.
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@Sel said:
DC's need to start leading up to suspensions and bans at some point honestly.
Absolutely agreed, ANY game with Teamwork should have Quitters get punished more harshly than a slap on the wrist. The highest tier shouldn't be below an account suspension for serial offenders.
The lowered Penalty for people really needs to be removed and quitting needs to hurt again and Before anyone comes with "Then hackers can take lobbies hostage!"
If you get stuck with a hacker, you can still DC and get the minor penalty.. if you're not a bas.... Quitter by default you aint racking up longer queue bans and hackers are so few and far in between that you don't have to worry about it on that route either. Removing DC penalties across the board is like sitting in a boat with a leak and breaking open another one to get materials to fix the first.
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Simple calculation actually.
You take 1 Douche player on either side + The knowledge that events often bring back people who take time off and are rusty -> More chances of being able to live out their douche-ness without punishment.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3265796#Comment_3265796
I guess, but what if they come back from AFK and then escape at the last minute?
I'd just take the free sacrifice, let survivors farm a couple hook rescues from them, and get them out.
I'd rather use them for 3 guaranteed hook scores, than mess around with the hatch.
Generally, when someone got to 3 crows and remains like that for a minute or so it's pretty much guaranteed that they aint coming back. I certainly yet have to see one that did
And yeah.. you and maybe 5% of killers that don't take the easier 4k the AFK gives you (Or see that an AFK is technically worse for the other survs than a Quitter and Grant them that fairer match.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3265763#Comment_3265763
No that just never occurred to me. Why wouldn't I want an easy sacrifice?
Just hook the AFK survivor. No messing around.
They went AFK they get punished, and by eliminating them you make the game a 3v1, which is already enough to secure the win.
The 3v1 is already there without you having to waste a hook or even just the little time it takes to put the AFK on a hook.
So.. you already have the main benefit of one Survivor not being in action anymore + not having to spent time hooking them + Not breaking a hook in the process + Making Hatch literally a non-issue for good since it wont spawn till only the AFK is alive + Bonus if you are Oni or Dredge since, if you leave them injured you get your power for free more often or the remaining survivors to spend valuable time to heal them which you can undo in a second.
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@Seraphor said:
If they're popping off crows then you can just hook them yourself with no issues.
Yeah... the thing is that this would be more to benefit the survivor side instead of the killer one..
After all... why hook an AFK survivor that only slightly annoys you with the crows when you can leave them standing and completely deny things like Hatch?
Unless you're refering to a whole new mechanic in which survivors can drag afk teammates to the hook to kill them themselves for just ditching the match.
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Pretty sure it's advocating "Can I have my bloodweb be without the items"? You can have all the fun you want it wouldn't affect anyone not opting out
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@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3242048#Comment_3242048
he escaped by him self, he wasn't rescued
Basekit BT triggers on anyone getting off the hook by any means to make facecamping less effective. You got unlucky you hooked a guy with active deliverance next to an open gate... no need to kill the game because of it.
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100% Agree, Or just give us the option to do so for the people who wanna keep them around.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3217915#Comment_3217915
No I don't mean impossible as a hyperbole, I mean LITERALLY impossible
As it doesn't complete even if u do what it asks perfectly
The thing is... i literally did that challenge yesterday as plague and spirit
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/349484/request-please-rework-this-old-rift-challenge
Also if you try to do it beware some killers might camp the hatch for hours so hope the killer has better things to do. Some just want the 4K desberately.
Yeah, had one of these when i did the challenge. Ghostface camping the closed hatch.
@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/349484/request-please-rework-this-old-rift-challenge
At least its actually *possible* to complete unlike quick thinking and self preservation challenges or are not overly difficult like the challenge where you jave to get iridescent malicious 3 times (i cant do this even with legion, ended up with 100 points in survivors being hit but -90 for survivors being healed..)
Hell, even if that challenge is harder, it doesnt force you to pretty much throw the game for your teammates to get it somewhat reliably. And again, that challenge itself is just massively out of time based on its requirement only really making sense in the old hatch design era
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@Nirgendwohin said:
https://us.v-cdn.net/6030815/uploads/ZIZKXV6PNH7H/hatch-an-escape.jpg
bring a hatch offering and sandbag your team out of the game.
just kidding, yes this one needs a rework but is still doable. just tell your team they should not wait in the gate and just leave because you need to leave last.
Doable, yes but not in the way you propose generally. When the gates are opened most killers wont bother to close the hatch anymore, instead going to patrol the gate or chasing tge rest out.
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Yes, please.
The noise of a survivor being sacrificed is so loud it overshadows every other sound in the game, esspecially the killer's terror radius
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3212483#Comment_3212483
You must not get challenging survivors if you have such a low opinion of camping and tunneling.
I've been playing against Surv sweat squads plenty recently. Only times i went with these "strats" was to get rid not of a good player or to get pressure but just to shut up some annoying flashlight clicking kid (usually camping pallets themselves and tagging after dropping it like they just solved world hunger.)
If a killer plays somewhat smart tunneling and camping are absolutely not necessary. Camping and hard tunneling some random surv right off the bat is just a crystal clear sign that you're stuck with a baby killer
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@Jangles said:
This is what I've been saying about the napkin math between hook stages and gen times. If a killer face camps, all other survivors get a stacking percentage on repair speed that linger after they leave the hook for however many seconds. For no interactivity, Survivors should be able to finish all gens while someone is on the hook. The timing needs to match up so you can't exactly save them. The person on the hook gets full chase points.
Evader also needs to hold more value. If you get chased for 5 gens you need to be coming out with 30k. If you get face camped, its a nice little bonus.
Honestly, i'd just say:
Make Hook timer auto-pause if the killer is to close for to long without being in chase: Bam, face caming is immediatly a Strat that doesnt do anything for you except for being a prick to one surv
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3216791#Comment_3216791
1) they want to bully the killer, and found out they can’t bully the current killer
Highly unlikely
2) they have a rift challenge, and found out they can’t do this rift challenge with the current killer
3) they have a rift challenge, and they already did as much as they could for the rift challenge in the current game
Rift is definitely a problem.
4) they don’t like the current killer, and they want a killer they like better
Nurse is a massive problem with all but the top 1% of players.
5) the 1st chase with the killer was very short, and the survivor wants to ragequit out of frustration
Ragequits have always happened in every game, but the current state of the game is causing increased DCs and Ragequits, so you have to ask yourself why this is happening post 6.1.
6) the survivor thinks they are better than the other survivors, and wants better teammates
Current MMR is a massive problem. It's putting too wide a range of survivors together.
7) some else already DCed, or gave up early, and the survivor thinks the game is hopeless
This is just true. If someone gives up early the game pretty much is done. This is also a problem, where the developers can reset the lobby when someone DCs early.
8) the game is being held hostage
Another problem.
All but the ragequitting are problems the developers can fix.
About that first point with the " Survs DC because they cant bully the killer"
I actually played a bunch of killer recently because with the amount of tunnelers and campers (at least on EU) you'll have more fun watching paint dry than playing Survivor. (Its so bad there at this point that i've gotten post game compliments for not staring in the eyes of the survivor i just hooked till they die) I've had killer matches with up to 3 DCs because i wouldnt fall for their flashlight or pallet saves.
I've gone against survivor bully squads quite a lot too, flashlights, toolboxes, all the meta perk SWFs. Maybe 2 of these ended with more than 1 or 2 escapes at most while i had suboptimal stuff due to leveling killers since i never bothered to do so before the prestige rework.
Hell, i went and adept-ed 5 killers in one sitting, including Pyramid Head, Nurse and Blight because i felt like it with yellow perks and little sweat
The point is: right now, this game is so unbelievably Killer sided (from someone who plays both) that claiming survivor-sided-ness is on the level of delusion rivaling the Flat-earth society.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3161281#Comment_3161281
Honestly... giving some Killers more options rather then just standing near the hooked Survivor should be what the Devs should do right now...
Increasing the base Gen regression is just one thing that I know would stop some of the camping going on (but obviously won't stop it all)
Cause giving more incentives to not camp is better then just punishing camping (some Killers don't want to do it but are forced to due to how the base progression VS base regression work... since they took away BP from BBQ it made BBQ just another aura reading perk
What does BBQ have to do with any of that?
And the problem of giving incentives not to do a bad thing instead of punishing it, it will still be done regardless. If a killer is set on staring a hooked survivor in the eyes like they are doing an eye examination likely do not care about incentives. But if they decide to do that it should absolutely not give them a competetive advantage at all.
"I could get more done if i go out and play properly... but i can also probably get a win if i just sit here"
So yeah, give proper gameplay loops buffs, but cut camping down to literally "i gave up to troll 1 survivor"
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@RaSavage42 said:
Hook grapping shouldn't be taken away... it all depends on timing (it's the same thing as Gen grapping)
Best thing to do is to push Gens while the person is being camped (sorry to say)
With camping being the go to strat... it is safe to assume the Devs are looking at how and why it happens
But I can say why... regression is so low right now (.25 charges per second) it needs to be increased... and it'll put a dent in Killers running 4 regression perks (but that isn't a guarantee)
Honestly... i'd be all up for trading in regression to an actual hit on hook camping but i dont think it could be that cut and dry. It would take a lot to nerf camping to such a degree that it wouldnt just be viable to get increased regression going AND just go back to hook to camp.
Right now my go-to suggestion would be to slow the hook timer depending on the killers proximity while out of chase so pure facecampers can stare at the hook for as long as they want because frankly, that stuff shouldnt be rewarded with an easier match once the first surv is dead. (And better gen regression doesn't matter when the killer never kicks gens, passive ruin is a no no)
Another one could be the same proximity system with stronger regression but on killer facecamping the remaining survs would actually get a progression buff to disincentivise camping even more