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JnnsMu

JnnsMu

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JnnsMu
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  • The main problem is the fact that only the completing survivor gets the points.

    Your suggestion of every survivor getting the points is good but if the devs are worried about that giving too many BP for survivors I would even be okay with the gens giving points to each survivor based on the percentage of them that they filled (kinda how it works for regular gens).

    Basically, anything other than the current system would be better.

  • @dugman said:

    One possible way to mitigate it is make it so failing an escape attempt doesn’t lower the first hook timer. That would actually do two beneficial things

    • Ragequitters would not be able to simply go straight to second hook, they would have to wait a full minute to get to second stage. Knowing that if you want to ######### on first hook it will take at least a minute could deter some of the people, or at least give them a chance to cool off and try to win if they realize they are being impulsive.
    • It would make Luck as an effect actually mean something. The problem with Luck right now is that trying to pull yourself off the first hook is a really bad idea most of the time even when you’ve increased you chance a few percent because of a Luck effect. But if you take away that risk of shortening the first stage then survivors could make their three attempts more freely if they get an opening and Luck actually helps increase the chance it works.

    That's an interesting idea. I don't know if I like the idea of everyone getting a decent chance of unhooking themselves for free.

    Regardless, this would only be a bandaid fix to the ragequitting issue. Sure, it would be nice to have the rage quitters waste more of their own time but it would still be incomparable to the amount of everyone else's time that they wasted.

    I don't think that this kind of complicated rework to make ragre quitting less convenient would be very effective. The only thing that has to happen is that people are properly punished for rage quitting.

  • @Adjatha said:

    5 minute bans do nothing.

    1 hour bans do nothing.

    72 hour bans do nothing.

    If you want to stop people from DC'ing at every opportunity, you have to come down hard on them.

    Month-long bans for people who do this kind of thing.

    The game doesn't need those players and maybe four weeks off make them learn to actually play out the game. Or they'll leave and find a new game to Rage-Quit mid match. Either way, the rest of the player base wins.

    I agree with you in the sense that 5 minutes aren't enough of a penalty. However, this post is about the fact that survivors circumvent the DC penalty by killing themselves on hook instead of DCing. As long as you can just avoid rage quit penalties altogether, it doesn't matter what the punishment would be.

  • @Wowie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3180137#Comment_3180137

    There are situations where this could be falsely flagged, though.

    Like for example when there's only two of you and you haven't been hooked yet, so you suicide for the other person to get hatch. It happens often enough to be an issue if left to the game to decide.

    I do agree though there should be penalties for giving up, but there's unfortunately no way to prove that someone actually gave up without recording every match.

    Good point. As a solution you could only punish people for hook suicides when all other survivors are still alive.

  • @[Deleted User] said:

    The thing is, say you could report for this. How would it be proved that you were doing it to avoid a DC penalty and not just hoping you will unhook yourself.

    Sure, trying to unhook yourself shouldn't get you banned. Neither should actually messing up and missing two struggle skill checks in a row. But doing both of those things at the same time is obviously rage quitting.

    If someone dies on their first hook within 10 seconds then that should easily be flaggable as ragequitting by the game code.

  • Well, a radius is a location. If they are in the radius then they are in the radius. Oblivious shouldn't change anything about that.

  • @[Deleted User] said:

    It's because oblivious makes it so the survivor isn't considered to be in the terror radius making which means any perks or killer instinct that use the terror radius to detect don't work. So technically, it works as intended but i agree it shouldn't be that way.

    Well, I wouldn't be surprised if this was the way that it's supposed to work. But even then, the Legion's power description would be worded incredibly misleadingly and at least that should be fixed to make the way it works now officially correct.

  • Resilience works well with the gameplan but doesn't add any synergy. If you do use Resilience, swapping out Stake Out for This is not Happening might be worth considering.

  • Borrowed Time just feels like a standard aspect of the game by now and doesn't really make things interesting anymore. Soul Gard still has that clutch surprise factor that seems almost lost at higher levels of play.

  • Protection hits are really rare so I don't think 300 BP per protection hit is worth it. You'd be better off just running a game slowdown perk so that you can actually earn a good amount of points for BBQ to double before the survivors just get out.

  • If we define an event as either a dead survivor or a completed generator, the hatch spawns after 5 events.

  • Yes, it's very easy to rank up right now and you can lose pretty heavily without ranking down as long as you did something in the matches. Given a basic understanding of the game, rank is pretty much just an indicator of how much you played this month.

    You could take this environment as an opportunity to learn. However, if you want to de-rank without being a massive hinderance to your team, you can make the killer chase you until you die. You should be able to be chased for quite a while without getting a black pip as long as you don't unhook people or complete generators.

  • You're not doing it wrong, that's just something that happens right now.

  • No. Tunneling refers to tunnel vision. You're tunneling if your only goal in a game is to kill one specific survivor and you actively and intentionally throw the game in order to achieve that goal. If you kill one survivor quickly either by chance or in order to get a power spike and snowball into a 3k or 4k, anyone who calls you a tunneler uses the word incorrectly.

  • I use it when I know that an injured survivor is in the area and they're not sprinting. Other than that, I don't find it reliable.

  • It's quite strong while it's up but you're never gonna be able to defend the totem, the exit gates and a hooked survivor so, unless the survivors really mess up, it will only grant you one kill at the maximum. I don't think that this is broken since having 3 perks for the rest of the match is a pretty hefty price.

  • I would also prefer the normal mix-and-match type to remain the standard but there are concepts (like hooded survivors) that only really work if forced as an entire outfit and I don't mind seeing these from time to time since the restricted freedom usually comes with greater quality.

  • @[Deleted User] said:

    It really should be, hell body blocking a killer should just auto damage the survivor touching them.

    You're gonna be ecstatic when you find the left mouse button ;D

  • Killers don't specifically target people who have collected crowns in my experience. However, it may very easily seem like that since you emmitt a glow effect. This leads to you being found more often which results in the killer chasing and hooking you more often.

  • It's not cheating, it's a strategy. It can be punished very hard and very easily by just repairing generators. One dead survivor and 3 who escape is a really good outcome for the survivors. There are also situations in which staying close to the hook just makes total sense, for example if the hooked survivor is near an exit gate and you can't afford to risk Borrowed Time, Decisive Strike and body blocking or if you have seen scratch marks and/or other survivors while carrying a survivor.

  • Most people go into a game expecting it to be balanced the way it normally is (survivors having the upper hand but killers being able to snowball pretty heavily off of a few survivor mistakes). Strong items and add-ons shift this dynamic and can make a match unenjoyable for one or even both sides. Assuming that you didn't mock them or anything, you didn't do anything wrong. You wanted to use a one-time-use item for a good time and you used the power it gave you.

    However, survivors being angered by powerful add-ons making a match one-sided is understandable and, assuming that thinking that you're being toxic stems from that anger, so is the accusation.

    On that background, here's what I recommend: Treat everyone with respect, ignore tilted people and let them calm down, report anyone who seriously insults you.

  • I would say that tunneling is unfair to the survivor that is being tunneled, however that doesn't mean that it is morally wrong to tunnel. There are going to be unfair situations in an asymmetrical game and the survivors accept that by queuing up for a game.

    So my advice would be: Don't be bothered trying to be a "nice killer", just do your job and try to kill survivors. The game wouldn't be any fun if both sides would just cooperate constantly. Just tunnel when you feel like it's a good choice.

    If a recently unhooked survivor repairs a generator right in front of you, down them. If the unhooker hides and you can only find the unhooked, down them. If you just happen to find one survivor more commonly than others, down them. You might also want to consider actively tunneling if the survivors are quick on generators and you need a kill ASAP.

    However, be aware of Decisive Strike. Getting hit by just one Decisive Strike might lose you an otherwise perfectly winnable game. Only pick someone up within a minute of being unhooked if:

    1. There is no obsession and therefor no DS
    2. The survivor seems new and is unprobable to have DS
    3. You need a kill so desperately that you're willing to risk losing the game to DS

    Hope this helps and good luck against survivors who know what they're doing once you reach high ranks.

  • When I'm playing alone, I like to have some way of getting healed. Options for this are Self Care (maybe take Resilience and Botany Knowledge as well so it doesn't take ages), Bond, Empathy, Kindred. I have recently also really liked Blood Pact. It gives you a way to get healed without wasting too much time since you get the Haste effect to get to a gen afterwards. It also gives you an ally that you can play with somewhat coordinated and wether it's a cute noob or an awesome veteran, it's always neat to have that kind of connection.

    I also really like the Resilience + Spine Chill build. It makes Jungle Gyms and Longwalls even more broken than they already are and it actually makes LT walls pretty strong. The recent vaulting fixes also just made this build stronger.

    Iron Will is also a very strong (some say the strongest) survivor perk and I would put it in whenever you have at least one perk that you could do without. You might also wanna consider what survivor you are playing: Iron Will is significantly more important on Meg and Jane than it is on Ace and Kate for example.

    Other than that, Decisive Strike and Unbreakable is always a cool combo.

    in Solo Q Comment by JnnsMu
  • No matter how you justify a DC, it's still a DC, ruining the entire match for everyone else involved. Your connection fails? Unlucky but a timeout of a few minutes might be a good incentive to get it fixed. You don't like the way your opponent is playing? Just do your best to counter their strategy.

    DC penalties are one of the best things that ever happened to this game.

  • Same here. I played a game of killer, got ~32k BP with fully stacked BBQ and three gateaus and I got about 70k BP for that match. So I was robbed of about 95k BP.

  • It's always ok. However, it is rarely optimal since you risk eating a DS. Good situations to tunnel are: There is no obsession; The person you would tunnel has already used their DS on you; You need a kill so desperately that you're willing to risk losing the game to a DS.

  • Something I forgot to mention for the second category:

    • When you pick up a survivor, during Feral Frenzy, you lose your entire power gauge.
  • Unfortunately, full stealth isn't really viable on the Legion so if you're looking for a build that has stealth elements but also works, I would recommend just taking a normal Legion build (things like Thana, Pop, Surge) and putting in Monitor and Abuse. This is good because it helps you sneak up on people but it also increases the range of your Killer Instinct.

    Discordance is also an option but its usefulness on Legion is kind of ambiguous: It helps you find survivors that are together and (if you have duration add-ons or the survivors are really bad) gives you the ability to hit multiple people with your Feral Frenzy. However, its value only consists of information. It doesn't really give you any real advantages like Pop or Surge do. This is problematic for the Legion because they are already the weakest killer in chase and the information that your power gives you is really the only reason to play Legion in the first place. Spending perk slots on more information is just wasteful and redundant in my opinion.

    You might also wanna fit in BBQ and Chili for the Blood Points but if you do this while also bringing stealth perks, you lose another perk slot and might not be able to fit in enough game slow down to have any chances of winning against decent survivors.

  • Survivors can use Unbreakable, No Mither or Soul Guard to get up. If this is not the case, the last survivor can still escape through the hatch. Other than that, you basically lose.

  • @SilentWraith said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363314#Comment_1363314

    They did the same thing for the new legion outfits as well though

    The new Legion cosmetics are also licensened. Google "silent hill bunny".

  • Hatchets one-shot survivors that were at least X meters away from the Huntress when she threw them

  • They're already quite different. You mentioned cosmetics not being a big factor for you but there's also body size, breathing, groaning and screaming. Those factors should be a good enough reason to buy either Kate or Ace.

  • I would honestly recommend the Cannibal if you don't have the teachable for BBQ and Chili yet. The killer is trash but the perk will significantly help your blood point gain and waiting on it to show up in the Shrine of Secrets is just a little unreliable. Otherwise, I can definitely recommend the Nightmare. He's really strong without being too complex. Oni and Pig can be fun too but they take pretty special playstyles so you're the only one who can decide if they're for you. I would recommend to stay far away from Clown. The Pop Goes the Weasel teachable is nice but it's not as big of a staple as BBQ and the killer is just awful.

  • I think it might be forbidden. After all, it could be interpreted as working with the other side or as rage quitting. You definitely wouldn't have any trouble finding an acurate category in the report UI. Obviously, actually getting punished for it is a whole other matter.

  • Continue to play normally. Someone DCing sucks but it shouldn't turn the whole match into a boring farm fest.

  • @FireHazard said:

    @CaulDrohn

    Discordance doesn't use tokens? It's just an aura reading perk and that's all.

    So no, Off the Record doesn't prevent a token from being used if the perk itself doesn't use tokens to begin with? Perhaps you can elaborate more on what you mean by "token". From what i'm reading, I think you've confused Discordance with another perk, since Discordance doesn't work with scratchmarks or tokens.

    They probably mean Distortion

  • I agree that Moris should be nerfed. They tilt the game into one direction way too hard to the point where it can hardly even be called an interactive multiplayer experience. That being said, the same goes for Keys. In fact, all items and add-ons (except for the many killer add-ons that already don't really do anything) should be nerfed in my opinion. Sure, shaking up the game and rewarding people for spending blood points is cool but, in my opinion, a somewhat balanced game in which the winner isn't mostly decided by consumable power-ups and RNG would be better.

  • @Lazerboy88 said:

    it wont matter, they will just let the killer down them and hook them again, you can not stop a ragequit player from ragequitting if they want to, they will simply just not play the game, its pointless to just draw it out by forcing them to struggle

    I think you're underestimating what my proposition would do. Of course people that currently just let go of Space would get right back to intentionally losing as soon as they get unhooked but it does matter. The killer might not know that the survivor has given up and might still patrol that hook which would buy more time for the other survivors and reduce the trolling survivor's impact on them. Additionally, survivors could still earn Altruism points by unhooking and killers could earn more Sacrifice points by hooking them again (I have had a lot of killer games in which I was literally unable to reach 8000 Sacrifice points no matter how well I played simply because one or more survivors DCed or skipped hook stages).

    So, yes, the real problem lies elsewhere (people simply shouldn't give up) but my proposition is far less pointless than you might think.

  • I get pretty good queue times as a rank 1 killer. Even if these changes slightly increase my queue times, I'm willing to accept that as long as godloops get fixed.

  • I think that the issue here is that a lot of survivors don't use pallets probably. This would explain why people might think that rebuilding pallets would be balanced. However, a pallet isn't just something you throw down to get 5 extra seconds in a chase. For a good survivor, a pallet is an incredibly valuable tool that just makes a lot of locations that you can already use to buy quite a lot of time without a pallet safe to use without eventually getting injured. I agree that AMN is one of the many perks that unfortunately just aren't viable but buffing it in such a significant way is a terrible idea.

  • @GoshJosh said:

    "ALWAYS hurts the other survivor" - giving hatch to another remaining survivor?

    You're right, I didn't think of that. That would also mean that it would be a bit more of a balance change than I thought. However, since I'm personally not a fan of the hatch, especially when survivors have the power to open it and since the strategy you mentioned works best in SWF which are already really strong, I wouldn't really mind. That's obviously just my opinion however.

  • It definitely used to be directional but it isn't anymore.

  • Here are my tips for creating pressure:

    At least consider letting people go. I know it feels like a loss but they won't be back on a gen immediately after you stop chasing them so you don't lose as much pressure as you might think. After all, no amount of killer skill is enough to outplay a good survivor in a strong setup.

    If you find yourself not being able to down a survivor, you shouldn't chase them. Instead, let them go (ideally after they've lost vision of you so they take more time to realize that you're not chasing them anymore) and look for one of two things:

    1. A survivor in a bad spot: There will be spots on the map that favor you and there are usually a few generators in those spots so just remember which they are and check there first.
    2. An unexperienced survivor: Matchmaking is very uneven in this game. If you find that one particular survivor isn't moving efficiently, kill them as quickly as possible. They can do generators just as well as experienced players but they won't put up as much of a fight in chases.

    Once you get a hook, don't just go to the other side of the map. I don't recommend heavy camping since survivors can easily counter that strategy by doing generators. However, hooks are an objective and no matter what salty survivors say, you should treat them accordingly. If you don't find anyone on the rest of the map or you see sprint marks leading to the hook, it's totally justified to go back to it so that you're there more quickly once the survivors unhook.

    If you down someone and you see another survivor that you can down or just injure quickly, slug.

    And my most important piece of advise: Stay calm. I can't tell you how many games I've had in which I had a bad start but completely took over the game off of one play. As long as you keep up a positive attitude you can often squeeze a few kills out of one survivor messing up or even just being cocky.

  • Can't tell if you're literally flaming every single killer player for being bad or if you're saying that the role is too perk reliant and making a balance statement..

    Either way, I'm just gonna assume that this is bait.

  • Challenges and dailys would definitely have to be tackled differently but I guess I wouldn't mind it too much. There'd definitely be a lot less screaming and cussing in aftergame chat.

  • @alaenyia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1173450#Comment_1173450

    Reporting this kind of thing does absolutely nothing. It is not addressed at all. I tried reporting people for toxic behavior and I got an email back days later asking for a clip so they could confirm. Umm, I don't stream so I of course had no clips to send. So bam nothing happened. I jumped though all the hoops, names, times, other players in the match, steamID yadda yadda. But no clip, no proof was the verdict. Reporting is a waste of time. DC penalty only treats a symptom of the actual problem and like Thisguuy83 said, it punishes the wrong people.

    It punishes people who disconnect. Disconnecting is unhealthy for the game. If you only do it in situations in which it is somewhat justified (even though, in my opinion, it's never truly justified), you won't get long penalties. Waiting 5 minutes every time you actually get outclassed and bullied so siginificantly that you can't even progress the game by getting rid of pallets isn't really a big deal.

    The penalty is necessary because there ARE people who ragequit and the penalty DOES hit them a lot harder than the people who occasionally have connection issues or get held hostage.

  • In my experience, people usually disconnect after certain events like getting downed, grabbed or hooked for survivors or losing a generator, totem or chase for killers.

    Obviously, these people didn't disconnect because of connection issues. They ragequit. Therefore, I just can't support the argument of "Most people disconnect involuntarily."

    Struggling with bad internet or crashes can definitely be frustrating and I feel sorry for anyone having these issues. Still, if someone knows that they have unreliable internet or performance and they still queue up for a game and then end up disconnecting for those reasons, they still ruined a match for 4 other people and I still find a penalty useful in order to give them the time they need to fix their issue while also preventing them from disrupting any more matches for a little while.

  • @ThisGuuy83 said:

    The fact that I get penalized for being a rank 14 killer getting matched w red and purple rank sWFs handing my ASS to me and purposely not finishing/99ing the last gen and holding the game hostage when I give up and walk to a corner so they CAN FINISH AND JUST LEAVE! But they don't get penalized for that #########!

    That would be holding the game hostage so, yes, they will get penalized for it if they do it repeatedly. You can do your part by reporting it.

    While I understand that this is a bad situation, lowering DC penalties just because things like this might happen from time to time would be unreasonable. Matchmaking is the issue here, DC penalties aren't.

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