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my_hat_stinks

my_hat_stinks

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my_hat_stinks
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  • This is something to contact your consumer protection agency about. They should be able to tell you if it's violating any laws and any next steps to take.

    I imagine Behaviour's lawyers would advise against responding to this thread regardless of whether they're at fault. Other users playing lawyer isn't very productive either, if you have a legal issue contact a real lawyer.

  • @Mekochi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562109#Comment_1562109

    It's not just in the hands of the Survivors though, it's also in the hands of the killer. For the suicide on hook, there's not much the devs can do about it other than the survivor takes the de-pip and the other people go about their day. It's sad, but it's the truth. I won't say git gud, but you just gotta practice more, I am a Rank 20 killer getting put with red rank Survivors constantly, so I just have to practice more. There's only so much the devs can do at the moment.

    It's not about winning or losing, I get 4k against toxic swf teams often enough. It's about not having fun. Killers shouldn't be forced to sit through 10+ minutes of survivors trolling, especially when survivors can exit a game almost any time they want.

  • Don't be disingenuous, you were downplaying the issue hard.

  • Killers definitely need a surrender mechanic. Survivors can suicide (most of the time) or just complete objectives so they have a lot more control over how long they stay in a toxic game. If a killer is getting trolled by a SWF team there's absolutely nothing they can do to end the game quicker, it's almost entirely in the hands of the survivors.

  • @TheForgotten said:

    So don't take the cheap win? Put them in dying state. Pick them up. Walk them out. Let the wiggle free. It's not hard.

    It's a major issue and "just ignore it" isn't constructive.

    I had a game the other day where I freed a survivor from the hole, then continued as normal. Two hooks later and I find another survivor in the hole, but couldn't rescue them in time for them to unhook their team mates. Even trying to play fair doesn't always help.

  • So you're saying you kept the killer occupied for an extended period of time while your team could complete gens... Job done? Not sure why that would warrant a buff.

  • I think it's more an issue with how you're approaching totem perks. they shouldn't be the centre of your build, ideally it would be a single nice-to-have totem perk in an otherwise reasonable build. Most matches you'll lose your totem before getting much use out of it, even if you're using other perks (eg thril of the hunt) to try and defend them.

    If your build is centred around a single hex perk it's pretty much guaranteed you'll lose it as soon as the match starts.

    Though there are some totem spawns that are out in the open without a single wall or rock nearby, those should definitely be fixed.

  • It's been suggested a million times since the game was released. Dead By Daylight won't get VOIP because reasons.


    What reasons? Who knows. Probably so they don't have to bother balancing for SWF.

  • I open a chest nearly every survivor game, I'm not sure it really needs such buffs. A guaranteed medkit is powerful enough that there's a perk dedicated to just that. Speaking of which, this change would be an indirect nerf to Pharmacy that it really doesn't need.

    It looks like you're not really addressing the key complaint either, just shuffling some numbers around. You've also very heavily nerfed Plunderer's Instinct, not exactly sure why. It is a reasonably powerful perk, but I imagine a lot of players use it for the reasonably high key chances. If keys were to be removed I think perk usage would drop a bit anyway.

    Green key is effectively a dud item from chests, so if keys are removed from chests it also increases the chances of finding a usable item. It does mean the only pink item in chests would be a map though, so ideally a new pink item would be added for the sake of Plunderer's Instinct.

    I am definitely not a fan of chests re-arming. Even if it only re-arms once per game, you're potentially doubling the number of chest items in play. It also encourages survivors to delay the game for chests to re-arm, particularly when the exit gates have been powered but not opened. I don't see much benefit from encouraging survivors to hide near chests for loot, it would only be infuriating for killers.

    Chest rarities and damaged items seem to me like adding complexity for the sake of complexity. I'm not sure how it improves the game?

  • @BigBrainMegMain said:

    And the DS threads are back.

    Great.

    Almost as if it's a blatantly obvious issue to a large portion of the player base.

  • Since all of the accounts are in the cloud i'm pretty sure there would be a simple way to implement this into the game.

    That's quite an assumption. Without seeing the back end there's no guarantee player data for each platform is even stored in the same table, database, or server ("the cloud" just means "someone else's server"). Just off the top of my head I can think of a few plausible implementations that would have varying levels of difficulty when attempting to combine accounts, particularly where paid DLC is concerned.

    I do agree that it's a good idea, it just might not be as simple to implement as you're assuming.


    Relevant XKCD: https://xkcd.com/1425/

  • @Kisagi1990 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1532691#Comment_1532691

    "You never said this in the comment but ima say you did anyways because I'm gonna believe that people who disagree are all acting like this!" Are you a joke or are you just a troll?

    If people can actually come up with a REAL reason why its op, then I'd listen but all I am reading in "wah wah wah! The survivors keep escaping my grasp! That perk needs to go away so I can tunnel and get my well deserved 4k that I havent recieved!"

    Direct quote, from the post I literally just quoted: "You just dont[sic] know cause you obviously suck."

  • @Kisagi1990 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1532567#Comment_1532567

    1 sided is correct. Killers have all the power. When I play survivor, all my teammates use decisive and ######### about how the killer slugged them and waited on their corpse till DS deactivates. And 9/10 games, killers STILL WIN! OMG! THATS AMAZING! Even with a team of decisive users! Man I thought winning was impossible by the way you guys talk about it! Oh. No. Just the killers who suck. This game is very heavy towards killers. You always have the upper hand as killer. You just dont know cause you obviously suck.

    https://forum.deadbydaylight.com/en/discussion/comment/1532585#Comment_1532585

    Actually. Since I never said it I'm guessing you would never guess that I never use it. I dont want to use it cause I play a game called "avoid the killer at all costs until you need the points" so I use a more stealthy approach to the game. I used it once and didnt like it.

    And another thing is I can't be biased if I side with both sides. I've defended killers and survivors as well as criticized both. I know what needs to be fixed (Myers' stupid 99'd stalking capabilities and removal of Wraiths silent bell on top of survivors abilities to 99 everything including their grandmother) but I side on balance and unfortunately killer mains tend to go for the fact that they "deserve" a 4k every game. I play more survivor then killer but I prefer killer. I play survivor cause I wanna play with my wife. But I've gone against every kind of player and know how to counter it. Time for you to learn it too instead of complaining about the survivors having even the slightest capability to counter scummy actions.

    Now regarding your "scummy" comment, no. It's not a bad thing. Only everything you named off had nothing to do with DS and everything to do with the aggressive survivors dont hate the perk, hate the players, bruh!

    "Everyone who disagrees with me just sucks at the game". Is this a joke? Are you just trolling?

  • @Kisagi1990 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1532299#Comment_1532299

    But that isnt because of DS. None of that is. It's all the survivors that were doing scummy tactics

    Edit: and paywall? Dude just shut up. You dont have to pay to get DS. I got it with Iridescent shards. Didnt pay a penny for it besides time.

    Is preventing people from being, in your words, "scummy" not a good thing?

    Regarding your other comment, that would mean you've had the perk for at least 9 months, since that's the last time it was in the shrine and there wasn't a paywall. Yes, nine months. Anyone who started playing January of this year would have had to pay real money to get the perk.

    It's a little concerning that you've used the perk for that long and can't seem to understand how it might be an issue.

    This does not add to the conversation and just proves you're wholly biased. If you arguments were reasonable in the first place, they certainly wouldn't be trustworthy now.


    @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1532299#Comment_1532299

    @my_hat_stinks

    Ok, so just to throw some math at you.

    If the person was working on a gen with another person (not counting a toolbox) that means it would have taken them 47.06 seconds to complete. DS lasts 60 seconds.

    So 60 s - 47.06 s = 12.94 seconds

    Which means that had you actually remembered you hooked this person, you could have slugged them for 13 seconds and not get stabbed.

    No one is asking you to get a stopwatch, just to pay attention. The problem is because the perk has a "tunnel" purpose tag next to it, people seem to have a problem with it. Literally the perk works exactly as it did before, only they have added conditions to it.

    I guess a hook phase shouldn't be a condition and you should be able to stab at any given time.

    "Pay attention"? You're arguing that the killer should know exactly how long it's been since the third-from-last person they caught was unhooked by another survivor outside of their control, while they're forced to concentrate and outplay the other survivors they're actively chasing. That is just not a reasonable request. Killer is already far more taxing than survivor since you don't have downtime holding M1 on an objective.

  • Could you give more detail about why you want it nerfed? "It is too toxic" isn't really useful information unless you say why.

    Personally I think the number of traps is fine, though it should be made more obvious to survivors in some way that crawling over a trap doesn't trigger it. It's one of those things you'd just never know from playing until you see someone else do it. I'm not sure how it could be fairly implemented though.

  • @Johnny_XMan said:

    There is only one question...

    Why does it need a weakness?

    As others have said, you can still go down if found again. You NO LONGER have 60 seconds (The timer starts once unhooked not once again found).

    It doesn’t have weaknesses but it has limitations in which they have to be grabbed by the killer within those limitations.

    You (killers) don’t have limitations on how many times you can slug, camp and tunnel tho. Maybe let’s start with that and then see if DS actually needs an adjustment.

    I just played a match against someone with Decisive Strike. After they were unhooked, they completed a generator while I chased down and hooked one of their team mates. I then walked across the map, chased, and downed another of their team mates. They body blocked me so I couldn't pick up the downed survivor, so I knocked them down too. Since they stayed on top of their team mate I had no real choice but to pick them up, after which point they stabbed me in the neck and ran off.

    Again, that is:

    • 3 downs
    • 2 chases
    • 1 hook
    • 1 gen

    And the perk still triggered. Are killers meant to have 4 stopwatches at the ready just to time when each survivor was last unhooked, just in case any of them have this perk?

    The way I see it it's only still in the state that it is because it's behind a paywall. BHVR apparently loves that pay-to-win microtransaction cash.

  • SWF will not be banned. With that in mind there's two things that need to be done to fix the SWF issue. To make it fair on the survivor side, there needs to be VOIP (Not going to happen) and text chat (Not going to happen). To make it fair on the killer side, the game needs to be rebalanced with the assumption that survivors can communicate (Not going to happen).

    BHVR isn't exactly known for making the game better. You'll have to either put up with it or quit.