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csax

csax

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csax
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  • @csax said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663766#Comment_1663766

    streamers have certain standards to keep up for the public. these random lobbies i play with don't and they don't care to play fairly.

    I've been in so many meetings where they were like "It's orange. ik because I'm otp with white. trust me"

  • @SquirrelKnight said:

    The funny thing is this is totally accurate. Except most groups of friends in among us keep knowledge to themselves. Look at streamers of the two games and notice a differenrince

    streamers have certain standards to keep up for the public. these random lobbies i play with don't and they don't care to play fairly.

  • @Slashstreetboy said:

    They will never implement an indication of SWF. Many people claim SWF is not a balance issue, or not a huge one, despite being convinced that if given the chance basically every Killer would dodge them. Can´t be much of an issue if everyone wants to avoid it, can it? /s

    this is the perfect summary of the hypocrisy in these forums.

  • @TheClownIsKing said:

    Should this game simply move to a respawn mechanic?

    I get why the hooks exist as a horror trope, and as a nod to the influences that led to the implementation of them into this game.

    But when we look at the vast list of complaints coming from both sides, most of those can be linked all the way back to the hook system.

    What if after a down the survivor instead “dies”, and a timer starts whereby the other remaining survivors need to reach one of 4 randomised respawn “stations” that are unseen by the killer? A downed survivor can be respawned into the game twice, with the third down summoning the entity (as done from the ground in the EGC). If however a “dead” survivors respawn timer expires before another survivor reaches a respawn “station”, this also leads to permanent death.

    Let’s look at the problems that the hook system contributes to.

    SURVIVORS -

    • Hook Camping. Although survivors are NOT entitled to 2 additional chances, most behave like a killer should always allow them to be unhooked twice. This understandably leads to lots of frustration for survivors on the hook when a killer chooses to camp. A respawn mechanic would get rid of this frustration.
    • Mori off of first hook, and Tunnelling. Mori’s are only as infuriating as they are for many survivors because of the strategy most killers use when a mori is at play: hook camping & tunneling. It’s not uncommon for a killer to intentionally remain close to a hooked survivor on their first hook, with intent to immediately down them the moment they’re unhooked so that they can be mori’d. Even without mori, plain outright tunnelling is always a miserable experience for the survivor that has been targeted, and DS does little to address this other than giving that survivor a few more seconds in the game. A respawn mechanic replacing the hook system would alleviate these gripes, and a Mori after first respawn would not seem as unfair.
    • Slugging. Indirectly, hooks contribute to this issue due to killer time constraints (more on this in the killer section). But the bigger issue is when killers do this for seemingly no reason than to be spiteful, and watch survivors bleed out. The game only makes it possible for killers to choose to grief this way because of the necessity to leave survivors in the dying state sometimes because it simply takes too long to carry and hook in some circumstances.
    • BBQ. Yeah in most instances this is usually easy to counter, and survivors usually caught out by it have been lazy. But there can also be many frustrating instances where you’re simply no where near a locker, and simply too far away to reach the 40m “safe” zone either. Plus some killers use the particularly nasty combo of BBQ, Infectious, and Iron Maiden making it borderline impossible to avoid detection if you unfortunately do not have Calm Spirit equipped. BBQ wouldn’t need to exist if a killer has no choice but to go look for another survivor because there is no one to camp if a respawn mechanic existed.

    KILLERS -

    • Gen rushing & Slugging. With how absurdly fast coordinated teams can get gens repaired in higher ranks, slugging on a regular basis is usually necessary. Why? Because once a killer reaches higher ranks it takes far too long carrying every downed survivor to a hook whilst 3 other survivors are still free to work on gens. It’s ridiculous that a killer engaging in a core part of their gameplay can actually be what LOSES them the match.
    • Flashlight saves. Firstly, get off your high horse. It doesn’t matter how good of a killer you are, sometimes you’ve downed someone nowhere close to a wall or obstruction you can look at before a pick up, and you can be diligent checking the area for other survivors with flashlights, yet still end up blinded during the pick up. It’s frustrating, and obnoxious, and is a HUGE set back for the killer. It’s a wasted chase, and survivors have few comparable set backs.
    • The myriad of second chance perks. DS would have no reason to exist if it isn’t possible for a killer to know where a survivor was that they had recently successfully ended a chase against. It also wouldn’t unfairly punish killers that aren’t actually purposely tunnelling the same survivor. It would simply be unfortunate bad luck if the killer happened to spot the same survivor again, which would likely be incredibly rare if a respawn “station” mechanic existed.

    you're a survivor main pretending to be impartial...

  • @KILLA25997 said:

    https://us.v-cdn.net/6030815/uploads/YR3PZ4FSVXDM/253a0f04-87de-4869-8c5f-83c7712d3dca.jpeg

    Someone explain to me how the MMR is turned off yet in about 6 different games with Cross play turned on/off, I’m still getting anywhere from Rank 8-1 when I’m a Rank 16 Killer?

    because they took the new unbalanced matchmaking off. the old unbalanced matchmaking is still there. I actually do kind of believe the larger issue is attracting newer survivors into the game so that there can actually be enough people higher than 15 to make everyone have balanced games.

  • Survivors don't say gg most of the time even if they all get 3 hooks, so what's it matter?

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1503621#Comment_1503621

    I don't think you understand why people 99 the gate - it removes any possible threat from Bloodwarden and makes it into a meme perk. If the killer wants to use it, they have to open the gate themselves - a risky and time-consuming venture.

    nobody cares about blood warden anymore. haven't seen it in at least a hundred games and this is from purple ranks all the way to green (Sometimes I decay when off at school). They only do it to get saves without pressure.

  • @Clevite said:

    Dont be showing me some smurf account and cry about match making. Rank 17 with all those tier 3 teachables, c'mon man!

    I know...I know...haven't played in awhile. Well if that was true, and matchmaking worked as intended, your friend would have been the op one to baby survivors.

    I'm a college student and can't play DbD while at school, so it almost always demotes me to rank 20 killer due to being gone months at a time, so rank should be taken with a grain of salt rather than calling smurf.

  • @FIEND8LOODED said:

    I have a question for those in favor of disconnect penalties.

    What about killing yourself on the hook? By which I mean, getting hooked, attempting escape 3 times to get yourself to the struggle stage, and not struggling, resulting in your immediate demise. You can do that almost as easily as disconnecting as long as the killer actually hooks you, and you get the same, if not a BETTER result than disconnecting, that being getting out of the game prematurely with absolutely no downside, along with a tiny bit of bloodpoints too. Should you not also care about this completely legitimate method to achieve the same goal as disconnecting?

    I've seen so many people up in arms over this dcing stuff, yet I have yet to see anyone address killing yourself on hook, when it's basically the same thing but without the downsides. Maybe I've just been looking in the wrong place?

    Ok, but consider this. A player that suicides on hook has still drawn the killer's aggro for at least long enough to get downed and carried to the hook. A player that DC's doesn't get looked for at all in most cases. Now, I also think it's less bad that they DC depending on how many times they've been hooked. Someone that's on my team that's death hook, I don't really care if they DC when they get downed or whatever.