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ConcernedPlayer

ConcernedPlayer

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ConcernedPlayer
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  • @mizark3 said:

    I'd argue it reveals existing problems of game health rather than adding new ones. The vast majority of people log into the game because they WANT to play the game. If something is so bad in the match it actively makes them want to leave prematurely, that was the true problem to game health. I've often heard the line "I'm not responsible for anyone else's fun", and that can be used to justify 4 minute bleedouts, and hook kobe attempts equally. We all have a communal responsibility for each other's fun, or we risk the lack of a community to play with. If you act antisocial, expect antisocial acts done back upon you.

    That’s disingenuous and ignores the majority of hook suicides are early game and for completely stupid reasons. "I don’t like the map/offerings/killer/items/perks/add-ons/being found and downed first/etc.“ If someone only wants to play when everything goes their way, they are the problem.

    Tunneling, camping, and slugging are unfun for most people to be on the receiving end of, but they’re still strategies and changing the incentive to do so requires big time-consuming changes to DBD. Games will always have unfun things for at least SOMEONE. Some people find losing unfun. Is that a problem? If they can’t handle that, they shouldn’t be playing.

    Some people find playing against Trapper and randomly stepping into his traps and losing the chase unfun. And the correct answer to that is “So what? Get over it or don’t play survivor.” Other people love playing against Trapper. Same for anything else in the game.

    And it still doesn’t excuse wanton quitting. If you hate something that match it’s literally unbearable to play against it, take a hiatus until it gets changed. Something needing a change doesn’t justify quitting for free as much as you want. That gets used for literally anything, not just that.

    You shouldn’t try to make people angry or unhappy, but that is not 100% in your control. Some people hate any killer that chases them. Other people hate not being chased. No matter what you do, someone will find what you do unfun. People need to get over themselves.

  • If they’re not facecamping, it’s not a problem.

  • Another thread reminded me of a point I completely forgot, but another issue is if every single living survivor is hooked, the anti-facecamp system needs to deactivate. There is nothing else the killer needs to do. There is no point kicking gens or pallets. The only thing left to do is check if anyone on first hook self-unhooks and then just down them again, slug for 60s, then rehook.

  • Something being unfun for you doesn’t automatically make it problematic.

  • Not speaking on anything else about Nurse, but something people seem to forget is charging up and then blinking all the way to the destination in one go, while it can take you through basically all obstacles (assuming you have the blink distance to make it past its blink hitbox), it’s not actually always ideal to do so.

    It’s why despite being able to freely go through walls, while she’s absurd on Midwich, she’s dreadful on Lery’s or similar maps and areas where there’s a lot of close together walls and twisting paths with very short lines of sight at best. Being able to go through everything just backfires if the survivor moves out of the way in the time it takes to charge and travel. Waking killers don’t need to worry about that because they’ll stay close enough in a continuous walk they’ll realistically never lose track without something to suddenly cut off chase info.

    Obviously, she’s still very strong. But her form of mobility has downsides way weaker killers don’t ever need to worry about as well, which I find amusing.

  • Knowing how to mindgame

  • The number of hooks is fine. Some maps need more. None need less. You are not meant to ever wiggle out on your own unless the killer decides to take you somewhere super far. The primary reason wiggle exists is so a killer can’t always take every single survivor to the basement from anywhere on the map. One single hook sabotage or hit taken is not supposed to get you a wiggle out. The killer earned a down, it is difficult to undo that on purpose.

    You need a specific item or readied perk while also being in the right place and angle at the right time, an unblocked undropped pallet to be there and the downed survivor to be there and the killer to pick up on it while you’re close enough to drop it in time, or a combination of hits taken/hooks sabotaged/hooks destroyed/badly and problematically designed map RNG missing hooks in needed areas.

    If it’s easy to prevent hooks, killers would just slug instead. And if it’s easy to prevent hooks, that punishes the killer for succeeding.

  • Some people really need to be babied, huh. If one side snowballs, they played better. Skill issue, git gud.

  • skill issue, git gud