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Oiry

Oiry

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Oiry
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  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278914#Comment_3278914

    You asked why there's an increase and i told you, so I don't know what more you're expecting. You can't win vs all these sweat teams bringing the most broken ######### every game with an offering playing mr. Mr. Killer. A lot of people probably used to play that way and got tired of getting BMed so they just camp and tunnel

    Well, I'm never bringing a map offering. I don't use CoH, because I think it's busted. I also don't bring any item into my matches 80% of the time. This happens regardless of a boon sound, regardless of map offerings.

    Your answer doesn't exactly tell me what has changed with the Knights release specifically.

    I do agree that the medkit meta, the map offering meta, CoH have pushed killers a lot, but its not a valid explanation as to what is happening here. At least not in my eyes. These things started happening way before this update.

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278903#Comment_3278903

    It's easy to counter as solo. You have built in BT. Just run Windows and run to one of the 80 million safe pallets on the map

    I'm glad that you are consistent and still unable to actually address my question :D

  • @BillsHere101 said:

    The problem isn't the player or the knight, it's BHVR trying to turn this game into a competitive scene even though it's impossible. SBMM and SWF are major problems that can't be balanced whatsoever. Asymmetrical games were never supposed to be about competition. It's a asymmetrical game after all. It's either one side is the strongest and the other side is the weakest.

    I'm not sure I understand what you are talking about.

    How does BHVR try to turn the game into a competitive scene? What aspects of SBMM can't be balanced?

    SWF is hard to balance, but in this regard, my sad opinion is that they could at least try. A perk like "Eruption" still exists in its current form for some reason. Or the same for "Knockout", but that one is not talked about, since its a rare encounter.

  • @Veinslay said:

    You can't win playing by the survivor rulebook unless the survivors are extremely bad. CoH, maps, and busted items see to that. Killer gets absolutely nothing out of going for unique chases

    I'd encourage you to re-read my post (assuming you did read it in the first place). I don't really have a problem with killers using this playstyle (If anything, I blame the game designers for that). I've had pretty much no issues with it in the past, these days it's quite annoying because it's a lot harder to counter this strategy as a solo player.

    I do disagree with you on the "Killer gets absolutely nothing out of going for unique chases". If your comment is referred to the result of the current game, I 100% agree with you, there is not a lot the killer gets, but especially in the lower skill bracket, having more chases will result in you getting more experience per game (or per time invested).

    However, your does not address my actual question in the slightest. Why now?

  • @roundpitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228455#Comment_3228455

    Things you can do while waiting for incapacitated to expire.

    😏 loop the killer

    😎 save the survivor who was just downed

    😲 look for hex totems

    🤯 open an item chest

    🤡 go afk

    There’s plenty to do, but don’t go afk…

    I was thinking that you may be trolling, I guess there is no question about it now

  • @fake said:

    I actually think that 25 seconds of incapacitation would be too long.

    Most of the reason survivors find games boring is the time they are unable to participate aggressively in the game. They will complain about the time spent on the hook or lying on the ground. (Or even holding the repair button would be boring. Conversely, you will also dislike excessive aggressiveness due to tunneling.)

    And Eruption makes almost all actions necessary to progress through the game impossible for 25 seconds. I think this is a long time.

    https://forum.deadbydaylight.com/en/discussion/comment/3228434#Comment_3228434

    I think this idea should be tested. The numbers may need to be adjusted, but the percentage of retreat should be increased and the time of inability to act should be reduced.

    This seems like an effective change even for SWFs that can avoid the loss of action itself.

    Obviously, I don't know the exact numbers, but a perk should not punish (specifically) solo players this much.

    This situation reminds me of the perk "knock-out". why the hell is this game in the game even? Thankfully it's not meta, because it's virtually useless against SWF, but it's the same situation.

    BHVR was warned before about Eruption after they posted the patch notes. They didn't change anything and still not doing anything, while my suggestion fixes the major issue and it's essentially a number change, which should be done in less than a day with testing included.

  • @roundpitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227807#Comment_3227807

    Go save the survivor that just got downed. Don’t tell me you wait at the gen for 25 seconds…?

    What an ignorant comment by you.

    "Go save the survivor..."

    • What if I'm dead on the hook and supposed to be hiding from the killer in the first place?
    • What if I'm injured and shouldn't go for the save?
    • What if all my survivor teammates are incapacitated, do we all have to leave all gens and go for the save?
    • What if further than 25 seconds away from me and it's simply inefficient for me to go for the save, especially that early?
    • Insta-saving is usually not efficient anyways.

    But even if we presume that your solution to the perk is valid (which again, I think is not), your comment misses the entire point which is:

    • Why is this perk so much more punishing against solos than swf?
    • If the perk is balanced around solos then why is it not punishing enough against swf?

  • They don't even need to nerf eruption per se. They just have to shift its power so that it doesn't punish solos as much. Make it regress 15% instead, but make incapacitated 10 seconds.

    It blows my mind that they let this perk be in this state for MONTHS. It is AWFUL! And the problem is not in the perk's powerlevel, its just literally garbage design, that doesn't consider the existence of soloQ

    OR

    It was balanced around soloQ, in which case it wasn't designed around SWF.

    Can we please get any feedback about this perk?

  • That's what validation was doing. Before validation you could be exhausted on the ground, because you used the perk on your screen, but not on the killer's screen. Now it validates.

    So it's either a bug, or you just have to accept that DH is only 0.5 seconds, so if the killer even waits 0.3 seconds for it, it won't protect you, cause it expired.

  • @Cybil said:

    So many times I press "e" and see my character start the animation just to be downed immediately. It's getting too obnoxious to use at this point.

    Are you exhausted after you go down?

  • CoH is in probably like 70% of my games.

    It's been nerfed probably like 4 times since it's PTB, and it's still disgustingly busted of a perk. I have no idea who thought it's going to be a great idea to add it.

    in CoH Comment by Oiry
  • My god, I hate posts like this. Instead of having a conversation, you literally start asserting your agenda. "Since reassurance is useless...". Really? :D How is it useless? Do you also think Kinship is useless?

  • Extremely common. yesterday I've seen him probably in like 30% of my matches, today I'd say 80%. it's actually pretty annoying, cause I have no idea how to play against him. Tho, im playing soloQ and when ppl dont do gens, it doesn't really matter what you do

  • Still very strong, still heavily counters camping. Dunno what's the issue.

  • @Biscuits said:

    Spread out, pressure separate gens.

    So this is actually smth I tried, and obviously, this is overall a good tip to win a game. However, in terms of countering eruption I think this advice is pretty much a coinflip again because if we group up on the gen and manage to finish it before the chased goes down we managed to counter the perk completely. However, yet again, is solo it's a **********ing coinflip.

    I swear the more I think about it, the more I hate this perk. It's just miserable to go up against as a solo player.

  • @Brokenbones said:

    I still think a solution is to have the perk work on a very short delay

    like 0.5s to 1s delay

    That way if I know "ok killer has eruption" when I see someone go down, I can let go and take the regression but avoid the very crippling incapacitated debuff. Actual counterplay

    I believe that'd be a cool change for sure

  • @Spirit_IsTheBest said:

    I run it on Spirit a lot, the way I counter it is when it first triggers now I know the killer has it, whenever a survivor is about to go down (I usually SWF alot) they will tell me and if I know the killer kicked the generator, I was on I will just wait until the person goes down, somewhat complicated but it works. In solo queue facing it though is very frustrating.

    I appreciate your answer, but I specifically included in the title that the question refers to solo players. I have absolutely no issues with the perk when its balanced around swfs!

  • @danielmaster87 said:

    Don't work on gens that the killer has kicked when your just saw him injured someone.

    Yeah, that's what I tried, but then when the chase lasts 60+ seconds... its a huge waste of time. Its a coinflip that you loose either way right now :(

  • @LittleBigSunset said:

    Perks that counter the killer kicking gens or make them much more of a nuisance to kick are really good right now in this new meta of gen-kicking reliant gen regression.

    Repressed Alliance lets you block a gen for 30 seconds just by interacting with it. If you find out the killer has Eruption and know they're coming over to kick the gen, block it. If everything goes well they move off to another gen or wait 30 whole seconds just to kick it, at which point you've gotten great use out of it.

    Blast Mine is similar. You stay on a gen for 3 seconds and then 'arm' the gen. When the killer goes to kick it, they get blinded and stunned and then have to kick it again. Less effective but a decent way of discouraging killers from kicking particular gens.

    Other than that your options are limited. Solo queue in general really suffers from a lack of information as to what your team is doing and Eruption highlights this enormously. A SWF can easily communicate when someone is about to go down to avoid the 25 second 'stun', solo queue players cannot. Empathy can give you somewhat of an idea as to how vulnerable a teammate is but you'd still be guessing. Kindred may help. Perks that show you the killer's aura would help the most because then you could see if they're about to swing, use their power etc. and anticipate the down. But I can't think of anything that does that effectively while you're still on a gen. Object of Obsession maybe???

    Ty for the tip! I did try blast mine, it was okay, but not necessarily my thing. I did however completely forget about repressed alliance!

    I do like to include some fun non-meta perks like Hope, or Distortion are my new favs. I'm going to give it a try!

  • @SuzuKR said:

    This is an issue with solo queue lack of information. Until then, a bandaid fix you can do is Empathy. Let go when you see the killer get super close to the survivor/when they wind up for a longer range attack/etc. Eg, if you see a Huntress winding up a hatchet against them, might want to let go for a few moments.

    Empathy is good to see if someone is being chased, but I don't see it as a perk that can help me to determine when a survivor is going to go down. An injured survivor being chased can last from 5 seconds to pretty much the whole game. While sometimes Empathy can help me to let go of the gen in some situations, overall I don't see it as a solution. Can give it a try tho, why not :D

  • No hackers in the last week

    Have seen some sus gamers in the last few weeks, but in this game it's very hard to say if it was a bug or actual subtle hackers, so I usually just ignore them.

  • I think it looks great and the design generally feels good.

    Also, a good touch is that doors open when gens are completed making the map more open.

    Insane amount of pallets. It heavily depends on your killer whether you have a chance to win. Nurse? good. Nemesis? okay, cause you somewhat counter pallets. Technically you can benefit from totems being not that easy to find, but that again heavily depends on your build.

    I remember playing a Wraith match here, and survivor literally just ran from gens, drop the pallet, run to the next pallet the whole match. I don't think I played badly, but I don't think I got more than 1 hook that game. Unless I got 0. So that's a problem. I believe.

    But hey, it's been like this for a while and they don't change it, so I guess it's all good...? + there are other worse maps out there I believe

  • I dunno how people flick with Oni using dpi. never worked for me.

    What did work is flicking mouse to top-side, and then down-side. So basically sharply looking up and then down while flicking sideways. This way I could flick past sharp corners for almost 180.. I'd say it was at least 150 degrees

  • @artist said:

    no one left behind + hope + blood pact since I think no one left behind haste buff will also be permanent. I wanna go zooming

    Don't forget haste effects don't stack according to the wiki. So if it is a separate speed boost, you can stack them, but if its a haste, you will still go 7% faster, even if you have 69 hastes at the same time. At least that's how it should work unless they changed haste

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024927#Comment_3024927

    Because, apparently, CoH isn´t meta enough to get nerfed any further.

    It's kinda funny because its never gonna be statistically meta.

    if we are talking about SWF it's never going to be meta. Literally, 1 person needs to bring it out of four, so there it's 4 times less popular than other meta perks.

    In solo it would be busted, but many solos randomly cleanse totems, so it's unreliable. Even tho it is extremely strong, I believe many people just don't bring it. so the pick rate is going to be also around 20-25%. But once it's up... holy crap. It's just a completely different game.

    The worst thing is that I have a feeling you may be right. The devs showed us that they rely a lot more on statistics than any healthy game developer should. (latest Twins nerfs/buffs is a good example). Every time I see this I always think of Chris Wilson and his talks about how to be careful with data, cause its deceiving.

  • @White_Owl said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024927#Comment_3024927

    Didn't they touch it already enough? It's not that strong anymore and it's way rarer than before (at least in my region)

    They nerfed twice since release and 3 times since PTB. But they literally did not address the problem it provides. It's basically a non-positional boon. A boon that does not care about where it is. It's completely busted and we've been talking about it for ages now. If you are interested, I believe the Lore Guy made a long video talking about it, but that was like 6 months after release. And we've been explaining these things for ages.

    Like, hear me out. Since CoH is still here I suspect the devs wanted to make fast accessible healing easier for all survivors. Okay, makes sense. Ideally, they should counterbuff killers then, especially the ones that suffer from this boon (hit n run), they did not, but whatever. But now they nerfed self-care. It makes no sense to me. Also, they are buffing botany knowledge...??? Whaaat? I just don't get it. It'd be so nice to hear ######### is going on. Like what's the dev's philosophy on this.

  • Can someone explain to me, why CoH is not getting touched? I don't get it.

    Like, leave self-care as it is and make CoH provide everyone with self-care in its radius without the healing speed bonus. People have been asking for this since its release.

  • @bittercranberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024641#Comment_3024641

    stop pushing the narrative that people dont like change, its weird & NO THEY FAILED TO ACKNOWLEDGE since its still the same

    two of the most boring aspects of survivor got buffed:

    -more gens & buff to tunneling & camping

    tell me why should a killer should not camp when this update hits? I know I wouldnt since I can just slap deadlock on my build along with regression & NOED. also this rework was SUPPOSED to shake up meta but:

    before update: need BT & DS

    after update: still need BT & DS

    this was a chance to really let us use new perks and such but im failing to see why I should? a 5 second BT??? is that really reliable?

    I dont use DH or IW so I dont care for those perks, looping has always been easy in this game. say what you want but facecamping & tunneling is 80% of the gameplay already & making it more appealing does not help at all.

    It's a known scientific fact from psychology that people statistically don't like change. Basically humans rely a lot on habits, and changes force us out of the comfort zone and cause stress, but whatever :D

    I googled it in case my English was bad. To acknowledge means "To admit the existence or truth of. To express recognition of; make notice of." Since they literally had a whole paragraph named "camping & tunneling", we should all agree that they did acknowledge these aspects. I still believe the word you want to use is "addressed".

    In terms of tunneling, I believe adding the 5 second BT to every survivor on any team is a huge help both with tunneling and camping. DS got barely changed, but the real game-changer of course is Off the record. I believe hardcore tunneling was already not the best strategy in high MMR matches, now it's just straight-up a bad idea. Especially with other things, like the new WGLF perk granting endurance too. Focusing 2 or 3 survivors heavily is of course still the go-to strategy, which in the current realities of the game would be extremely hard to change.

    In terms of camping, I have to agree with you. the 90-second gen time looks scary, and they did not touch the ultimate dumb build perks, like deadlock. I do believe this can be a huge issue. On the other hand, trading hooks should be easier with basekit BT + Off the record should help with that EXCEPT against Bubba. But Bubba is a huge problem himself, unless the first survivor loops him for at least 60 seconds (+ the time for him to actually find that survivor), there is little chance to win.

    So yeah, camping is something that I think they should look at 100%

    Let's see the meta changes. Just because you don't run DH and IW it doesn't really matter in terms of the meta. You are not the meta, obviously.

    BT is still strong, but not nearly as mandatory.

    DS is strong, but you can use OTR instead.

    Is there going to be an absolutely huge meta shift on the survivor side? I think no. maybe some players will play endgame builds, but that's it.

    On the killer side, there is much more potential for huge changes

    I think it's a brave patch and a very big one. Is it perfect? absolutely not! Is it better than most of BHVR's patches? yeah, by far. I hope they do address camping more. Currently, if all survivors after spawning sit on gens, even if the first guy goes down relatively quickly, you can get a 3man escape. But the gen speed changes can indeed be crucial for this in case of a Bubba especially. Against most other killers you can trade at the last second and win an insane amount of additional time.

    Ohh, also sidenote: they should make Kinship not suck in Solo Q. that'd be really good

  • 1) New Slinger is unplayable for me. I would like to bring the old back. Even when I play against the new slinger, he is just pathetic. Note: you can keep his 32m terror radius, just bring back quickscoping.

    2) Make pyramidhead be able to M1 from M2. I know people may not agree, but I mained him for like 6 months and I never played him before the changes. After playing him for like 4 months I realized that he sometimes feels very clunky, particularly in scenarios where you have to cancel your power to hit a survivor running into you. It made no sense to me until someone told me that he was actually changed. It honestly makes no sense to me why. It just makes it Extremely clunky on both sides. unfun. Also 90% of his addons are awful.

    3) Spirit. Basically, remove iron will. Which is smth they are already doing. The problem with iron will is that it's lobby wars. It's not a question of skill, it's literally just "do you have IW? yes? gj!" Super unfun. many times you just unintentionally tunnel someone because you can only hear 1 person in phasing. Very weird that the perk also removes breathing sounds which I heavily rely on to track someone. Just dumb design.

    4) Piggy, make her crouching speed faster, and give her a 5th trap that starts on a survivors head base. I just looove those traps tbh.

  • @bittercranberry said:

    pretty much the title, im pretty sure we've all seen the patch notes and...

    how do you manage to have a 40 perk rework & still dont acknowledge camping & tunneling?

    Solo survivor is hard as is but now?? its literally unplayable.

    5 second BT?! are you serious... when was the last time you guys played this game? killers already waited for 8 - 10 seconds for BT for ware off and you expect them to go away because of 5 seconds??? HOLY SH-

    DS got nerfed but why? I thought it was good in its current state? i guess not since BHVR WANTS players to continue camping & tunneling

    I cant believe BHVR tricked the whole community to be hyped & to stick around for these (NOT) amazing changes.

    after 6 years this game has proven it cant keep or maintain the player base instead BHVR feeds off the new and incoming waves of players.

    so glad our support & feedback is valued greatly

    congrats BHVR, pretty good job so far. this update will surely keep the player base :))

    I'm not sure if you are trolling or not, but well. Reading your post, I assume you are mostly playing solo survivor, which is a huge pain in the butt. in like one-third of the matches someone gives up early or worse, just straight up DC. it's painful and if you want to win, don't play it (I know, terrific advice).

    1) It is sad that there are no solo Q changes, in fact, some things in the dev update seemed to actually nerf solos. I am sad about that.

    2) They literally acknowledged camping and tunneling explicitly in the dev update. So you are just wrong on that one. Maybe instead of the word "acknowledge" you wanted to say "addressed", I don't know.

    3) Why do you say solo survivor is now unplayable? What changed exactly what makes you feel that way?

    4) 5-second BT is better than 0-second BT most of the time when I play solo. So I'm very confused why this makes you mad. It's literally a basekit 5th perk for every survivor. This is a VERY powerful buff to survivors, especially solo because you can't rely on some team members bringing perks. You also get the speed boost, which will help you to reach a safer place in those 5 seconds and you still can run other perks that help you with these if you want to. (like SB)

    5) The DS nerf is laughable and very insignificant. The endgame disabling is basically fine. If you used it as an endgame crutch perk, well, your bad. It's very strong, but it should not be a 100% escape at that point. The stun duration is a bit concerning but only against blight and nurse, maybe MDR spirit. Sad, but if they keep the new OTR even slightly close to the current planned power level, it just doesn't matter

    6) No one tricked anyone. Some of us just see potential in the changes. btw It seems to me that with the base killer changes they affect more the m1 killers than the S-tier insane killers, which is good.

    Overall the more I read it the better it feels like killers got nerfed. Except for the 90s gen speed, killers lost ruin, pop, pain res. tinkerer got nerfed a bit. The only actual strong slowdown perk I see rn is pentimento, which is one of the best perks to encounter as a solo Q player (because you always know where the totems are)

    Survivors on the other hand lost DH and IW. which, lets be honest, IW was not really needed to win anyways. Instead, they got OP off the record, which is, btw, a selfish perk, so it helps solos, if you want to bring it. DS stayed almost the same, unbreakable untouched. boons untouched (which btw is insane). Additionally, EVERYONE got 5 second BT with optionally making it 15, which you should run if you plan on unhooking.

    I understand getting used to new things and changes many times is challenging and hard, because we got used to the old so much, but I am not exactly sure what makes you so upset. The only actual thing which you pointed out is 5 second BT, like it's a bad thing.

  • @fulltonon said:

    something that only works for tunneling is fine anyways

    No, not really. If a killer hardcore tunnels someone, then sure. Be my guest! Off the record all day. The problem is that good, and even just decent survivors will do what they do with current DS. They stay next to the killer, annoy him, waste their time, bodyblock for their teammates, etc.

    Don't get me wrong, this is usually a good play to do (although many survivors are awful at utilizing their DS, hopping into a locker and giving it up in 10 seconds tops inviting the killer to then tunnel them, because they basically just told them "hey, I don't have DS anymore"). If the survivors get the tools, why not use them? But that is not "works for tunneling" anymore. That is just an additional 3rd health state to use more and more.

    When i play killer 99% of the time I don't want to tunnel anyone off the hook. But if you stay near me to annoy, or block with BT, I'll wait it out, and down you after. With OTR that is pretty much impossible. Considering in the majority of maps you can literally body block the killer and force him to hit you, it is not just for tunneling. It is just a 3rd health state perk.

    Its even stronger than DS in a way, because (unless you get grabbed) with DS the killer can still generate slug pressure while downing the person. With OTR you hit the survivor and they get the speed boost to run to safety.

  • Isn't kinship already a very strong perk? I understand no one plays it, but if camping becomes super meta, the perk will rise in popularity pretty fast. I don't necessarily believe it needs a buff atm. Maybe they could make it more viable for solo players, but that's pretty much it.

  • @LapisInfernalis said:

    My only problem with the nerf is that some survivors will suffer more because of this: Ash, Jeff, Bill, Jane, Haddie etc. They need to make the volume of the grunts of the same across all survivors

    That'd be a really cool thing, imo! Some survivors just seem to shout across the map, very unpleasant :(

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019569#Comment_3019569

    So you went against babies that didn’t even have time to upgrade the perk. What person in high mmr has a tier 2 perk?

    Anyone who does not play his main survivor may have IW T2 in the current system.

    I think your point is completely irrelevant. What you are potentially saying is that I got confused by babies with my at that time 1k+ hours on killer, in which case it just proves my point.

    Actually, scratch that. It's not that your point is irrelevant, it's that I don't see you making one in the first place.

  • Yes, and I rely a lot on sounds generally. Judging by my survivor matches I hear a lot more than an average killer I face. (tho again, with MMR that does not prove anything. idk what it is but like 85% of the killers I face don't hear if I do a totem close to them, which is weird to me, because I always hear it when I play killer.)

    I play a decent amount of nurse lately where sound is a massive advantage too

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019554#Comment_3019554

    I have never seen Tier 2-Iron Will-Users, because the Perk is useless at Tier 2.

    How would you know if you've never seen it?

    I have played against it multiple times and it was pretty confusing. Which can mean a lot of things. Either it is not useless, or I am just completely terrible. (which of course may be the case)

  • Billy is probably one of my favs to face. Not only he is kinda fun to loop, but usually, Billy players are chill. Idk, why! Maybe just a coincidence

  • I think your take of "outright terrible" is just wrong. Have you ever played against a T2 Iron Will user before? Because that is exactly 75% reduction and it's still very much noticeable and significantly harder to track.

    Current Iron Will is absolute overkill. I run it pretty much on every single one of my survivor builds because it's just so broken. It even removes breathing sounds when you are injured.

    I think the current changes seem okay. 75% is absolutely usable, if you can mindgame the killer a bit to get further away it's hard to hear you.

    Is it much worse than it was? Yes.

    Is it unusable? No, it's still usable if you want to be safer while injured.

    Now I do understand most people won't actually run it, because we got used to the OP version and won't even consider using the new one

  • @impossibleodds said:

    * Complain about NOED

    * Complain about camping

    * Complain about tunneling

    * Complain about long survivor queue times

    * Complain about Spirits, Nurses, and Blights

    * ANYTHING

    This is a video game. This is a video game. Everyone here is here to have fun. You can't imagine a world where you get to bully people then act shocked when the person in the next game bullies you back. Even if the killer deserved it, you're only perpetuating the cycle. Turn the other cheek.

    The problem with this sentiment is that it implies that people enjoy and have fun in the game the same way as you. In my experience, a significant portion of dbd's player base gets off mostly from the fact that they dominate and shame the opponent's side. I am meeting these people so often that I question if I am in the minority. I personally like when I see that I'm becoming better at the game.

    And yes, people are hypocrites and they cant imagine being bullied back. Because these are people. You should see how toxic streamers talk about the game. (Note: I am in no way, shape, or form suggesting that toxic streamers are more toxic than other players, they just do it publicly, so they are an amazing example in this case)

  • So lately I've been comparing my killer and soloQ experiences (I don't play SWF)

    SoloQ is frustrating and miserable many times. People every 3rd or 4th game give up on the hook or just dc for random reasons. So if you want to win, its a bad idea. Killer many time bring nasty addons/perks and dominate throughout the entire match. It takes 1 survivor who doesn't do gens in the early game to get destroyed. I am usually very chill and go for some specific tasks tho, like archives, or booning. So I am not playing super-efficiently, especially if I can afford it (killer is losing, or map is insanely strong). To be honest, as a survivor, even if I tryhard, it does not take a lot of effort. but

    Killer.. oh gosh! Basically, the problem with killer is that your attention span and dedication have to be beyond TOP! It is extremely stressful to play. You have to monitor survivor positioning, survivor movement, survivor level, survivor perks, multiply this all by 4. Pallets and loops, tiles. Map, gen positions, totem positions, survivor items.... It is overwhelming, to say the least. And the thing about this is that even if you do everything right, you may still lose. And your opponents usually don't give a f about you. They don't understand that what seemed a chill match for them is sometimes a nightmare for killers. Losing on killer feels infinitely worse than on survivor, because it feels like I have to put that much time into killer.

    Also an interesting note. When I know basic looping as survivor, I can pretty much feel completely safe most of the time, if I want to. I can bring DS + Dead Hard, even super strong medkits, or other exhaustion perks and do gens in extremely safe areas greeding most pallets. It's insane. Basically 80% of the games I load into as survivor, I'm happy about the map. Most maps are insanely strong. I can take high amount of second chance perks, positions, plays, ensuring that even if the killer comes after me, the chase is gonna take so long it's not worth coming for me in the first place. Some maps are even worse, because if I do 1 or 2 central gens in the early game there is no positional play for the killer. Storehouse, for example.

    This being said, I'm not surprised killers are facecamping a lot, even when it's not a good (winning) play in that position. You know why? Because its 60-120 seconds of relatively chill gameplay. And if you are actually putting effort into the games and not just go chase to chase (in which case expecting to win is not worth it) the stress of the games piles up rapidly!

    That's my general thought about killers. To be fair, there are some exceptions, but still.

  • You forgot

    Soul guard: don't hit a survivor who was picked up from the ground

    Scyptic: don't hit a survivor who had his medkit disappear, BUT

    Syringe: hit them after the scyptic because it may be an instaheal

  • Love going up against Oni, Billy, Pinhead, Spirit (if not using MDR or Killer instinct addons), Hag

    I would really like to up against these killers if I was in a SFW group: Twins, Plague. In solo Q it can be quite rough, though, especially Twins

    Love going up against these killers, but probably just because it's usually a chill match: Legion, Pig

    Absolutely hate going up against Blight (I think he is poorly designed), Trickster (just annoying), and Nemesis. I'm probably just tired of Nemesis plus feels like I can't do much against him

  • @GannTM said:

    I still feel like I’m having fun.

    Which killer are you having fun with btw?

  • @Tubby_Squirrel said:

    "but unfortunately the bad always leaves a deeper impression."

    and THAT is the handicap you all need to overcome! Once you count them the same you will enjoy the game so much more! Once you realize 1=1.

    I know this is hard... its human nature to over-value the negitives and under-value the positives but you CAN learn to rig yourself of this limitation!

    Yeah, I did it for a pretty long time. Trying to get used to it. Here is an interesting observation I've made:

    cases:

    1) You win via huge survivor mistake. Like a survivor going down next to a hooked survivor. It's basically gg. And you don't really feel too good about it. They f-ed up and you know how to capitalize on it. Most survivors either don't like you, or ignore you in endgame chat.. no one cares, next game.

    2) standard game. First chase, 3 gens pop, you hook, you defend hook / try to somehow 3gen with the remaining. Mostly standard game, which usually ends with you losing or survivors throwing themselves on the hook (altruism). if you play well, this is most of your games. They can say "gg ez", but mostly no one cares, move on

    3) Amazing game. Somewhat of a back and forth, they do really good plays, come back reeeeally well. But you are putting up a great fight, trying till the very end. Many times these games happened with Oni. This back and forth craziness. Thrilling. Exciting. All players are WELL DONE! I go into the endgame chat with a big smile. These are the exact games people are toxic. Literally spraying vomit into the endgame chat. racial, homophobic slurs if you manage to win. If they win, they it's like 100+ messages of "you are so bad" "uninstall" "#########" messages. And im not joking, they keep writing. It seems like if my emotions are being transformed into respect towards my opponents, their emotions are getting into their asses, so they can then ######### it out. This is regularly happening exactly after the matches I seem to enjoy.

    4) The worst of the worst. Not even gonna name these... basically abusing swf's that can abuse anything and everything. Maps, items, bugs, perks, locker flashlight, boil over, let's go to Haddonfield, let's hide and not to gens. all that jazz. They usually do not get excitement from doing great plays, their goal is to make your game as miserable as possible. Bonus points if they tbag. Flashlight macro is worth 2 bonus points. Endgame chat here usually doesn't matter, because they can laugh at you in their discord server, they don't need to write anything. Now, some people like winning against these guys... I don't. in fact, many times lately, I just decided to afk, watch yt. Even if I win, the experience is already negative. I play these games if I feel like there is something more to learn. But if they abuse the saloon lockers with flashlight against my Pig, for instance, I won't learn anything. Why bother?

    As you can kinda see.... 1 does not seem to be equal 1. And worth adding that more than 80% of the games is from the first 2 categories. And in both you are ON THE EDGE. as killer, you have to be on point. Well, at least they do make a mistake. Even if I go into a game as huntress just to train some hatchets, it's still much more stressful, than survivor.

    Ohh, and the boon sounds... aaaaaah, [VERY BAD WORD]

  • I am basically playing survivor. Sometimes I have this urge to play killer, but every time I actually imagine what awaits me if I try, I just continue as survivor... Fyi, I only play solo queue, even solo feels better, more chill, and it feels like what I do matters more. I don't blame boons, or MMR... If I had to blame something, I would probably blame survivors I go up against and the community. Props to good sports, there are many of us, but unfortunately the bad always leaves a deeper impression.

  • @GannTM said:

    I've been playing them a lot lately. Maybe in the next killer stat reveal, I will bring them up on the list.

    I am trying my best, too :3

  • Let's be honest the game is full of BS. Not just inconsistent bugs and stuff, but also there is this feeling in the community, where if you humiliate the opponent you feel good. In the end, if you play to win, you woN't have a lot of fun. You can play fun, or you can play to learn. Or both.

    And in the end, yes. If you don't enjoy any of those, take a break... I don't think anyone will blame. Most killer players are taking extensive breaks. I know I do. I try to only play survivor if I play. :D

  • PyramidHead is rough. I was maining him for a long time, and he is miserably right now. Problems:

    1) You tunnel. Just like that. The whole match you pick someone, especially if they get tormented, and tunnel like a crazy person. It can be kinda fun to feel like an unstoppable force, but the problem is that you are stoppable. Also, it's... annoying. In some games, I don't want to tunnel. and many survivors are naive. You cage someone, you see scratch marks in 3 seconds leading to the cage. That's a win, someone just told you where the cage is. Saving from a cage against a pyramid head has to be done both quickly and without actually letting him know where is it. BUT if you learn the cage spawns... well, good luck. And no, it's not that hard. Then again, this playstyle can be very unfun and stressful. And survivors won't like you. But against good survivors, you will still have a miserable time.

    2) Your addons suck, there is not a lot of options to spice things up.

    3) You are clunky. So hear me out. Because he went through a rework, the way his animations work is NOT how it was intended in the first place, and when you reach high MMR it becomes incredibly miserable. Best way to demonstrate this is shack. You follow a surv into shack, you put your sword down and you should get a guaranteed hit when they vault the window. On high MMR, NO ONE will vault the window. They bait it, and you know it, so you wait and wait until they vault it. They won't. They will exit the door, after faking it once or twice. This is all while you can't really move and can't shoot. It's a mind game that feels miserable.

    4) The zoning aspect is unfun. So basically I decided to not care about winning and just have fun shots. I run the recovery addon and the amount of power addons, cornered survs, and basically spammed M2 to learn how that particular survivor evades my shots. After 2-3 misses you can usually adapt, depending on the loop, and hit your shots. Problem with this: It doesn't work against top-tier survivors, they change their evasion pattern. But the main problem is that it's just not the most efficient way. The most efficient is to zone. Put your torment at the loop, surv leaves or pre-drops. next tile. repeat. Incredibly boring.

    As much as I wanted to be good at him and main him (I did invest a lot of time into him, even got into top 100, according to the dbd stats), I came to the conclusion that he is just not worth it at the current state.

    If you want a bit more time in games to practice chase, use deadlock and/or corrupt

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773917#Comment_2773917

    I have almost 7k hours in this game and a quite a lot on Killer. Even if I would not play 50/50 (I think it should be around 50/50 currently), I probably have more hours on Killer than many players on total.

    And can Survivors make the game miserable for Killers? Sure.

    Can Survivors prevent the Killer from actually playing the game or even winning the game? Not really. Flashlight-clicking and teabagging does not prevent anything from that. And if the Survivors are better than the Killer, than the Killer-player got outskilled. Which can happen regardless if the Survivors want to make the experience for the Killer miserable or not.

    I wont watch the video btw.

    However, I just stick with my point - whenever Killers complain about Boil Over, I just say it is a strategy. Because this is the Killers response if they make the game extremely unfun for Survivors. And, unlike Survivors, Killers can actually prevent Survivors from playing the game. Play Bubba, take Agitation and Iron Grasp and you will have one Survivor dead. Nothing what the other Survivors can do.

    Why is it bullying when Survivors use Boil Over and burn a RPD-Offering, but it is a strategy when a Killer brings Agitation + Iron Grasp and facecamps the first Survivor they found?

    I am not saying it is great that Survivors are able to do that. But I stick to my point and say that it will not happen that much in a week and onwards, currently it is more, because the Perk just got buffed. After some time, you wont see it much. Probably the same rate as Sabo-Squads - extremely rare, but annoying when you get them once in a blue moon.

    But MAYBE it can stop Killers from just parroting "It is a strategy" if they play in the most unfun way because Killers can actually prevent Survivors from playing the game.

    I would love to reply, but after you said "I won't watch the video btw" I don't think you are interested in a conversation, however:

    Ultimately, I do agree that Boil over is a strategy. You should not complain about boil over to players, only to the devs (if you want to complain).

    I do not agree about your argument that, I quote Killers can actually prevent survivors from playing the game I don't quite understand why you think Bubba facecamping is preventing playing the game. How is this worse than what the video shows, or any other miserable infinite survivor strategies.

    I assume you are trying to say that using boil over with RPD offering is somewhat of an equal thing as Bubba bringing agitation noed, deadlock, and "not playing the game". And I can agree with that to some degree. I still don't think either of these things should exist and promoted by changes. Also, the solution to having that Bubba example is not to buff Boil over in a way like this.

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