Avatar

BiaNoYami

BiaNoYami

About

Username
BiaNoYami
Joined
Visits
26
Last Active

Comments

  • I don't even have a full 300 hours in this game.

    And I play killer maybe 2-3 times per month.

    So you bet I'm dodging lobbies if I see that two of four survivors have more than 1k+ hours, for example. I also don't like to play against people whose names and/or profiles suggest that they like being toxic kids.

    I'd like to have a chance in a match, you know? And I think the skill and knowledge difference between someone with 300 hours and someone with 1000 or more is too big.

    I also dodge if I see that I got survivors whose playtimes are far under my own; same principle as above, only that I want the survivors to have a chance. I know how much it can suck to play against a killer with 5k hours, as a person with (back then) 200 hours.

    In my personal experience both of these situations ruin the fun. I want to reduce the possibility of that if I can.

    But I promise I do understand your frustrations. It happens to me as well, after all. Not only, but particularly when I queue up with two or three friends. A couple days ago we were dodged like... five times in a row? Maybe more. Sure it gets annoying. We were irked, too. But we understand the reason; not everyone likes versing a SWF group. Not everyone thinks, "I'm good enough, I have a chance against them, it might be fun."

    But for us it's alright. We get it because when we play killer, we feel similarly.

    Either way... A killer lobby dodging is nowhere near comparable to survivors willfully disconnecting and throwing temper tantrums because things don't go as they wish in an already ongoing match. When dodging a lobby, the match has not even started yet at that point, so you lose nothing except a few minutes of your time.



  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/493553#Comment_493553

    It's someone spamming ctrl on their keyboard, stop being so overly dramatic.

    And you start empathizing a little more.

    While the original post is about teabagging, the overall issue is much bigger than that.

    It's also about namecalling and verbal insults which often occur. Even if we assumed it was solely about teabagging - the meaning and intention behind it is what counts. And usually it's of toxic nature and done merely to mindlessly ruin another person's fun.

    Perhaps even their day which they were actually trying to relax from by playing a game; you never know what kind of person is sitting behind the screen. And condoning bullshit like BMing - whichever form it takes - is being ignorant of this and insensitive. You're nothing more but a bully who - for some reason unknown to me - feels like they have to prove their meaningless, virtual joke of 'dominance' to someone.

    Is your self-esteem so low you have to rub it into other people's faces by BMing or calling names and can't even follow a request to play nice that some people ask you for? Or simply accept that there are people different from you who do feel offended or hurt by certain things you might consider small?

    Hurt or anger, for example, don't always feel the same for everyone in terms of intensity. Respect that.

    Who are you to judge and tell someone they're oversensitive when you don't even know them and what's on their mind?

    Victim blaming at its finest.

    And while games and RL are obviously two different things, your personality doesn't magically change. You are you, no matter the instance. By which I mean that if you are an insensitive jerk to people on the web, you likely have no problems behaving similarly IRL. (The only difference is you can easier get away with it on the internet. Bless anonymity, hm?)

    I could've worded all this a bit friendlier, but honestly, I'm too fed up with ignorant idiots at this current moment. I'm out of patience for people of this kind. You deserve everything of this calibre that's coming to you.

  • @ClogWench @Dehitay

    • "You can force them out. You aren't forced to wait the full 2 minutes."
    • "The amount of people that haven't figured out this very obvious solution is just absolutely mind boggling (...)"

    It's not a killer's job to force survivors out. Killers are in a match to kill and prevent the survivors from leaving.

    It's the survivors' job to escape, and it's rude not to leave and taunt the killer instead. Simple as that.

    Then again: many killers can still get Bloodpoints by using their powers. Not too many Bloodpoints, but it's something. While the survivor just wastes their own time standing by the gate and not getting anything out of it while the killer stays far enough away. (Except perhaps a false sense of how amazing their ego is.) And you bet if I play killer, I won't even go near the gates if I know you're there. I'm not gifting you points on a silver platter for being kids who don't know when enough is enough.

    So... I guess the killer does win in this particular standoff, in a way.


    Sincerely,

    a survivor main


    Edit: If you stay at the exit gates for tactical reasons - for example if there are still teammates left injured or on a hook - obviously this is okay. You might be considering saving them. No problem.

    But that is not what we're talking about here. We're talking about openly BMing, hence the word OP as well as I used - "taunting" - and OP's example of all four survivors lingering at the gates.

  • @Theluckyboi said:

    Its about adapting, i had to learn that the hard way.

    Legion is a fast wraith now, you should try to use the typical "M1 killer build"

    Enduring+Brutal Strenght (sadly enough)+sloppy butcher+franklins works just fine for me, run ruin if you dont want to get rushed i guess

    You might not be wrong; I'm not correcting you.

    But this is what I personally find so sad: a casual chase+M1 killer. There's nothing special anymore about the new Legion.

    That's what upsets me the most. It does not feel good anymore, whereas it felt awesome before - in my opinion. I adored them for their nimbleness and I miss the old, somewhat faster Feral Frenzy and the fast vaults. The +5% base movement speed don't count as "nimbleness" for me; it's just normal movement. Unrelated to their power and to rushing others down, which is what they were supposed to do.

    And while I understand the theory behind the "miss a Frenzy hit = end Frenzy, get fatigued, and deplete entire gauge", I think this is too severe a punishment for ONE missed hit. This was done to combat stab spam, I get it, but depleting the bar by 50% instead of 100% - so you can get a second chance, just a second one, I'm not asking for the world here - would have been more fair to the killer player. After all, even this would still put a stop to the issue, as you can hardly call two stabs an ability spam. Would this not be a better middle way for the killer and the survivors?

    I was upset about nearly all of the changes at first; I admittedly was overly emotional. But now, after some thinking and new experiences, I'm merely calling out these three things (Frenzy speed, vault speed, missed Frenzy hit punishment). And I think that is reasonable.

  • I mainly play survivor - there's honestly just one killer I play, and even that I don't do often as I dislike 1st person POV - and I don't see tunneling as that bad.

    I see it as a tactic. If you catch sight of both healthy rescuer and unhooked survivor in equal distance to you and you have a choice, why would you not go after the injured one and possibly deliver them to their last hook? One menace less to deal with in the match. Or if it isn't their last hook it's at least one step closer towards that if you get the hit.

    If the rescuer is more or less running right into me, though, and the unhooked person is a bit further away already, then I just hit them. It gives the unhooked one a small breather, but it's likely I'll follow them afterwards (if I know the rescuer isn't dead on hook) because I feel like that person's potential to screw up their escape might be greater. I always get kind of nervous/pressured when I get unhooked (more than when I go in for a save) and I'm thinking that perhaps this could apply to some other people as well. Or the fact that I went for the rescuer first gives them a false sense of security of which I can try to take advantage.

    That said... I usually do not get mad if I get tunneled. Because I can see a certain logic behind it. (I do admit, though, that it gets annoying if it happens x matches in succession.)

  • In a fanfiction I am writing I'm actually planning on making this a thing.

    My idea isn't completely polished yet, but I was thinking that while some survivors simply retain their hope or slowly lose it and become empty shells, the survivors with an extraordinarily strong sense of justice and stubborness, or perhaps with a profound infatuation for another person in this realm (birthing a powerful wish to protect / save that person) are more prone to have their hope tainted.

    By which I mean their hope slowly transforms into rage, desperation, thirst for vengeance... That sort of thing. Hatred at what the Entity is doing to them and what it forces them all to do. Those survivors usually consider even the killers' positions, keeping in mind that they, too, once used to be sane and fully human. This only adds to the negative feelings that grow in their hearts.

    But this is what the Entity is striving for. Many of the things that happen happen exactly in order to "change" certain survivors. And with anger and hate comes darkness, and more darkness inside you means the Entity can get an easier grasp on you and your will.

    Until, sooner or later, you'll succumb to the sinister feelings and become yet another slave to do the Entity's bidding. If you're lucky you'll retain a part of your true self, though, and on occasion it resurfaces. Maybe at times when the Entity is appeased and its grip on you loosens a little due to that. And then you realize what you've done, what you've become, and perhaps you'll even try to fight it down. But in the end no one escapes the Entity once shackled.

  • The reason why a downvote feature shouldn't exist is simply that most people in this community are unable to view things objectively / from different points of views.

    If people are unable to question their own viewpoint and consider that another person's given examples on a topic might carry some truth after all (which does not always necessarily contradict all you stand for), a feature such as the aforementioned one is quite worthless.

    This can also be applied to the upvotes. Although positivity about something obviously feels more empowering than negativity.

  • @MegsAreEvil said:

    I just see whiny killer mains. No one here has probably enough skill as killer. Oh cry cry cruel survs only dc. What those Tunnel, Camp, slugger killer who dc at the end to get the game cancelled out for every one Else after lobby dodging for half a Day? No killer main complain about that. Classic double Standards of killer mains.

    I do not know about the other people besides me who rightfully "complain" here. I don't know them.

    But joke's on you in my case; I'm a survivor main :)

    I don't have much interest in playing killer, to be honest. But the Legion are dear to me. And I'd love for them to be more viable and a bit more fun again, is all.

    Some people keep saying they're not weak but different now. And yes, they are different. But they've also been weakened in regards to their gameplay - which I find was interesting and fun for both sides, given they were played well and without the abuse of flawed game mechanics.

    But it isn't anymore, at least not for most people who play/used to play them. Their power now... what use does their power really have except for tracking people in your Terror Radius down with Killer Instinct, after you managed to apply a (now also changed and unthreatening) Deep Wound?

    And don't pull the "free first hit" card; Feral Frenzy is not as fast anymore and it's still possible to miss your swing. The result of that being that your entire power is lost for 20 seconds and you get a 4 second stun/fatigue, which gives the survivor you saw enough time to make a run for it.

    Why would I use this...? Especially if I'm not too adept at the game yet, why would I risk that punishment? With their increased base movement of 115% I can just as well chase and hit normally - like any other M1 killer. Because that's what they are now. Not much more than that.

    At least this is what I see and experience.

  • It's true that (a certain sort of) people DC against nearly everything. It just takes a minor inconvenience and they're out.

    But in regards to the thread title: my opinion on this is that if you still DC against the Legion in particular, you're proving that they were never the actual problem. A few tweaks were necessary, and we all know that. Yes. But the Legion as a whole were not the problem.

    People who don't understand that not all things everyday can be fun and who are unable to make the best of things as they come are. And will unfortunately remain so, I'm sure.

    Not every Legion match (or just 'match' in general) is the same. Some are truly unfun, yes - often because the killer plays dirty. But there are players who play well and make for a good competition.

    I just wish people would see that, and grit their teeth for 10 minutes and finish the game even if a killer plays a bad style. Leaving your teammates behind is just as scummy as a killer playing unfairly.

  • ^ this

    But honestly, you don't even need to look at the addons. Or the lore.

    Just look at their power's name: "Feral Frenzy"

    Doesn't sound like a calm walk in the park on a sunny day to me. Even if you take both words individually, they imply intensitivity and agility. Not this snail's pace the Legion currently vault pallets and windows with.