Coffeecrashing

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Coffeecrashing
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  • DBD needs to have VICTORY or DEFEAT, in giant letters. That's literally it. Because the post-game screens we currently have in DBD, aren't the same thing.
  • Being able to see MMR numbers could very easily fix the problem of "what MMR are streamers, and the people they play against". No, you don't know if MMR is incredibly flawed. Matchmaking doesn't have a 100% focus on perfect matches, because of player feedback. BHVR made a balance between quality of matchmaking and speed of…
  • Can someone explain why people are discussing various streamers, if "no one can know what MMR people are"? Are people trying to guess what MMR various streamers are, even though "it shouldn't matter" and "we should stop caring about MMR"? Imagine how much easier this could be if everyone could just see what MMR each…
  • 2v8 is the only game mode that really broke the queue times, and that was because of 2v8 itself, and not the fact that we had two game modes at the same time. We would have had the same queue time problem if 2v8 was the only game mode available.
  • The biggest double standard in this game is that it's considered "sweaty" for killers to camp and tunnel, but it's not considered "sweaty" for survivors to use voice comms specifically for extra game advantages.
  • There could be a normal mode and ranked mode, and they don't need to be balanced the same as each other.
  • If 2 survivors are slugged, and a 3rd survivor is threatening the killer with a flashlight/flashbang/pallet save, it is completely valid and justifiable to chase them. There should be ZERO punishment for the killer in this scenario. Punishing the killer with a reset, when the killer is repeatedly being forced to slug, is…
  • If 2 survivors are slugged, and a 3rd survivor is threatening me with a flashlight/flashbang/pallet save, it is completely valid and justifiable to chase them. Your solution is 100% unacceptable. Killers should not be punished for slugging, when it was forced upon them by survivors. If a survivor has been slugged for 60…
  • You literally didn’t take this scenario into account. In my scenario it was absolutely valid and justifiable to slug all 4 survivors. Your suggestion allows survivors to bully the killer, because if 2 survivors are slugged, you’re saying a 3rd survivor should be able to bully killers with the threat of a…
  • Fix Hag Survivors shouldn't be able to run at a trap with the camera facing backward, so they can purposely run into traps without getting hit Hag also feels like she has no power if the survivor is literally anywhere without nearby traps, because it takes so long to place a trap. And do something so it doesn't feel like…
  • Earlier this week I had a game where… I knocked the 1st survivor to a ground, searched around for nearby flashlight users, and found the 2nd survivor with a flashlight. So I chased the 2nd survivor, and they suspiciously got knocked down under an undropped pallet, so I searched around a found the 3rd survivor. So I chased…
  • It’s still better than when people say their opinion matters more because of the number of hours they’ve played. And it’s still better than when complain that matchmaking must “obviously” be broken because the 5 players in a game don’t have a similar number of hours.
  • But it doesn’t even really help the killer because it requires the survivors to do a specific action, that the survivors can delay indefinitely. You could have just given killers an extra 20 second wiggle time as base kit, with zero requirements. But instead, you want it to be the survivor team’s decision on whether or not…
  • Correction: Your system offers an answer to a good number of scenarios FOR SURVIVORS, but barely helps killers at all. You give survivors a huge buff, that automatically triggers on its own…. but the one buff you give killers requires the survivor team to make a specific event, which they can decide to delay as much as…
  • If a survivor is slugged, and the killer literally can't hook them, and the killer sees a survivor nearby… it is absolutely in their best interest to chase that survivor instead. And if that survivor runs away from the slugged survivor, then it's in the best interest for the killer to keep chasing them anyway. It also…
  • The killer can't force a survivor to pick themselves off the ground, to trigger the extra 20 seconds wiggle time. And the killer really can't be expected to just stand over the slugged survivor while their teammates repair generators. The killer will have to leave the slugged survivor, at which point the survivor gets…
  • If the killer is forced to slug, and literally can't hook the slugged survivor, then why is the killer being punished for leaving the slugged survivor?
  • If a killer is forced to slug, and they leave the slug, they get punished even though they literally can’t hook the survivor.
  • Slugging isn't always the killer's choice, and you're punishing killers even if it wasn't their choice to slug.
  • You're still punishing killers for slugging when it's not the killer's choice to slug. The problem is that your solution really isn't different for the slugging problems that negatively affect killers, but it completely fixes the slugging problems that negatively affect survivors.
  • So the killer moves toward another hook, and the survivor runs in front of them to sabotage that hook too. And if two survivors have toolboxes, then they can easily sabotage any hook the killer goes near even with an extra 40 seconds. It’s also not addressing the fact that slowly carrying a boil over survivor for over 30…
  • Spending 36 seconds carrying a survivor, and watching their teammate repeatedly run in front of me to sabotage a hook, sounds terrible. If the killer has carried a survivor for 10 seconds, they should get a button to remotely hook the survivor.
  • 20 seconds doesn’t help at all if a survivor is running around with a toolbox to sabotage hooks before the killer gets there. You’re basically saying it’s fine for survivors to force the killer to slug, but not fine if the killer actually wants to slug. There should be an additional rule that if a survivor is slugged for X…
  • Anti slugging solutions should be helping survivors when the slugging is the killer’s choice, and helping killers when the slugging is forced upon the killer. You’re basically helping survivors, but doing absolutely nothing to help killers. That’s not fixing slugging for both sides of the game.
  • What happens if the killer leaves a slugged survivor, because the survivor team literally forced the killer to slug, and the killer literally can’t get the survivor to a hook? How is your solution address that problem in a way that is fair for the killer role?
  • The 2v8 cage idea functionally adds 60 seconds to a survivor’s hook timer, makes it more difficult for the killer to camp, and makes it more difficult for the killer to slug for the 4k. All the other solutions have a big double standard, that it’s “miserable” if slugging happens when it’s the killer’s decision, but it’s…
  • ”It took too long to kill survivors” would be a DBD problem if severe anti-tunnel mechanics were added to the game. How is the killer role supposed to feel like a killer role, if the game heavily encourages all 4 survivors to be alive for most of the game? And I’ve still seen zero realistic suggestions on what compensation…
  • VHS failed because the killer role was absolutely miserable to play. And people are trying to make DBD be more like VHS. Can people really imagine how absolutely pointless and miserable the killer role would be, if DBD got in-game voice comms, or if DBD encouraged every game to be a 4v1 for as long as possible?
  • People dropped TCM because of 2 things: The devs actually tried to balance the game, and people were mostly playing the game because it had lots of unbalanced stuff. The devs started introducing a lot of high priced DLC content.
  • Survivors pretty much have the same agency when they are slugged or hooked, except for the fact that slugging doesn’t allow players by bypass DC penalties. If survivors are slugged, then teleport them to 2v8 cages after 60 seconds. That would end the game earlier, without giving survivors yet another way to bypass DC…
  • Trying to win in a PvP game isn’t appalling. The killer had a valid reason to slug those survivors.
  • The stats would get messed up if the other modes were included. For example, 2v8 had 8 survivors, so a killer could get more than 12 hooks per game.
  • It doesn't matter if the survivor is a bot. It's still a bad game decision for the killer to pick up any of the other survivors, while the hooked survivor is in 1st hook stage. A killer still has a valid reason to leave the other survivors slugged.
  • The hooked survivor is still at 1st hook stage, and the 2 slugged survivors haven't been hooked yet. It is therefore a bad idea for the killer to pick any of the slugged survivors off the ground, until the hooked survivor reaches 2nd stage. The problem is self-unhooking, because if a survivor self-unhooks, they might try…
  • Just an FYI, I was just told by support that they don’t resend promotional emails. The main problem is that because the emails were sent in batches, I didn’t know I missed the emails until after both emails were sent. If the first emails were all sent at the same time, then I would have immediately known I was missing an…
  • I don’t like that it’s the number of times a killer hooked someone, because it’s purposely hiding the kill rate. It’s also arbitrarily giving killers a penalty if they use the killer mori instead of always hooking the last survivor. What we have now, is that survivors can complain if they are under the 40% escape rate, but…
  • It's just weird that the stats give escape rates, but not kill rates. Like, for reals, "Number of survivors killed" should have been in the stats.
  • Thank you. I'll contact support
  • Killers used to face camp back when the game used emblem based matchmaking, and the game clearly mentioned that face camping was negative points. They did this because a large portion of the players really doesn't care about their score, and only cares about how many survivors died. Similarly, many killers literally don't…
  • The emblem-based scoring screen, that is based on the emblem system, that wanted to discouraging killers from slugging, is not giving bleed outs the same score as sacrifices. And you keep getting the words incorrect. The emblem-based system doesn't score BLEED-OUTS the same as SACRIFICES. Bleed-outs always counted as…
  • If people repeatedly ask BHVR to tell us the official overall win condition, and they repeatedly refuse to tell us the official overall win condition, then there isn’t any official overall win condition. What we do have, is the most popular unofficial win condition for killers, which is a 3k or 4k, and it doesn’t matter if…
  • Players are making up win conditions because BHVR refuses to give us an overall win condition. We literally don’t have an official overall win condition, even though we’ve asked for this many times.
  • It also doesn’t matter if bleed outs are worth points. Most people consider 4 bleed outs as a win for the killer, and that is more important than an invisible MMR score that they never get to see.
  • The emblem based system considers a bleed out as a kill. The reason why it gives zero points for a bleed out is because it wants to discourage killers from doing this. However, the MMR system doesn’t care about encouraging or discouraging certain behaviors. It therefore doesn’t have a reason to give zero points to a bleed…
  • Merciless Killer is based on the Emblem rating system, which is completely separate from the SBMM (MMR) rating system. The emblem rating system also cared about how many chases a player was in, and how long each chase lasted. The emblem rating system cared about many things that aren’t relevant at all to the MMR rating…
  • MMR systems don’t work like that. If someone loses MMR, then someone else is supposed to gain MMR. It would be a major loophole, if killers could start a new account, have a 100% slug strategy, and never gain MMR. It would mean they would be at default MMR (or lower) forever, even if 3-4 survivors bleed out every single…
  • So you admit that hook sabotaging can force a killer to slug, but your solution for slugging is 100% survivor sided, and would punish killers if survivors force them to slug.
  • I think they should be in the shrine, so people have the option to unlock them as level 3 on every character by default.
  • Because it doesn't make sense for an MMR system to count a bleed out as an MMR loss for the survivor and the killer at the same time. That's not how MMR systems work. If one side of the game lost, then the other side of the game is supposed to win. It doesn't make sense to say that both sides lost the game. Because, for…
  • If a survivor bleeds out, it still counts as a kill for the killer. Score events aren't relevant. It also wouldn't make sense for bleed outs to be negative MMR for the killer. If killers that constantly bleed out survivors never gained MMR, then they'll never increase in MMR to the point where they can be matched with…
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