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JimmyCasket

JimmyCasket

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JimmyCasket
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  • Oh, and you shouldn't get punished for D/Cing on hook if you're being held hostage by your teammates.

  • The Penalty should be reworked into a "Rage Quit" Penalty. If you D/C within 5m of the killer after being downed, or while on hook, you get the penalty, but if you lose connection or quit away from the killer, you aren't penalized. If hte killer is slugging you, you shouldn't be punished for wanting to leave.

  • I think the bug is affecting the Yellow Glyphs.

  • @Anti051 said:

    Now that I think about it,

    If killers basically can't do anything at a god loop, and survivors basically can't do anything at a short loop, isn't that like taking turns winning? Is that even technically a game?

    Precisely. They've done wonders on the 3 original realms, and SOME of the reworks are good, but the new maps are always terrible.

  • Precisely. Dead Hard seems to be a 1.5 second perk. it has the 1 second animation and .5 second Endurance, yes, but... It also has a .5 second period where it does jack #########, I swear. Then there's the times where a survivor is LITERALLY standing still and they can use it, when it's not active when stationary. This perk is so messed up it's unusable and encounterable at the same time.

  • @mr_Beast_Artist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/366450/suggestion-to-fix-game-health

    The problem is that the gameplay is boring for the survivors, so I often play for the killers, since each of them has its own unique gameplay. I like the idea, but you didn’t take into account the fact that if 1 of the survivors dies, then the others have no chance to fix it, for this reason, the killers camp tunnels, because if one of the survivors dies on 2-3 generators, then the game is already lost for them.

    I did actually address this, you just didn't look through the post.

  • @OrangeBear said:

    Wouldn't this just make slugging a more viable strategy than hooking? Use knock out, maybe even play sadako with ring drawing add-on too.

    They are coming with anti-slug on their own, no need to address it.


  • @JimmyCasket said:

    Idk why my old post was closed, and after I made a comment on it, with the comment being deleted, so I'll just make a new post.

    As many of us are aware, the game is in a bad state right now. Survivors gen rushing killers, killers tunneling and camping, so I think there is an easy fix to this.

    At the start of the game, gens take 150 seconds (I know, big scary number), and as the killer gets hooks, it reduces it by 5 seconds each, resulting in 8 hooks for a final time of 110, meaning it will be INCENTIVIZED to not kill, and to get max hooks. But that's not all. As killers get KILLS, it increases gen speed significantly. 1 kill decreases repair time by 60 seconds, 2 will decrease it by 30, and 3 by 10. This will result in gen speeds being favored for survivor as the killer kills, which will disincentivize tunneling by punishing the killer for it. with one player tunneled out right away, gens now take 75 seconds, as 5 per hook state, plus the kill reduction of 60. at 2 kills, it's reduced to 30 seconds, as 30 for the kill, and 15 for the hook states. with 1 player alive, they will pop a gen from 0-100 in literally 5 seconds. Huzzah all those survivors that are stuck with a dead team and a gen completion tome.

    If anyone sees a problem, of has a suggestion, feel free to comment.

    "At the start of the game, gens take 100 seconds, and as the killer gets kills, it increases gen speed significantly. Each kill decreases repair time by 30 seconds. This will result in gen speeds being favored for survivor as the killer kills, which will disincentivize tunneling by punishing the killer for it. With 1 player alive, they will pop a gen from 0-100 in literally 10 seconds. Huzzah all those survivors that are stuck with a dead team and a gen completion tome."

    I hope this is better for everyone.

  • @Milo said:

    Holding M1 for 120+ seconds on a single gen would feel sooooo bad. I feel with a change like that, gen repairs should be somewhat reworked.

    But good effort at trying to not incentivize tunneling.

    Don't forget Prove Thyself halves gen time, it would simply make Prove even More meta.

    @Seraphor said:

    While I'm all for gen time scaling based on survivors still in the trial, these numbers seem a bit whack.

    For starters, if you want to encourage killers to focus on hooks over kills and avoid tunnelling, then hooks shouldn't decrease gen times.

    150 seconds is pretty insane, nearly double the current gen times, and this would make a 4-man escape pretty much impossible.

    I think a more reasonable alternative would be 100 seconds at base, and the maximum charges for a gen should decrease by 25 or 20 for each eliminated survivor.

    This is only 10s more per gen than what we currently have (which itself is only 10s more than last year and we all know what little effect that had), so it will make it marginally harder for four survivors to open the exit gates. But it would mean three survivors only have to spend 75/80 seconds per remaining gen, and two, only 50/60 seconds.

    This would greatly reduce the chances of snowballing after eliminating survivors, encouraging killers to prolong eliminating a survivor as long as possible. It would make 4-escapes and 4K's both more difficult to secure, and make 1, 2 and 3K results more common.

    Killing reduces gen time significantly, so again, they would be incentivized to spread pressure. Buti you think it's bad, I can redo my numbers like this (making it in separate reply, will be below, quoting my original post)

  • @leviivel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344187#Comment_3344187

    I get assassin is fast and applies deep wound, but it’s often he gets the least value overall, carnifex basically guarentees a hit in a good chase, jailer’s gen guarding is very strong and starts hunts very consistently while in chases. I get that jailer is “technically” the worst guard for chasing, but i don’t see him as the worst guard overall.

    the assassin’s deep wound is kinda pointless if you’re committed to someone and while the speed may help in chase, more than likely, jailer could 9/10 get similar results or open up a survivor to hit. Not to mention, assassin has the weakest pressure, because jailer has strong gen guard, and carnifex keeps someone busy for 24 seconds. If a survivor just starts running immediately, assassin won’t even catch up anyway making the deep wound extremely pointless against high skill teams.

    also, about the fact jailer can’t defend hooks, if you are defending hooks in knight matches, just use knight himself to proxy and let the guards do a bit of slowdown. The 2 guards with slower breaking speeds can actually help you more in those situation since while they’re spending time breaking, the survivors can’t repair.

    Assassin is Knight's Anti-Dead Hard guard. That's his main purpose, let's be honest. Inflicts Deep Wounds so you can't use DH.

  • @TeabaggingGhostface said:

    Pocket legion chases faster and gives deep wound

    Chunky boi chases longer and breaks stuff faster

    Mr manacles patrols longer and wider, nothing else

    Give him a second effect

    Precisely, either Hindered in chase or Incapacitated on hit, if he manages it.

  • @leviivel said:

    Tbh, i’ve always thought jailer was the best guard because the detection range combined with the map of the realm add-on (increased detection range) makes him extremely difficult to avoid in chase, not to mention if you have someone dead early and you’re running COB or overcharge, jailer can camp gens for a while. It doesn’t really matter jailer doesn’t get a chasing benefit because he starts chases much easier and just in general, it’s still a second killer helping you, it’s still strong.

    really Assassin is usually the weakest but the deep wound makes up for assassin having the worst pressure.

    Assassin is the fastest guard, and applies Deep Wounds, Jailer is the weakest cause all he can do is guard, and not even the hook since you can cancel a chase by unhooking.

  • @MarbleThrone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342464#Comment_3342464

    Checked and indeed, I must have been waiting for a match!

    Right after launching the game i went to the archives and could play the scene without issue. Thanks :)!

    I wasn't readied up, and it still was locked. It's a bug. If you've played a match since launching the game, it will be locked.

  • @mr_Beast_Artist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/363791/new-survivor-perks-athlete-w-i-p-name-and-commando-could-work

    1) You just need to give the iron will 10% acceleration, maybe it will somehow become more useful.

    2) friend, make a mistake with the name, this is not a commando, this is a perk exit to the lobby

    The really needed perk is door hacking, when the survivor can open the closed doors that the killer breaks. (The survivor does not break, he just opens / closes at will) Let's call it "locksmith" or "key to all doors"

    I have no clue what you are talking about. Please speak more plainly, I do not get you cryptic references and such. There is no Iron Will here.

  • @Defend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339575#Comment_3339575

    He's good at control because of his increased detection radius, patrol speed and time. Sending him to a gen with a survivor basically confirms a hunt no matter what the survivor does, or in mid-loop or after a hit, with him its always a hunt. That's 12 seconds of delay with the total time, 16 with horse meat, not to mention the seconds that the survivor takes getting back to the generator. Adding a 10 second incapacitated on top of the time he already stalls wouldn't be the best idea. Especially with the current capability of 3-gen with The Knight. (Then again the standard time is only 5 seconds, but it still applies to the idea)

    If there had to be a buff for Jailer, I would rather focus of the hindrance status effect or information. Kinda for the same reason you have, the theme of the jailer is control, so what would be better than controlling or predicting the survivors movements.

    For Hindrance, it would be during the hunt duration. Being able to slowdown the survivor would help both The Jailer and The Knight be able to catch up to the survivor, being able to get the hit more. However I really like the idea of information more than anything.

    Either a type of aura reading that reveals the survivor position during the hunt duration, or killer instinct. I love being able to hit survivors by predicting their pathing because of the guards. However there's so many factors that makes it unviable to do so. I feel like this would be less oppressive than incapicated, but would help The Knight use The Jailer more for crazy plays.

    Good idea. Hinderance during a hunt. Same concept too, as it's a ball and chain.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339573#Comment_3339573

    I would love BNPs to lock a gen to 50% progress, basically making them a counter to regression in some way.

    I just feel that if we want the meta to change from regression vs gen rush, two things need to happen.

    Killer regression needs to be earned through progressing the game and survivor should get more perks that counter regression but don't actually make gens faster.

    That's true, that's a good idea.

    Brand New Part: It can make a generator work like new. Install to lock current gen progress. Only works up to 50%.

    I could live with that. But I still think Hyperfocus should be less reward, less risk.

  • @RaSavage42 said:

    I mean those sound good... but there will be builds centered around those

    Then players will start complaining that they are the reason for it

    Can't you get up from Commando though???

    Yes, if you press the button again you stand, but if the killer finds you prone, it takes a few to get up, so they have time to grab you.

    @AssortedSorting said:

    Athlete:

    Far as I'm aware breathing techniques don't emphasize quietness. And Iron Will already has that.

    Footstep quietness could probably be better used in a more specialized perk than one that also focuses on Haste.

    A passive Haste based on Terror radius and chase start seems like it could be very unwieldy.

    Maybe make the criteria solely based on the Survivor, and add some kind of time limit to it?

    EG: "On Your Mark - Standing Still for 2s applies a 3/4/5s Haste that decays once you begin moving"

    Commando:

    Sounds cool. Can the Killer pick up the Survivor while they are in the process of standing up? (I think it should, akin to how Lockers Work)

    Your idea sounds like Sprint burst but weaker. And as I said, it takes time, so you can still be grabbed if they find you.

  • @Defend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362407/proposed-knight-buff-for-the-jailer

    Personally i'm fine with how all the guards are right now. Each have their own strong suit that make them good:

    • Carnifex is centered around Endurance and Order, used to disrupt survivors for a prolonged duration and extremely good at destroying pallets mid-chase (if you know about the pallet tech)
    • Assassin is centered around Lethality, used to confirm hits or downs.
    • The Jailer is centered around Control, large detection range and patrol time to push survivors off of objectives.

    Not that Jailer is good at chases, but he is good at disruption. I usually use him as my wild card for almost every situation. Use mid-chase to get the survivor off of a strong loop or to get a survivor off a generator. Stop survivors from healing, etc etc.

    I usually use him mid-chase to confirm a hunt and then get a down due to it, but I also use his order action to cycle through to the Carnifex for more oppression in-chase (again, the pallet tech for The Knight is crazy good)

    https://imgur.com/a/gAVm6Nw

    You said it yourself, he's centered around control, what more control do you need than preventing them from doing stuff for 10 seconds. And as many have said, this would do practically nothing, but punish survs for getting hit by the weakest guard. There's no reason to not add this.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338905#Comment_3338905

    I personally don't agree.

    BNPs only requires 1 add-on and 1 toolbox, and alone that takes 22.5 seconds of a gen. Its massive, there is no perk or item that gives you so much value. In my opinion BNPs shouldn't be a thing, they should have other effect that isn't gen rush.

    Hyperfocus basically forces you to use 2 perks slots + good toolbox, and you need to charge one of the perks during the match. Even if the reward is good, which it is. The amount of resources a survivor needs to invest is way more bigger than a BNP. Thats why at high level you see good med kits and BNPs all games but it is kinda rare to see Hyperfocus.

    But again, this is my opinion, just wanted to explain a bit better.

    BNP's have always been strong, they are Ultra Rare for a Reason. they already were nerfed heavily, same with Styptic Agent and Anti-Hemorrhagic Syringe. The only nerf they could do now would be making it consume hte tool box like the med-kit add-ons do. otherwise, it'd be useless.


  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337251#Comment_3337251

    If you want a punishment for getting hit, the assassin already does that with mending.

    Also is it 10 secs or 20-30, i am sorry, but with eruption going on being in other 20 to 30 seconds of incapacitated sounds like more miserable time and continuing the issue of, this killer doesn't let you do stuff and interact.

    Also, it would be pointless, if you get hit by the jailer you are in chase, there is no way i believe someone would get hit by him in any other way. So sure give him that buff, nobody will get hit by him so who cares, thats not the jailer's strength.

    Also, technically each guard already has different strengths:

    Executioner breaks stuff faster and has the biggest chase time

    Assassin is the fastest in chase and puts you in deep wound

    Jailer is the watchdog for monitoring the pathways

    "Jailer is the watchdog for monitoring" and incapacitates you if he hits you. His ONLY strong point is how long he patrols. He sucks in a chase. So, make him have a secondary use. Protection and Delay. It would make dropping him mid chase still useless, unless it stops the survivor from using items like a flashlight or med-kit with a syringe or styptic.

  • @Defend said:

    I’m pretty neutral about it, mainly because it doesn’t matter if killer gets a hook counter for each survivor at high level. Those who how to count hook states will still know how to tunnel someone out of the game or know who to target in a group.

    Im slightly for it since it makes it easier to get everyone on second hook when i’m sparing survivors (I just farm when a survivor DC’s or sacrifice themself early on)

    I also play nice, and only kill toxic players. When a surv hits second stage and I don't notice, or I get tricked into picking up the wrong surv, it makes me sad.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337279#Comment_3337279

    Idk if you noticed, but you just buffed the perk actually.

    Like killers complain about those combos, but hyperfocus is not worth it without the combos, its to hard keep the value up.

    I assume you want the perk to be usable without those combos, but ironically you just might make the perk better, since you can be walking around with perma max hyperfocus tokens while the killer is chasing another survivor. And not be carrying around the expansive toolbox and get another perk slot.

    The perk could get some changes to iron out his issues and abuses.

    But honestly, the problem of fast gens is just BNPs.

    BNPs are completely ridiculous, those things should not give progress to a gen.

    BNP's only add 25% IF you hit the 2 skill checks, and they used to let you pop the gen in less time than Hyperfocus, so keep that in mind. they are much more balanced. I think if the entire tool box was consumed upon the BNP being used would make it more balanced however. I still think my Hyperfocus idea is balanced. Makes it less powerful and more usable by the average player.

  • @Cherry_Cheryl said:

    Platform: PS5

    Description: Whenever wiggling, even when hitting great wiggle skillchecks, no points are awarded. Even in the postgame scoreboard, they do not show up

    Steps to reproduce: Wiggle lmao

    Occurs: everytime

    This is all platforms I believe.

  • @EvilSerje said:

    I think because when killer tunnel, he probably unskilled, desperate and doesn't play smart, more of autopilot. No need to make it easier to him to tunnel.

    Skilled killer know where everyone is, what they doing, he definetely knows how many hook stages each survivor has. That killer may do some tunneling in strategic way, not because of desperation or at 5 gen start.

    Even a unskilled killer can tell who is who with the new Chase HUD. There's no reason to not give killers surv tallies nowadays, as all reasoning is null and void. They can tell who is who with the new chase HUD, and they likely know how many times they hooked that person. The number of times I've accidentally killed a survivor when I'm trying to 2 hook is annoying, and I often kill another survivor to punish them for confusing me. Like recently, I had a game where all were 2nd hook beside a Feng, but that feng went down near a Feng that was dead hook. I didn't realize until it was too late that I had killed the other Feng. So I killed the Feng I intended to hook originally for causing the death of their teammate. And just today, I killed a Steve for getting his Meg teammate killed by stealing her window. I had no idea she was dead hook. Idk if I hooked her twice of she hit second stage, I just know he got her killed, so I tunneled him to death for it.

  • @Bwsted said:

    Isn't it the point of 3 different guards that they have different strengths? His is area lockdown, not chasing.

    Which is why you should be punished for letting him hit you. As you said, and I said previously, he's not good at chase, so this change would be unaffecting of most matches. So why not make it?

  • @Clockwork_Enigma said:

    The Problem

    • The synergy with other perks, items and add-ons for Survivor that can allow you to get great skill checks and thus get tokens despite not actually hitting a Great Skill Check.
    • The fact that Hyperfocus as it currently stands can create generator repair times that are ludicrously short, especially for solo generator standards.
    • Stop making a generator speed increase perk that can be easy to use. They're as annoying as the slowdown perks that are also easy to use.

    The Solution

    • Nerf: Hyperfocus no longer activates upon using a Med-Kit or Toolbox.
    • Nerf: Hyperfocus now loses all of its tokens if the Skill Check dial hits anywhere except the Great Skill Check success zone.
    • Buff: To compensate for this loss, Hyperfocus now has the ability to increase the bonus wiggling progression speed by an additional 8%/9%/10% per token gained, and can now gain tokens while wiggling.

    I like the first point, but the second is already a mechanic. The last thing I think is a no go.


    My thoughts are this:


    Hyperfocus:

    You throw yourself entirely into your tasks and find ways to be more efficient than anyone else.

    After hitting a Great Skill Check while repairing or healing, Hyperfocus gains 1 Token, up to a maximum of 6 Tokens

    For each Token, the following stack-able effects are applied:

    • Increases the Skill Check Trigger odds by +5% per Token.
    • Increases the Skill Check Bonus progression by 10/20/30% (or even nerf it to 10/15/20%) of its base value per Token.
    • Hyperfocus does not trigger when using an item.
    • Hyperfocus does not trigger with the effects of other perks.

    Hyperfocus loses all Tokens when failing a Skill Check, or losing a health state.


    This would make the perk good for anyone who can hit a skill check, but not overpowered. It would lose the ability to proc with tool boxes, and wouldn't work with Stake Out or Fast Track. It would still work with This Isn't Happening, as all it does is make the skill checks a bit bigger. It would gain tokens and add progress to Potential Energy while activating the perk, but it doesn't help the gen bar, so yeah. Autodidact would gain the benefit of increased skill check odds, but no other benefits since you get no great skill checks.

    If I missed anything, lemme know.


    Edit: Added losing a health state to ways to lose tokens, and that it has Autodidact synergy now. The faster speed of skill checks makes it very difficult to get value imo, so a good skill check won't make you lose it any more, and you keep tokens when you leave an action.

  • I wish BBQ and WGLF had their stacks back, so you can build the perk up. WGLF would consume stacks to give Endurance, and BBQ would start at 2 seconds aura read, and gain 1 second per token. So, before anyone would complain, only your first hook would have 1 second less of aura read, while the 3rd and 4th would have additional time, and every one forward would have 6 seconds.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362407/proposed-knight-buff-for-the-jailer

    With the eruption controversy around. I doubt the devs will mess with incapacitated besides powers soon.

    Also you are just buffing the defend 3 gen strat of Knight. Thats already his strongest point.

    The killer is simply bad designed for not promoting interaction. The can't get better at him and survivors can't get better against him.

    You hold W or get hit, no amount of small quality of life improvements they give to him will fix that.

    It's not a QoL improvement, it's a punishment for letting the worst guard get a hit on you. and 10 seconds is about the time it would take to get to a gen after the hit anyways. Just stops them from instantly healing or getting back on a gen. And it's very thematic with his role name. The reason Eruption is so controversial is because it's near impossible to counter, even with comms it's difficult to time, and the incapacitated lasts nearly half a minute. This small tweak to the weakest guard would go nearly unnoticed, since you VERY RARELY get hit by him anyways.

  • @Ithiria said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320286#Comment_3320286

    White Wards are so rare in the bloodweb that this could just be accepted if BHVR really wanted to, it wouldn't dupe THAT many items.

    But they could also just have it so that if it does get picked up, then you don't keep it.

    Or if you try, it will show it in the end results as taken, then dissolve like a temporary item, with the BP score event of "Protected." So no one can steal your protected item, which would solve duping..

  • @UnknownKiller said:

    Hell another killer for killswitch?

    @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093532#Comment_3093532

    Is it even possible to have 2 killswitched killers at the same time?=)

    The issue here is he's been like this for months. He shoulda been kill switched long ago.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/2565498#Comment_2565498

    I mean, this is a rather fair point, as harsh as it sounds. Now, if Steam itself was having issues, then maybe a pause on bans, but if the connection is on the player's end consistently, yeah, the DC is protecting multiple people being affected by the DC. You're going to need to have a stable connection if you're playing with others in a pseudo-competitive scene. Perhaps it wouldn't be an issue if there was a backfill for queuing players mid match, but it's just not that kind of game.

    You think it's fair to punish someone with the inability to play for days on end because of a random connection drop that ONLY AFFECTS THE GAME?!?!? I was in a call with my friend when I was playing huntress. I noticed my game was bugging out, like I threw a hatchet and couldn't throw another one, then I readied a hatchet, once I rubber banded backwards, and got stuck holding it. The people were still moving, and in directions impossible for a D/C. THEY WERE ACTIVELY PLAYING AGAINST ME WHILE I WAS RANDOMLY LOSING CONNECTION! But yes, let's punish me for this annoying bug. I'm pretty sure this is a Bug on DBD's side, cause I play games all the time where people will just randomly lose connection mid match, nowhere near the killer, and with the game even going in the survivors favor. They need to either disable the D/C penalty when you aren't going: "pause, quit game, confirm." or they need to just fix the bug. Both would be preferable, since people losing their power and stuff is quite possible, then they get punished for it.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057894#Comment_3057894

    Last time I checked, in 2020 pips did still matter for matchmaking.

    They do not matter in terms of who you go against.

  • An alternative I came up with is an easy one. Reduce the time of unhook and vault actions for survivors, even let killers vault 10% faster if you want, just make it so survivors still stand A chance, ya know?


  • My Wi-Fi isn't the issue. Steam or DBD kicks me from matches at times when I have ping under 300 on a bad day. They need to make it so losing connection isn't punished. What if someone lives in an area plagued by bad weather, and their power goes out often? Are they suppose to just never play? Hitting Escape + Quit, by all means, penalize them. But a loss of connection shouldn't be punished. Have a 24h ban cause my game kicked to to the menu when my ping was under 400 this one time, and I've played with a ping of 600+ before due to connection issues in my area. It's not my ping, it's the DBD server or Steam kicking me.

  • @VolantConch1719 said:

    The Yamaoka's aren't the only ones. Yui Kimura, Yoichi Asakawa, Sadako Yamamura, Yun-Jin Lee, and Ji-Woon Hak are all in reversed order from traditional Japanese and Korean names.

    The only Asian character (well, other than Jake since he is from America and logically follows that convention) to do things correctly is Feng Min, since the Chinese don't switch their names around when going to other countries (instead, they just use a different name, literally one of my best friends is an example of this).

    There's no real reason to change things, just localization. Unless you want to end up with the issue Feng Min has where everyone misuses her name (except for her Adept achievement, interestingly enough).

    You have a point there, I call her Feng too xD

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/322436/perma-ban-rage-quitters

    If they did this then they would have to include a warning with the "leave match" button letting the player know this is going to happen. That alone doesn't make sense because why include an option to leave the match if the result is getting banned? The fact the game even has this option means in my opinion that this should be an unpunishable choice. If a player doesn't want to be in a match then they shouldn't be forced to stay in fear of being punished for it. If people say it would be abused without a lockout timer then create more incentive to stay in the match. Blood points, with what often is the few some survivors get in a match they want to leave anyway, isn't enough to incentivize this as well as the experience that goes towards shards. Eventually players that constantly leave matches before its over will get tired of doing it and play something else. I don't think in the long run it would continue to be a problem especially if you give players who continue to participate something unique that those who leave don't get.

    The dumb part about the D/C penalty, is it makes the game lose players for, sometimes, up to several days at a time. They need to make the penalty have a hard cap of 30 minutes - 1 hour. No one will keep playing if they are banned for 3 fricking days!

  • @Nos37 said:

    No.

    That said, give the killer a stack of BBQ if the survivor "loses connection" within 10s of being downed and has not been hooked.

    Just give BBQ stack if an unhooked player D/C's, regardless of if they were downed, or even hit recently. Just cause someone has a bad signal, or doesn't like how the match is going, doesn't mean the killer should be punished.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2876122#Comment_2876122

    Old thread coming to life by the hands of a necromancer.

    It's not dead, just my opinion has changed since I started it. It's been active, I just haven't checked lately.

  • @Shaped said:

    Not falling for this sneaky necro.

    What the frick is a "sneaky necro"?

  • @Letholldus said:

    I think it should also auto-lock in survivors 5-10 seconds before the killer and not allow any changes to their build or character after, that way bully squads can't be toxic and change at the last second before the killer can realize and leave or change perks to counter.

    This is also true, but 9/10, those Bully squads die with the killer being pissed post game. So it's kinda pointless regardless.

  • @Tsukah said:

    I just don't understand it being 72 hours (3 days) WHY? Why does it have to be 72 hours? Who thought it would be a good idea to always have it at 72 hours? I'm not saying remove the penalty completely but 72 hours seems way too excessive.

    It's not always there. for each D/C in a set number of games, your penalty increases. I think 1 hour is plenty time for punishment. 6+ is just over the top and needs removal. They also need to improve the game's detection so you are only punished for suspicious D/C's. Like if your team is losing, and you "lose connection", you likely pulled your ethernet cord/turned off your Wi-Fi receiver to let your last teammate get hatch. But if your team is doing well and you lose connection, it's likely an internet issue.

  • @Bubbabooie said:

    https://forum.deadbydaylight.com/en/discussion/193192/ready-up-glitch

    Theres only one way you have to restart your game every time you want to play if it says unknown error must restart again very annoying but its the only way

    Precisely. If you get an unknown error your game has to be restarted, and you'll likely have to "sign out to sign in."

  • @JoaoVanBlizzard said:

    I'm against disconnect ban for many reasons, but it's very disadvantageous for a surv to quit right at the beginning of the game, in which case there could be a vote between survs to give up the game without taking a ban when someone disconnects, what I think is wrong is that the ban time increases with each disconnect, I think it should always be 5 minutes, I didn't need to increase that time.

    I also think there should be a ban for anyone who leaves the lobby, there are a lot of people who do this and in addition to taking a long time to start the game, this makes the game put players of unbalanced levels, people could only leave the lobby if the connection was yellow or red and not whenever they want

    This is a point I meant. the longest ban should be maybe 15 minutes, not several days.

    @km66 said:

    Recently, I didnt play for three days because of vacation. Came back, had one DC, 6 hour ban. Don’t get it.

    The ban period is based on the number of games you've played, not how long it's been since your last D/C. This is another issue.

  • @Ghoste said:

    The funny part is I've seen certain profanity slip through. Yet plenty of harmless words get censored.

    You can creatively tell people to off themselves by wording it elaborately, but game mechanics are censored because you said "Kill". It's a bit stupid to be honest... I don't care if my rage talk is censored, but a normal end game chat being censored cause you said "they killed themself on hook" is dumb

  • @Mandy said:

    We did apply a tentative fix for the Steam Maintenance issue and I was in-game on Tuesday when maintenance happened and I definitely didn't get a disconnection penalty.

    I think the OP has a different issue that's causing them to lose connection to Steam.

    My point is they need to fix it so you're not punished if your loss of connection isn't your own fault. I've listed ideas in my other discussion.


    https://forum.deadbydaylight.com/en/discussion/203606/remove-the-matchmaking-lock-permanently#latest

  • @Marc_123 said:

    Sad - but if people would not dc for every tiny bit they don´t like we wouldn´t need this.

    But alone here you find so many "reasons" to dc it is ridiculous - i wonder why you play this game in the first place.

    No, my connection drops for a few seconds cause steam decides it wants to lose connection for no reason. They need to at least put a cap on the penalty, one BELOW 24 hours. I have a 72 hour ban cause of this dumb steam connection issue. It's unjust and unfair, and very bad for the game, given it's current state, to ban the few players it has left over a loss of connection. If the game loses connection, you shouldn't be punished, because the chances someone will rage quit by turning off their internet connection is slim to none. They should make it so you have to have a confirmation pop up for it to punish you. That includes clicking "Quit" and "Confirm", or Alt+F4.

  • @ItsJesseFFS said:

    https://forum.deadbydaylight.com/en/discussion/comment/2838825#Comment_2838825

    On the contrary, it IS possible to detect. It's been done before in other games, and as someone who works in the software development field, I can confirm it's possible and with 99.9% accuracy.

    Saying "that technology does not exist" is false and misleading information. It's just a matter of being implemented correctly.

    This needs to be implemented ASAP. I just got a 48 HOUR BAN because steam lost connection for 2 ######### SECONDS!!!


  • @Pulsar said:

    Why is there a chat filter?

    Because the people who threw around slurs ruined it for everyone else, per usual.

    Call of Duty lobbies are more toxic than a DBD post game chat. And there's no filter in those games. Why? BECAUSE IT'S RATED FOR MATURE AUDIENCES!!! Having a chat filter means you 1) Acknowledge your game is played by minors, and 2) Are catoering to the audience that shouldn't be playing the game.

    @Zarathos said:

    Have chat disabled by default make it opt in. So much of peoples frustrations would be solved this way. Does anyone actually have fun postgame chats because for every 10 games only one end game chat is actually pleasant.

    This would make things much easier, as trying to have a normal conversation, and having to change your words cause it thinks you said something bad, is just annoying. Like I can't say Iri instead of Iridescent for whatever reason, it censors in game character names like Yui and Yun-Jin half the time.

    @Belzher said:

    They should give us the option to enable or disable it like other online games. I don't like the filter either, it censors words in my language (portuguese) that are not even offensive, like #########

    This is just another reason why it should be togglable or taken out.

  • @LeFennecFox said:

    Yea it sure would be fun to queue for 10 minutes just for my teammates to dc because of a single killer or because they got outplayed

    This is not a valid point, because people D/C regardless, or kill themselves on hook.

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