KuromiStarwind
KuromiStarwind
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- KuromiStarwind
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The lobby doesn't close when the killer leaves the lobby. The lobby is server side and the killers leave it like a survivor would as they are not the host. They're then put to the front of the queue for a killer. Dodging lobbies have literally 0 impact on survivors anymore.
It's also a silly thing to feel bad for one way or another
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Counterplay against survivors wouldn't be very fun. But hey, as a killer I'm sure you can put aside your fun and just not care about having fun or not having fun. I also don't really think it's a good idea to compare one thing to another thing when you're discussing whether or not something is balanced. You don't compare a key to a mori - you make an argument for why, alone, they are or are not something that is busted.
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Playing both sides at the highest ranks will 100% change your view on a lot of things in this game if you haven't already. You'll begin to understand how a lot of things aren't the survivors fault but are the fault of the devs and their own game balance, and it isn't their fault for taking advantage of it or those things. You'll realize when you get tunneled or something you dislike as a survivor is something you often "understand why" they're doing it.
These things don't often change how annoying or frustrating the things in the game are, of course. Though at the end of the day I suppose it won't change the way some people view things. They'd still be just as likely to make excuses and be toxic because you can't change someone from acting or viewing things childishly or self-centerdly
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This happened before the Ruin nerf, and it started happening a lot more after the Ruin nerf. It has nothing to do with the DC penalty.
If I were playing killer and survivors were intentionally Strode keying or using an Ormund offering it would not stop me from leaving. I would just leave and go play some other game. I'll take punishment over making the devs think those maps are fine. Just like I'd leave if the killer has an Ebony or insta-hatchets. Sorry, but while I can be fine with most unfair things in the game, some things should not exist and the fact they do just emphasizes your balance issues.
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I've seen someone crash and they loaded the game back up right away and were able to queue with no penalty, but someone else had said they crashed and they did receive one.
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dude you can't introduce DC Penalties my house has gone on fire like 20 times the past day and you're gonna punish me for something out of my control? - people on these forums
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It's almost like there's more survivors than there are killers, and survivors didn't have much to complain about. But since this affects survivors and you consider the amount of survivors, it's pretty obvious why there's more "outrage" about it.
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Good survivors were able to give the best of Nurse's a run for their money prior to her nerf, so those survivors will dumpster the vast majority of Nurse's after it. Not only that but it is simply unrewarding, severely punishing, and unfun to play her now, the emphasis being on unfun. Again, just another example of the devs making the game fun for one side and unfun for the others, instead of considering both sides.
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Uh, what? Why would dedicated servers change hitboxes lmao. People wanted dedicated servers for more stable, unchanging pings. As it turns out all of those "totally BS" hits that people got because of P2P were actually not due to P2P. Shocker.
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You're joking but just a few months ago, for a solid year, killer queues at red ranks took 15+ minutes. I didn't play for half a year because of it, and then I didn't play for another 6 months because of the infinite loadscreen bug when Legion was released. Lol
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Yes, let's find MORE ways to make killers not want to play so that our survivor lobbies are even longer. Lobby dodging doesn't do anything anymore since the lobby stays open and you're placed in front of the queue. You have no reason to complain.
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The answer to your question is simple: Just because people can kill themselves on hook does not justify not having the penalty to discourage disconnecting in general. Personally I think that there should be a way to punish people for first hook deaths. At least this way, while it does still punish the survivors, it does not punish the killer.
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You're right, we shouldn't have disconnection penalties because someone has terrible internet :^)
Let's punish everyone because of something that's your fault. Well, not entirely your fault but I think you get the point
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It's more important the majority, that being survivors, are having more fun than the minority, that being the killer. It's simple statistics
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It's a necessary evil at the moment, my friend. You're not doing any favors by bringing up a lot of very rare things that happen to try and justify it, either. At least stick to more realistic, common situations.
The match cancelled thing is probably the most common bug, but it doesn't happen THAT often. The crash is quite rare and I think I'd seen it once my entire time playing, and I remember it because it never happened before to be, and not since.
Everything else is just people complaining because they want to use the ways this "doesn't work" (When it does) so they can continue to not be punished for all the countless more reasons people disconnect that are NOT reasonable. It's a big issue. It needs punishing. It needs to be improved on. It's as simple as that.
I get the argument "It won't stop people from killing themselves on first hook instead" But so what? It will still stop a lot of disconnects in general, maybe make people more likely to play things out. Like, you can't not introduce this because people will do that - because you're using that argument to justify NEVER having a punishment, ever. I personally hope they find a way to punish people from first hook immediately killing themselves because it pisses me off as a survivor
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It's almost like the devs could physically show you if the people in the lobby are or are not SWF, thus allowing the killer to not play a low tier killer they may have been about to play, or would know that just because x or y thing they see in the lobby doesn't mean you have to go full sweaty tryhard "let me bring an Ebony" because they're not SWF.
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So you also shouldn't be punished for ruining the experience of 4 other people WITHOUT a good reason? Which happens far more than a good reason? Gotcha.
Often, in my experience, any reason anyone disconnects is petty, their own fragile egos, or for most often any reason other than the very rare case of it being justified.
You're just like all the other scumbags who want to justify being able to leave whenever they want for no good reason.
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Oh boy, Nurse, Spirit, now Billy.
Beating Billy comes down to appropriate positioning and playing safe at pallets so he becomes an M1 killer. For example you can't just sit on a gen and wait for a Billy to come up to you before you start running, which I'm sure people who complain about him do.
Guess what? Billy and Huntress are what I would call two of the most well balanced killers in the game, and they have decent counterplay to them both.
Honestly, it really gets tiring seeing so many bad players complain about things they don't understand. Are we playing the same game?
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Yeah and you should become immune for 10 seconds when Adrenaline pops.
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@Hoodied said:
Yeah, now the game crashing will be great as thats considered a DC
That doesn't happen very much. The match cancelled thing happens far more often, but even that is pretty rare. Again, we can't just sit around making excuses for not punishing people for disconnect when it's a massive problem.
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I'd rather get another killer that uses an active ability and actually has a high skill ceiling ie Huntress/Nurse
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I think the devs in general just spend too much time looking at black and white statistics and rely too heavily on them to actually have a stronger grasp of their own game and the balancing of it.
I've watched all the top streaming killers that all play this game for a living and are far better than most killers playing and they all seem to share the same disdain for the game and the balance of it. I've seen Peanits play and he is definitely quite good at killer, so it sometimes makes me wonder why his opinions seem very different than all the other killers I watch.
Well, I suppose I know the reason why. But really? Canadian survivors? Lol. You know, even the best of the best killers struggle quite a lot now with the game, so I think that puts into perspective how much more your average killer struggles.
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Civ 5
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big yikes dude
obviously the problem is maps, but the fact you think linking two games where you did well without Ruin and thinking that's any sort of proof is just hilarious that it wasn't necessary and you are like so many others who completely undervalue how even 30 seconds of Ruin was gamechanging. Especially for more slow/setup killers.
So yeah. Maps were the problem, Ruin was the band aid. PGTW forces a playstyle and can make you give up chases, CI is a walk 20 feet and get to a gen perk, the rest are garbage unless you're high mobile and can apply a lot of pressure as a mobile killer or you're playing potatoes.
Guess what? I could've played a few games and 4k as Trapper pre nerf Ruin, or Clown, or Huntress just as easily as I can tell you that it doesn't prove a thing.
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Because the devs would rather hide information than give you it.
Showing if people were or were not SWF after a match does nothing but help a killer feel less bothered by the match they may have had. Hell, even showing it BEFORE the match wouldn't be a bad idea, so that maybe a killer who planned on playing Clown would decide to play a killer that can give SWF more of a challenge.
But oh no we can't have that.
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They've said it's fine and make posts telling you how to
JuSt ApPLy PrEsSuRe
I believe the closest we've gotten was them saying they need to nerf Ruin to determine if there is a problem. Evidently the entire playerbase knows what they don't, and knew it even before the nerf.
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You never deserve anything.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1073903#Comment_1073903
Not only is that not what I said, I've answered this argument earlier in the thread. I didn't say it was a problem that killers could make headway on their objective before survivors can on theirs, I said it was a problem that survivors should have to go out of their way to give the killer objective progress before being able to make meaningful progress on their own, and I would say the same thing if the roles were reversed. Please read what I say more carefully before you start putting words in my mouth.
Except they can still make progress on generators in this phase per the suggestion, it would just be slower progress until said interaction occurs. Don't you think it's more than meaningful progress if, currently, survivors can make 3 gens worth of progress relatively quick and safely?
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My opinion is that NOED is a cheap perk that should be removed from the game. It makes a killer not improve where it matters, the early/mid game (ironically, since games go so fast these are a bit blurred together lole) and makes you say "That's fine, I still have NOED for a kill" Oddly enough, things like keys, Mori's, and Insta-hatchets still exist in this game, which blows my mind.
That said, I think that survivors have so many second chance perks that I'm perfectly fine with NOED existing.
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They are fixing it, it's called removing ranks and completely hiding the new, hidden MMR that other video games had their communties rioting about being invisible. I'm sure in a game that makes it almost impossible to really judge the skill of a player will make that go really well.
I bet that'll speed queues up by totally not making you play against and with people you shouldn't be playing against and with like it does now :)
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Don't set your expectations too low or you'll never improve, but set realistic expectations given things like survivor skill, your killer, the map you're on, etc. Always ask yourself questions for how you could have done better or why you may have done badly, and try and have fun :)
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First and foremost, try and build your power before you down someone so that you can get your power. Then, when you down them, you want to have Infectious Fright, so that you can immediately leave that person slugged and apply pressure to the people around you. If no one is around, you could probably go check gens with your power activated, or you could just hook that person and walk around. I'd suggest the former. By doing this you create a lot of pressure and even the possibility to wipe a team out that isn't cautious immediately. Beyond that, it also creates a situation where a lot of people are injured and you're gonna have pleeeenty of blood orbs to succ.
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Yeah forcing people to do things is pretty fun tbh. That'll learn em
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Rajang is really annoying, more specifically when he's Tempered. Imagine taking as long as you do to have to kill a monster that never stays still, can 1 shot you outta nowhere and
Wait, what forums am I on again. Oh. Well, the fun of the game in general just nosedived for me. I can't really name specific things, but killer just isn't fun and survivor became a bit boring. Fix map sizes, force more interactions with the killer, maybe you'd have a game that's more fun and interactive.
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BS is great, it was meta quite a while ago with Enduring, before better perks came along for managing a chase. This was when pallets were everywhere, especially safe pallets, but these days it's a bit harder to justify running it.
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"Sometimes a killer can be mean, therefore I should not respect any killer, ever. I should be mean and a dick all the time."
Ah, yes, to be 12 years old on Xbox live again. Here's another theory: People like this, survivor and killer, have this dickish personality and they, like you OP, want to do what they can to justify acting the way they do.
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There's 5 generators and the first few can go far too quickly at the start of the match. Losing 2/3 when every pallet on the map is up at the start of the match in a chase creates too much stress and pressure on the killer, which in turn is the cause of many killers being forced to play in a way that makes the game, in turn, unfun for the survivors.
There's too many things in this game that waste the killers invaluable time.
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Make it deactivate when you perform an action such as doing a generator or enter a locker. All DS does is punish good killers because they're capable of ending chases quickly.
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It was exciting having to put someone to sleep and wait like 6 seconds before you could even hit them? Wow, yeah, that was really fun getting the timing right. That definitely didn't allow a survivor to easily get to a pallet and make your power irrelevant in many other ways. Lol
I also miss being practically blind and barely able to see anything. I miss whiffing an attack on a sleeping survivor because my attack auto aims into a non sleeping survivor. While I admit it was fun to dance around the map putting people to sleep, as far as the strength of old Freddy, well, he was just garbage. He was fun garbage.
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I wouldn't really say killers have second chance perks that are "meta" outside of NOED, and NOED is not a meta perk, at least not to good killers, though it can be used on any killer and is good, so you could call it one.
Generally they just have perks that help with specific things. Help with tracking. Help with gen management. Help with dealing with pallets/chase. They also have a power.
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That's what happens when it's simply too easy to rank up. If it was too difficult it would also cause problems, specifically from a matchmaking standpoint. The way rank resets makes it a problem as well, which is something that will be non-existent after it's changed, which is a good thing.
If their new matchmaking is like their pip system for determining rank, or even if it's much simpler than that, then you can probably expect your games to be relatively the same as they are now - you'll just never know because even YOU won't know your rank or your invisible MMR.
Did you guys know that it was a massive deal in many gaming communities when MMR was hidden? People had to complain for very long before things became visible, unless they also had leagues and ranks like gold/silver/etc. Now in a game that already doesn't even have the decency to tell you if you're playing against SWF, you also won't ever know the skill level of anyone else, or yourself.
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Well doing totems and searching chests, or even removing traps and such are not objectives for those who are unaware. The objective is to do gens and escape. Another objective would be adding another component required to do so, like gathering gas to do the gens, or finding the switch to open the exit gate. The more time you give a killer, the less likely they are to play "dirty" for lack of a better word. Unfortunately, survivors ignore everything in favor of slamming gens, so the killer is always under so much pressure that, well, they play dirty.
It would have to be something that simply cannot be ignored and part of the main objective, and I think they have enough trouble balancing their game now to add something like that.
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If you can't do well without NOED consistently, then you don't deserve to use NOED. You're just using a crutch perk and are bad. I've played killer for 3 years only before I stopped playing and I have never once used it. I'd rather lose and spend my time focusing on ways to improve before the game is basically over than rely on it. Now that I mention it, I never thought I'd see the day where Ruin would be nerfed before NOED. Truly shows the state of this game.
Some of you sit there and you make excuses and justify it with this or that, and it's just ridiculous. The only thing I will say about NOED is that I was always less likely to be camped and tunneled by a killer when they had it, and it added a bit of excitement at the end of the match that basically didn't exist at all due to the killer being trash for the early game and being unable to hook people.
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Yet the devs on these forums will still comment and try to explain to you how to properly apply map pressure, while completely ignoring stuff like this, that is more common than you think. Not to mention not even acknowledging there even is a problem.
Sometimes it just feels like everything they say and everything they do is a black and white reaction to a statistic they read on a piece of paper, when that's not how game balance works. Ironically, that same mentality doesn't apply to the large amount of second chance survivor perks in the game because they help the survivor have fun.
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Dcing for anything that you deem unfun, unfair, or just about any reason, or even when you have literally 0 reason at all, is the norm. Always has been, apparently always will be.
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It's amazing how many people think that, in a 1v4 asymmetrical horror game, 2 kills 2 escapes = perfect balance.
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It isn't fun anymore. MHW is fun. So I play the fun thing :)
I played all the killers, but the Nurse nerf and then the Ruin nerf, the complete and total ignorance and lack of recognition of problems as to why Ruin was used, and the devs responses? Yeah. I have no real hope and no interest in spending any more time and money on the game.
Maybe someday they'll fix it, maybe they won't - I hope they do. And that's fine. I don't go around telling everyone I quit, that the game is garbage. I still frequent the forums and talk about things, for a game I no longer play because I hope things get fixed. I used to play it a few times a week as survivor but it just wasn't the same, especially if my friend wasn't playing. And who cares, right? Me, you, dozens of other people not playing, it doesn't change the fact the game is and will continue to be successful, despite all of the problems and stress and frustrations. At the end of the day if you're a killer, well, you're in the minority. Accept the way it is or move on.
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Against good survivors you'll never be able to apply pressure and put them on hooks faster than they can do gens. Maybe if the health states didn't take so long, but if you play "fair" then all you'll get is someone doing a gen before saving, then saving with 0 punishment. Even injured/slugging you have to contend with DS, BT, Unbreakable, DH, or Adrenaline. They have the tools to deal with your pressure far more than you have the tools to deal with them.
Here's the thing, you can't apply pressure like that at the start of the game easily against good survivors because every pallet on the map is up. There are so, so many ways how these things are problems but we we just decide that it's fine, and have the people who make the game do the best they can to find ways to tell us it's fine. It's not fine. Your maps aren't fine. Nerfing Ruin wasn't fine. People won't be less angry because you nerf toolboxes because the problem still persists.
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Yeah, how dare those killers dodge things that even the devs have specifically said they're going to be taking a look at because, after the Ruin nerf, gens go very quickly even without toolboxes.
Something something just git gud lole just deal with it lole
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It doesn't matter who received more nerfs than the other. Are you dense? Is this really how you justify one thing or another, by looking at a list of nerfs? It's the equivalent of saying it's fine to nerf X,even if it shouldn't be nerfed, by saying Y had 100 things nerfed.
It doesn't matter. What matters is the specific nerf that is done and whether or not it is justified by itself, not by other nerfs. I know you're just trying to make a point, as survivors always list out their dozen nerfs they've received, but even still.