Ksekwlothreftis
Ksekwlothreftis
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@Zexbunny said:
https://forum.deadbydaylight.com/en/discussion/comment/3065149#Comment_3065149
Congrats I guess on enjoying doing nothing most of the game. I know plenty of killer mains who enjoy the chase. The chase is the only fun thing about the game. I'd rather throw the game for a good chase than to sit at a hook and stare. If I wanted to watch paint dry, I'd go do that instead.
I love people who make assumptions about how i play. Its like in order to get downs u dont have to chase survivors, the game provides them for u. Its funny when your only argument is calling others bad in this game. If u wanna throw games for bad chases u do u. I dont enjoy throwing games because i wanna kill 1 specific survivor and lose the other 3 and that makes my playstyle vastly different from yours. If u think taking every chase no matter what makes u a good and fair killer then u are not a good killer in the first place. Have fun with tbags and end game chat ig
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@Zexbunny said:
DS should stun different killers a different amou.t of time tbh. A 3 second stun against trappper, pig, or onryo? Fine. A 3 second stun against huntress? Useless. A 3 second stun against Nurse? Did it even happen?
Devs say they want to reduce camping and tunneling because they aren't fun strategies (honestly, for either side) but then buff the strategies and barely give survivors anything to combat it. Oh look, a 5 seconds BT. Killers wait out the current BT. Lol. And now killers don't have to worry about DS.
The change would be fine if they actually did enough to combat camping and tunneling. But they did not. They pretty much just made another must run metaperk as a bandaid and called it a day.
I beg to differ. Tunnelling and camping ate the only win conditions killers have. Ive never seen a genuine killer main saying tunnelling and camping are unfun. Its only survivors that want free escapes and unlimited bullying of the killer. I frankly enjoy proxy camping as machinegun Huntress and hitting nasty shots. Dont really care if its unfun to my opposition lol cause im having a blast
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@dugman said:
So a lot of the most frequent complaints that get posted about Dead by Daylight have one main root cause - players being eliminated mid-match. In general mid-game elimination can be problematic because, understandably, people don't like being kicked out to the sidelines while everybody else keeps playing without them.
Consider what would happen, for example, if the game had been designed originally such that, instead of the survivors being killed during the match, the killer gained a Ritual token every time they hooked a survivor and also gained a token for every 60 seconds a survivor spent in the dying or hooked state, and then the killer immediately wins the match if they collect 8-12 tokens (whatever number was reasonable). (For reference this is how the upcoming official Dead by Daylight boardgame works since the designers wanted to avoid player elimination.) This would alleviate those big player gripes:
- "Face Camping" hooks has essentially no incentive in that system. Defending a hook for 60 seconds would get you only one more token, you'd be MUCH better off going out and proactively chasing and downing and hooking another survivor within, say, 40 seconds and getting another token that way.
- "Tunneling" a survivor and hooking them two or three times in a row doesn't help you any more in this system than hooking three different survivors one time each. There's no particular incentive in this system to focus one survivor down multiple times versus spreading the damage out.
- All five players get to stay in the match the entire game. Nobody is left on the sidelines, other than the downtime you experience while you're on a hook or slugged waiting for a rescue. This also means there's less reason for survivors to disconnect since a downed survivor always have the chance to get revived and get back in the fight. Plus there's no "rage quits on hook" in this system either since survivors don't literally get killed on hook mid-game.
Of course this isn't something that could happen in the current iteration of Dead by Daylight, it is something fundamental to the design that has to be built into the game from the beginning. So this sort of concept would be for a "Dead By Daylight 2.0" sequel, for instance.
There are some interesting other aspects that would change from this:
- Mori animations would only be in play for downs which result in the final token the killer needs to win the game. (In other words, if a killer needs only one more token to win, and they are standing over a downed survivor, then they could have access to a Mori animation to kill them and immediately end the game in a victory.)
- With all four survivors living the whole game there's less opportunity for killers to snowball a victory, so gen speeds would have to function with that in mind.
- Note that you could still win by downing all four survivors simultaneously and bleeding them out. Basically at that point every 60 seconds the killer would gain 4 additional Ritual tokens, so after 1 or 2 minutes at most they'd have enough to win the game. And of course hooking also speeds up that process too. But it would make sense to immediately end the game regardless of tokens if all survivors are hooked and unable to escape.
- Off the top of my head I can't think of specific perk changes that would be needed, other than adjusting overall gen speeds and/or hook and bleedout timers. But if I'm overlooking something feel free to let me know!
- Thematically some people might argue that you're missing out on the "shock" of a mid-match elimination, but honestly I think the upsides outweigh that downside here. And, as noted above, you even still can have things like Mori animations and the Entity killing survivors on hook, it just would only happen once per match at the very, very end as the killer wins.
So if a hypothetical Dead by Daylight 2.0 sequel went this direction do you think it would be a good idea, a bad idea, or something in between?
Games are still winnable for survivors even in a 3v1. Completely removing the risk of death sounds so boring. Its like playing deathmatch in a shooter. Nobody dies permanently and each side strives to gather enough points before the other. I could see a deathmatch game mode for dbd but the whole game focusing around it is a bad idea
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Yeah ive noticed that the hallway on the right of the basement entrance doesn't have a single hook if a hook happens to spawn in the middle
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@Roadrunner said:
How do you avoid genrushing without slowdown perks? Usualy all gens are done, when i get my second or third hook. What can i do, to avoid this?
Every killer has a different way to play but it boils down to never give an unhook for free. Thats what is losing u the game. If the survivors hook trade it gets pressure of gens. If they fail to even unhook and go down even more so. Aim to kill 1 person, preferably the weakest survivor when it comes to looping asap. Avoid leaving survivors on death hook because that makes them hide and do gens and completely avoid u. People will insult you for playing unfair and unfun but thats their prespective. U are winning, thats all that matters. Also accept that some games cannot be won
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3063033#Comment_3063033
Most of maps are problematic, i will give that. But still if you are losing 5 gens in 5 minutes, probably you are bad player. Even my worst games takes longer than that.
Sure mate im bad lol. Ofc its a skill issue and not a faster objective issue. Every thread feels like a broken record. Both survivors and killers focus on unnecessary subjects like noed or flashlights, failing to see the major issues.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3063027#Comment_3063027
So killer is afk then?
Not necessarily. Big map, lots of god loops, weak killers etc
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3063017#Comment_3063017
Cause Survivors dont want to spend time cleansing totems, they wanna do gens, eat chip, tbag at exit gates and lie.
5 gens in 5 minutes go brrrrr
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Noed gives the survivors a second objective and i feel thats why it gets the hate it does. It can easily be countered by doing totems so i dont understand why u wanna nerf it more. If u want to do the gens in 5 mins and immediately go to the exit gates to escape then u should have something worry about.
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Artist actually reminds me of nemesis. They both share a very simple counterplay mechanic that both cannot avoid. For artist its holding W and for nemesis is crouching
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/3062096#Comment_3062096
She may be an m1 killer against good survivors, but she’s an m1 killer who doesn’t have to loop, as long as you place your birds correctly the only option survivors have is to run to the next tile.
Well yes that's what i said. She is an m2 killer that when using her power she becomes an m1 because u wont get a lot of value from her m2 if survivors know the counter
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She is very enjoyable to play up against mediocre survivors but against competent ones she is an M1 killer. U wont make use of her power in loops because as u set it up the survivor will just swap or another survivor runs throught and disables it. And u wont be able to snipe anyone either because they can see where u place them if u chase somebody or just hop in a locker.
I really like her aswell she is my number 2 killer but she isnt that strong the higher u go
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Imo what they meant with lower kill rates wasnt targeted at every bracket of mmr but just the higher ones. Its ez af to get a 4k against very poor survivors that just started the game, but playing against 2k+ hour survivors is a hell of a lot harder to kill
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@Lecruidant said:
I've even complained about this in solo play as of late. It seems like more and more killers are doing it, simply because little to no advantage NOT to do it. Whenever I get hooked, is everybody on a Gen? Nope... I see MAYBE one dude working on one. Then the other two are off either aimlessly running, opening chests for no reason, or I kid you not i've seen people crouch hiding in the basement as of late. This MMR system is a joke but that's an entirely different conversation.
Everyone always says they have no idea how to reduce Hook camping and give incentive for the Killer to leave. I got one for you right here. Hot off the "I just had a shower and had time to think" press.
Give all other survivors after X amount of time a repair bonus. Seriously. If they aren't going to penalize the killer for camping the hook. Give the other survivors a bonus for the fact that they can't get the other person. (Especially against insta down killers like Bubba and the like). Punish the killer for playing this way. It's not to say it still can't be done with Insidious. Are you within the range BHVR deems is a no no to give others the bonus? You can show an action pop up on the right side that slowly fills. Outside of it the bar doesn't fill. Doesn't have to be OMEGA far. But like say outside of the shack away from Basement. Still enough room to insidious just not directly in their face. Don't want to give the other survs the buff to rush you on Gens? Go actively stop them. They don't have to get a wild 6% increase or anything. give them like 3%. That's only a 9% increase if they are all on like 1 Gen (Trust me, solo queue you see some wild #########). But even spread apart that's only a 3% increase and an incentive for the Killer to go and not camp them.
IT's just a thought to try and fix this nonsense. Especially coming up with the whole increase to Gen time and the fact that somebody did the math and said you could fully camp 2 hooks before 3 Gens were done or some #########. At this point, the killer cannot say Survivors had it easy if they actively gave them the buff in the first place.
Give the killer an incentive to leave the hook completely and an actual win condition and all this complaining will stop. All this complaining consists of compensating survivors more because the killer tries to win. It is a fact that the survivors objective is far faster than the killers and so the killer has to take desperate measures to have a chance to win. Imo if they made scourge hook: gift of pain basekit for every hook it would be a great incentive to go for someone else since the hooked survivor will be penalised after being unhooked.
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@SekiSeki said:
Yeah, it's not because of dead hard. I am so glad dead hard is gone but that is not the reason for the lack of mindgaming. I still mindgame myself, but a good majority of the time, I am at the tile alone because the survivor just went to the next one. It is a little sad but I get it. A large factor of fun in the game are the mindgames.
To look at the differently, account for leaving the tile as another possible option, try to mindgame so they leave the tile. I'll always throw in mindgames, just because that is what makes the game fun.
https://forum.deadbydaylight.com/en/discussion/comment/3060697#Comment_3060697
Some windows on some maps, I completely agree. New Haddonfield and Garden of Joy kind of highlight it.
I see people saying there is no reward to it, mindgaming, these aren't the same people complaining that gens are too slow right? If you kick every pallet, you are going to lose.
The counter to most killers is predropping pallets and holding W. There is not counterplay from the killer side unless they play nurse or blight. I heard the new Haddonfield was supposed to be more balanced after the update, but my experience was just as miserable as before. There still are a lot of god pallets and a lot of strong af windows along with houses of pain. Ig the only good that came of it was the removal of the 100m long fences
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I dunno man. Take a look at the 2 latest maps and maybe u will find the answer. Is it broken main buildings? Is it an abundance of safe and god loops? Or maybe is it IW and DH punishing the killer for outplaying? I dunno
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No they should make a mechanic were if the survivor gets slugged more than 10seconds the killer has to come back and give them a kiss on the forehead and let them escape
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@Sybarite said:
https://forum.deadbydaylight.com/en/discussion/comment/3060522#Comment_3060522
No the claim from OP was "Pop goes the Wessel has been nerfed so badly its no longer pays off for the killer to leave the hook, you probably waste more time going to that gen than you gain on the actual regression"
Yes and OP is objectively 100% correct. There is no reason to leave the hook for pop no more as 95% of the time the value u will get is much less
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@Sybarite said:
https://us.v-cdn.net/6030815/uploads/2BNQBY6B65NU/image.png
for those wondering what the difference would be. As the Devs said themselves "This change will make Pop Goes the Weasel very effective against generators that are nearly done, but weaker against those with a small amount of progress."
Are u saying pop got buffed lol?
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@Taxman232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3059177#Comment_3059177
Personally I dont run botany but see it alot at higher ranks - SwF groups/duos mostly. My preference is BT paired with We'll Make It.
Ive never seen botany used in swf or high mmr. Only saw it back when ranks were a thing by rank 20-17 Claudettes
Also with the botany change it basically makes u a walking green medcit when healing others. So u can run a flashlight or toolbox and have the healing speed of a medkit
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@ad19970 said:
Killers are getting a bunch of baseline buffs already with this upcoming patch. And they surely will be more impactful than the nerfs to certain killer meta perks.
But that alone won't do the trick. You also have to nerf camping and tunneling, preferably to the ground. If killers will need further buffs to compensate for this, then the devs should do that as well. But camping and tunneling will also need to be nerfed a lot, so they aren't nearly as effective strategies as they currently are.
Bro stop cyrcle jerking these so called killer basekit buffs. They are useless. Its 0.3 , 0.26 and 0.2 seconds off. The survivors have plenty of time to go to another god loop after they were hit or the killer broke the one of many god pallets in every map. Nobody considered brutal strength or stbfl as meta or strong but we can all agree how popular and useful bt was. This update isnt killer sided. U are just salty u lost all your ridiculously op perks. Well so did the killers but the amount of complaints from the survivors is much bigger.
On another note, if u want to nerf tunnelling and camping to the ground dont expect any killer that isnt new or "playing for fun" to continue playing a game they cannot realistically win if the opposite side is on the same level with them
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@Ryuhi said:
None, because half of them are so weak they shouldn't even be hexes, and the other half keeping getting gutted until they get on the same level.
...assuming any of them last more than 30 seconds to begin with.
Honestly with ruin being gutted to oblivion is there any other hex that is usable outside of a meme build or combo?
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/3059489#Comment_3059489
DS - Skill Check
Dead Hard - press 'x'
Deliverance - Safe unhook requirement
Diversion - Need to be in terror radius
Stake Out - Need to be in terror radius
Detective's Hunch - Need to complete generator
Autodidact - Need to hit two skill checks before you get any value
Head On - need to be in locker for five seconds
I'm sure there are others. These are just some I'm thinking of off the top of my head.
Is a skill check and a button press a condition lol? Both these perks are meta af cause they are provided for free by just doing anything. Also when was the last time u ever saw any of the other perks other than deliverance ig.
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I dont think perks should have downsides. What they should have is conditions. Half the killer perks require u to meet a certain condition in order to get value from it. Hex perks like ruin or devour need to stay alive to potentionally get value and have to further meet another criteria to actually do smth. Regression perks like pop and call of brine require u to run to a gen and kick it along to get value with another condition that needs to be met like getting a hook for pop or having the gen being untouched for cob. This might seem killer sided but i cant think of a single survivor perk that i see commonly used that has a condition to it that makes the survivors go out of their way to earn it so dont come at me screaming about autodidact or the rock throwing perk or head on
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@Wampirita said:
But after the update I feel like it's kinda too much towards survivors...?
Idk, I might be wrong on this one, we can't really judge it until it hits live, but I can't get rid of this feeling that it's not quite right.
I'm fine with mostly all buffs and nerfs in the 40 perk changes, but the recent rebalance doesn't sit right with me.
I'm KINDA fine with DH change, cuz it would be nice if people tried out something new, instead to sticking to the perk and trying to make it work like a stubborn baby.
Endurance needed to get bonked, it would be way too good if it stacked, but it should be revisited. It was not a good approach, since Legions are going to have a field day with turning off every endurance status.
Also the change that doesn't sit with me THE MOST is the DS.
The ONLY DS problem there was is the free escape during EGC. Why the stun duration nerf? It was perfectly fine, and IMO, could be longer. It's supposed to punish killer, but now it doesn't do crap.
Idk, any other killer player feels like me?
The ds stun duration change wasnt a nerf. Ds used to be 3 seconds of stun but because enduring was bugged and made it last for less it got changed to 5s until enduring was fixed. Since one problem got fixed why should the other be fixed aswell? The rest of the changes from the update seem fair tbh. People complained about perks and bhvr gutted them. Should they have done that? Probably not. Is it that much of a tragedy? Probably not.
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@Taxman232 said:
Overcharge was overnerfed.
Deadhard and Botany will no longer be used.
Spine Chill needs to not be clear line of sight - vision and hearing impaired community have made this very clear.
I have to see a survivor using botany in such a long time lol what do u mean
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3058982#Comment_3058982
How exactly did DH counter one hit downs?
Was about to say that aswell xD
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Oh no i lost my no risk high reward panic button that made me extend chases that i clearly shouldnt. How will I cope?
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@Remohir said:
https://forum.deadbydaylight.com/en/discussion/comment/3055537#Comment_3055537
One could say the same the other way around. If your only way to win a game is make sure you get one hook and then keep taking down the same person before he can recover, it screams skill issue. Specially taking into account the way you talk, as it sounds like the only way a hook happens is survivor poor skill and not a good killer player
It all comes down to this, no matter how much u scream about tunnelling. If you think the killer (excluding nurse and blight) has a chance to 12hook and not tunnel even a bit against very efficient and good survivors on all these maps, u clearly dont play against efficient and good survivors.
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@JCZ said:
https://forum.deadbydaylight.com/en/discussion/comment/3057758#Comment_3057758
Thats the point of dead hard though. to be used once per chase ( unless the survivor is godly) and to take one more hit, it doesnt affect deathslinger specifically its supposed to affect every killer the same way. but with the new change killers powers take away one of the 4 perks the survivor chose to bring in, basically speaking, if youre playing vs a slinger/legion you will be lucky to use DH once. Thats what i mean about making meta perks useless instead of an adjustment.
Have u ever heard of hex perks lol.
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@foodie said:
https://forum.deadbydaylight.com/en/discussion/comment/3055694#Comment_3055694
Unlike most killers hag is not able to camp gens or run around gens. She has to put up traps and constantly retrap, she can't put much pressure on gens by going to them. She puts pressure with hooks and spends much time not chasing to put traps and she is utterly useless as a slow killer without having her traps preset up. You have to play her differently and MYC is magic on her but its not necessary, I just personally enjoy it
U keep dodging the main point so i wont bother no more.
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@foodie said:
https://forum.deadbydaylight.com/en/discussion/comment/3055668#Comment_3055668
When I play hag and have a survivor hooked, I do other things like retrap, kick gens, break pallets, chase other people if I find any. And yes, if MYC goes off and the survivors trigger my trap, you're right I will teleport back, but I will go for the person that unhooked and NOT the person that was unhooked.
It's called MYC for a reason, and unlike other killers Hag doesn't have a 1 shot power or add-ons.
I give 2 chances. If you trigger MYC and don't trigger the trap then the chances are I won't be able to find you even if I ran back manually. Hag is a slow killer.
If you trigger MYC and my trap, you deserve to go down by it. It's simple to not trigger my trap at the hook, it's your choice. And that the 2nd chance, 2nd make your choice. You can either save without triggering my trap or you can be confident in yourself and do it anyway.
U fail to realise that your way of playing is entirely specific to the killer u play. MYC is useless for any killer that isnt demo, hag, nurse. Like if u cant comprehend that most killers need to kill a survivor asap to have a chance to win the game then i dont know what to tell u. But sure if u play against new players 12hook is deffo more enjoyable ig
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@foodie said:
https://forum.deadbydaylight.com/en/discussion/comment/3055653#Comment_3055653
Is hag suddenly not an M1 killer?
Is her power even comparable to other m1 killers?
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@Coder9414 said:
Any recommended build for The Huntress? I hook survivors easily but have trouble slowing down gen progress.😥
Scourge : Pain resonance + Dead mans switch + either corrupt intervention or deadlock + either bbq or floods of rage or darkness revealed. U have good slowdown plus survivor awareness
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@foodie said:
https://forum.deadbydaylight.com/en/discussion/comment/3055537#Comment_3055537
Aaaand I can tell which kind of killer you are. It's much more satisfying when you 4k with no tunneling and survivors dying on their 3rd hook than having half the team dying or tunneling and having the survivors quit or die on their first hook. Putting in the extra work and succeeding without the exit gates being open is a different kind of win satisfaction.
You just need to learn how to pressure survivors and believe me gens come to a big halt when this happens. When you tunnel the same person, and camp, or commit to super long chases, you just give free time for the survivors to do gens as quickly as possible.
I play only Hag and I can tell you Make your Choice makes my games more fun than tunneling the same person. The hook swaps are the best.
My brother in christ the survivors i play against get 3 gens done before corrupt while i got 1 person in a hook and 1 person getting chased. U cannot 12hook with most killers against competent survivors and even with those u can its very hard. I wanna see u switch the hag and play ghostface or any M1 killer tho and see for yourself.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/3055472#Comment_3055472
Killers usually tunnel the survivor that stabbed them after the second unhook so it wouldn't make a difference if killers decided to hard camp them anyway.
https://forum.deadbydaylight.com/en/discussion/comment/3055487#Comment_3055487
You do realize why people want it to be used twice right? It doesn't allow survivors to progress the game until that timer wears off and they've already made it useless at end-game (which is understandable) therefore, people are asking for changes to make it more appealing because Off the Record is looking really promising right now.
Killers shouldn't be scared of it being used more than once unless that killer wants to be stabbed twice. It's supposed to be an anti-tunnel perk.
Despite the irony around it, have u failed to notice this update is a "meta shake up"? They gutted every meta perk and replaced them with others. U are asking for a nerfed meta perk to get even more meta while in the same time have another soon to be meta perk stack with it. Why are ppl allowed to post such dumb ideas with no basis on reality? Like ######### man u want to get chased, get hit, use dh, get downed, get hooked and unhooked, have bt, have otr, have ds, use otr, use dh, get downed, use ds, and then get downed again and then repeat the same exact sequence 1 more time. Not even factoring bodyblocking and any loops u choose to use. How can u see this massive time waste for killer and say, Oh yes lad that seems fair and totally not broken. Fcking daydreamers out here
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@MasterGS32 said:
Well, I just wanted to see if it's only me, or if you all have gotten into matches lately, got chased, got hooked, camped, or tunneled, and then out of the game, with this particular loop put on repeat on each and every single match. Cause that's what's been happening to me lately. And I absolutely got tired of it. I am not a survivor main, btw, I actually main killer, but I have also come to enjoy survivor gameplay as well lately. The problem is that this cycle put on repeat forever has become so frustrating. I promise I am not even baiting BT hits or DSes, I just try to play the game normally, but the killers still just want to tunnel. And I am done.
The last drop was this match I just had against a Nemesis on The Game, that tunneled as I've never seen before. He didn't even try to hide it or to cycle a different survivor in between my hooks. He just tunneled straight in our face and we could do nothing about it because he just tanked all the BTs and the DSes and still went after the unhooked survivor. And he literally tunneled each hook state of each survivor individually. Sometimes I get tunneling a person after 2 or 3 gens have been finished, but I cannot understand a Nemesis that tunnels like that from the beginning of the game till the end of it. It's like that was his sole mission in that match like he was doing an only tunnel challenge.
Because of this tunneling issue the game has, I've been taking it easier lately, playing DBD maybe once or twice a week. Well, I just wanted to say and also let Behaviour know that if they don't do something about tunneling and camping, all the survivor player base will just follow the same path as me. And that is, leave the game. As much as I love DBD and its core design and the 4v1 aspect of it, I cannot physically take more tunneling than I already have. Therefore I must proceed and say goodbye to this game for the time being and look into other games that can actually be fun to play, and not frustrating.
People want killers to act like cute little pets, always prioitizing the other party's enjoyment over their own. Winning is the most enjoyable thing and as it goes, killing survivors is no matter which way u do it. The only reason u are angry and u stroke post on the forums is because u lost. Either quit the game or consider improving at it. Honestly if u managed to get tunnelled and lose against nemesis on the game it screams skill issue.
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@BabyCameron10 said:
Just because he is a weak killer doesn’t mean he isn’t a problem.
He suffers the same issues as Old Legion did. No counterplay and you will eventually go down if they commit to you. It feels very cheap.
He needs a complete power overhaul imo. I truly think he was the worst addition to the game and It makes me cringe that Devs pushed the All-Kill chapter as much as they did.
Your argument makes absolutely no sense. If a killer commits to someone then the survivor should go down. ######### is this entitlement with ppl that want to outplay everybody despite them being trash. If u really think trickster's 1v1 is overpowered u should consider improving at mechanics such as looping and removing los instead of holding w like a bot. Mfs out here
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@Josh2143 said:
Please state wether you are a killer or survivor main and if you play both sides please.
So tunnelling and camping is obviously a problem… don’t get me wrong. I’ve played a hell of a lot of killer on console but it’s been more survivor for me on pc but still have a lot of killer hours also.
BT was introduced for tunnelling, and of course it is very strategic to use this perk to bait a hit from the killer, no doubt about it. Now in my eyes as a killer if someone wants to use that perk to save their team mates you should expect to be chased.. not all the time. But if a survivor is going to take as much advantage over their perk than what it was intended I don’t see why I can’t (according to the survivors rulebook) keep going for them.
usually I don’t… but if someone’s blocking my way, obviously trying to bait a hit.. I will wait 12 seconds until but wears off, and a lot of the time they stay standing there until the last 5 seconds when they realise what I’m doing.. then I get them down… they wanted to bait the hit, so I countered the bait by waiting and then hitting.
this is the one that just happened and made me write the post, someone unhooked their team mate, they were injured, I went to chase them and the survivor who got unhooked just body blocked me at the door obviously baiting my hit, so… I hit them, not before there team had already gained distance on me, even with the unhooked survivors endurance, was the closest survivor to me.. so I chased them.
my question is… would you consider the killer to be ‘toxic’ or a tunneller When I was obviously intended to go after their team mate first? Would you say that if a survivor wants to bait that hit so much to make more time for there team, that it is a invitation for me to chase them?
obviously it was always going to happen as a mechanic with that perk, baiting hits can definitely be essential, but you’ve chosen to use the perk that way and should face the consequences if I decide your the survivor I want.
P.S. I did not once focus this survivor I only had a 2k game anyway.. plus they all would have survived if they weren’t being stupid by trying to get my ruin on the last gen when they got the last 4 easy. And I was barely patrolling I was having a chilled game.
P.P.S I was playing trapper, barely even placed many traps.
I had a guy call me a tunneller because i slugged him of the hook, he got up and after 20s i slugged him again with a far away shot as huntress. I killed him last btw. Stop caring about what ppl say in chat. Just tell them to consider improving or ggs
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@Jurasaurz said:
After playing several matches with Myers and Ghostface, I feel like Myers needs a complete rework since Ghostface is basically same Myers but in every gameplay aspect he is better.
I might be wrong but Myers is like a huge "trash" and outdated killer since he was released back in time where Meta and other killers/perks were all different.
Ghostface has to work more to get his instadown. He also has minimum antiloop compared to myers who has a giant lunge and super fast vault speed on t3. Massively more versatile aswell due to add-ons modifying his power in so many ways. Unlimited t3 myers is peak myers lethality. Scratched and vanity mirror makes myers a super effective stealth killer(although scratched mirror is map dependant). Tombstone myers can equalise a match in 3 minutes depending on the amount of stalk survivors give u for free. Ghostface's addons all revolve around stalking survivors, which is ineffective against decent survivors since u either have to catch them off guard which isnt that common or drop chase and 99% which can be countered by survivors forcing hits before u get your power
Myers >>> Ghostface and i say that as a ghostface main
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3050473#Comment_3050473
As the arbiter of toxicity, I'm asking what you think of the killer's behavior
He lost the game because he wanted to play around franklins demise. Dont think its toxic that he wanted to rob u of your item. Id consider it annoying tho
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3050337#Comment_3050337
Right, i'm not disagreeing with you. Just felt I should comment on the nature of why people won't stop complaining about toxicity anytime soon.
While we're on the topic tho, what do you think about this scenario? Happened just minutes ago...
Killer running Franklin's chased me over half the game, then place a portal over the medkit I set on the ground and defended it instead of patrolling the last 2 gens or contesting the exit gates. The portal made it really difficult to pick up the medkit, and although I was chased 75% of the time, I wouldn't say I was tunneled because it was a short match.
I had fun--I accepted that my win condition was to escape with my medkit or die trying, and it didn't feel high stakes to me because I have 20 other purple medkits on Haddie.
Things to consider:
- My enjoyment was most likely at the detriment of 3 other survivors who had little-to-no interaction with the killer
- A survivor with less BP/less medkits in reserve may feel singled-out or targeted by this behavior
- In general, this was a massive refusal to participate in normal gameplay
I dont know how what to comment about your situation.
U probably had your fun and most likely the killer had fun aswell. Neither u nor the killer should influence the amount of fun someone gets of a game. Its not your job to do. While u distracted the killer your teammates managed to complete the gens and escape.
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/333361/stop-using-the-word-toxic
disagree on this point: "slugging every survivor to death because u got outplayed"
slugging is a gamemechanic too, im sry
If u down all survivors its most likely the end of the game, so just hook them and go next. No point in letting everybody in the ground for 4 minutes. Any other instance slugging is fair game
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The game has so many ways to counter specific things. I for instance run enduring-spirit fury on ghostface to remedy his "poor" antiloop and almost 100% secure a marked instadown if the survivor runs me through pallets. I dont expect to contend gens a lot so i commit to chases
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@KayTwoAyy said:
I think most people agree with you, OP. The issue is that the killer and survivor have two wildly different perspectives on how a match is evolving, so any particular behavior at any given time may appear more personal or vindictive to the opposing side.
Exhibit A:
The killer hooks their first survivor at 5 gens remaining, and can see the remaining 3 survivors are near or running towards the hook to make a play. The killer opts to camp hook, rather than commit to a chase, as securing a trade or even running the hook timer to second stage are strategically correct decisions.
The survivors, who are all solo and have no line of sight or aura reading on their teammates, see the killer is camping first hook at 5 gens. Each of them spin circles hoping the killer will run to them, but neither is succesful in goading a chase. From the survivors point of view, the killer is being toxic because they are forcing a second hook state/trade 3 minutes into the match with no gens done. What the survivors don't see is that no one is making any real progress on the objective, giving the killer substantial reason to leave hook and spread map pressure.
This is one scenario out of dozens, if not hundreds, that can occur in-game. And while the opposing side might be unjust for accusing their opponent of being toxic, this problem will never be remedied. The game is designed with information (or a lack-there-of) at its core.
Thats the thing though isnt it? If u neglect aura perks u wont get aura. If u play a killer with a chase oriented build dont expect to protect gens efficiently. Same goes to survivors running second chance or healing perks
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@Thusly_Boned said:
I generally agree, but I think that if a surv team goes into the match and their priority is to clown on and frustrate the killer with repeated and coordinated blinds and stuns, and primary objectives and escape are an afterthought, that is toxic behavior.
Of course, it's only really annoying if the team is actually good at it, because most times they aren't and the end result is a 4K.
But still, intent matters.
I dunno, most of the time u just 4k on 4 or 5 gens. If they are this good that they can 4man escape whilst bullying the killer then u gotta give it to them and move on.
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@Neltaxis said:
1 flashlight save is OK.
But when you have 3 survivors running with you during 2 minutes just to save their pal with a flashlight. This is toxic.
Same for body blocking.
Survivors must do gen, not bullying killer.
There are ways u can counter that:
lightborn
Switching sides fast when u pick up
Learning when to pick up in order to not get flashed
Forced Pennance
Hitting the bodyblocker and continuing the chase
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If u try to lunge and they 360 u need to follow them with your i guess finger using the joystick
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@konochivu said:
https://forum.deadbydaylight.com/en/discussion/comment/3048431#Comment_3048431
Oh great so now I'm forced to use certain survivor to just get the value out of 1 perk that is already gonna be bad after update drops, nice. Don't forget it's not only IW I'm complaining about.
Of the record gives IW effect after unhooking so you wont care anyways.
People where already using these survivors, u just havent caught up yet
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@skylerbound said:
https://forum.deadbydaylight.com/en/discussion/comment/3049103#Comment_3049103
“Entitled” interesting word choice when I said I found it boring. Is being bored of dead hard…. Entitled?
Oh naturally my good lad killers have to completely ignore the unhooker and go to a corner gen when they hook a survivor. What u find boring is completely subjective also