almofan1001
almofan1001
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393019#Comment_3393019
It strange that ‘high MMR’ killers always hitting us who dont use Gen slowdown with “just wait until youre at high MMR”
But I have a better question for them: “do they think theyre really deserved to be at high MMR, or because tunneling and 4 slowdown carried them”
No one gets to high mmr just by tunnelling and camping. You will lose the majority of your games because people can actually loop and survive the tunnelling.
If you think that you can do it just by tunneling and camping, and not having any other skill then you're delusional. It's a combination of running good build, ending chases quickly, and having good game knowledge of exploiting survivor's weaknesses.
The anti-gen perks or even tunnelling is useless if you don't know how to end chases quickly.
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@jayoshi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393197#Comment_3393197
You put that in quotation marks like as if I said that. I didn't say that, and I can't figure out what I posted could be seen as that quote. The only part I can think of is saying how you're going to get some gen rush games, but I also said you are going to get easy 4K no gens done games too.
You're going to be brutalized in some games, and in others you're going to be the one brutalizing. That's how PvP multiplayer games work. I mean when I play survivor I'm more likely to die on hook vs getting 0K to 1K as a killer.
If I'm unlucky getting a camping tunneling killer that is focused on me, it's obviously worse - That feels like a zero hook game, being bullied by a head on flashlight squad lol
I feel like on average I get 2K and 3K games as killer and I feel like that's fair for 4v1. I'm more likely to get a 4K game than a zero K game. I dunno, maybe it's different for others, but that's not what I'm seeing and I feel like my MMR is high. I get it, it doesn't feel great losing to a well organized squad but I just move on to the next. I don't see it majority of the time. If I notice it's happening a lot (usually at late hours) I'll just bring my strongest killer with add-ons.
Ok, so the logical advice is to accept it and move on? Let's not discuss game balance and close our eyes.
Thanks for the effort, but I am not asking for "how to have fun". I'll create my own fun whichever way that is.
This is a place to discuss game balance, and by all means, it should be discussed instead of ignored. Accepting bad game balance is the worst thing you can do if you actually care about this game's future.
Especially with BHVR devs, who need someone to actually watch them over as without (good) community feedback, this game would be long dead.
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393197#Comment_3393197
No one is asking for a 4k every game.
Oh, they are my friend. There are plenty of threads about it here where killers show their entitlement to 4ks. (I'm sure the same is true of survivors wanting 4 escapes but this is mainly a killer populated forum from my experience here). I've even seen a thread attacking perks because killers aren't getting their 4K fast enough. It does happen more than you'd think, unfortunately.
Will you also give advice to someone who got tunnelled and camped to accept that they won't get an escape and also not just try as much?
Will you also give advice to survivors to run fun builds instead of meta stuff like Dead hard, prove thyself etc? Also for items, and not relying on comms?
If so, then fair, but you seem biased so far.
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@jayoshi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393158#Comment_3393158
Maybe try a different killer? Different perks? Practice more? I have 2.5K hours in this game. I remember being really bad as killer after first playing for the first year and saying to my friends "I'm going to be a survivor only player". I got frustrated with squads and gen rush (it was a lot worse a few years back!).
Then I gave it a shot. Tried different killers and didn't give up on them until I mastered their power. Played as them without any add-ons to get use to their power. Tried different perks. I worked on getting every killer adept.
It made killer a lot more fun. Are you going to have gen rush games? Sure, just like you're going to have no gens completed and everyone dead within 4 minutes. If you feel like you need to get a 4K every game, you're not going to enjoy killer no matter what update comes out. I'm happy with a 2K and anything more is great. You don't have to win win every game. It's not that serious. Camping and tunneling is just boring for everyone. Even challenge yourself and do no perks every once in a blue moon. That always feels great afterwards if you did well!
"Accept that you're going to lose and it's not in your control" is not a good advice.
No one is asking for 4k every game. People ask for fair game and fair results.
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@Mystic_Mizu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393143#Comment_3393143
A clear point that you're trying your hardest not to see because you're still too angry to see it. Work for your Pain Reso, don't rely on tunneling and camping to get value out of it.
Literally, CoB, Deadlock, Pentimento, Overcharge, Eruption, Jolt... all these great perks and every one is obsessed with one.
Indeed. I'll take your advice - will go out of my way to get 4 unique survivors, which were never hooked before, which are also downed next to scrouge hook, to affect gens that can actually get regressed by 25 %. All of this while still not being pounded by gen speeds and having fast chases.
Makes sense, and is reasonable & rational advice.
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@jayoshi said:
I mean if that's how you want to play, go off. Just sounds boring to me, but if that's fun just standing around - to each their own I guess. I assume you don't care about BP or ranking up too then.
You know what's also boring?
Getting 4-5 gens done in 4 minutes by survivors whose chase skill level doesn't correlate at all with the actual ingame objective.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393009#Comment_3393009
But hey, I'm sure you're a genius and found a way to consistently 4k without gen regression perks in high MMR.You shouldn't be able to consistently 4k at high MMR - or any MMR for that matter.
Well maybe don't take words too literally. No person advocates for 4k every game. People want to have a chance to 4k every game based on their own skill and enemy skill. Clearly, this is something DBD lacks strongly.
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@Mystic_Mizu said:
Here's another box of tissues because it looks like you used them all up in this forum.
In no way, shape, or form was DH buffed. Pain Res was for sure buffed... you just can't spam it anymore like you want. And you're not convincing me or anyone else that you have not previously camped or tunneled every game already. Tunneling/Pain Res go hand in hand so I can see how you can be so angry.
Maybe don't rely on gen regression perks to get kills.
In no way, shape, or form was DH buffed
Was buffed from PTB, not from live. Still atrocious considering this perk should've been put to death, like all other killer perks that are already dead now.
Pain Res was for sure buffed... you just can't spam it anymore like you want
"Spammed". You're seriously making that statement? It requires a down and Scrouge hook which was based on RNG. The only time it could get spammed is if you continuously got downed at the same spot - which at that point you deserve it.
I like how you say pain res was buffed from live, but not DH. I can't process your logic, are you comparing PTB or live? Because PTBH DH is 100 % buff no matter which way you look at it. Getting unhooked is much easier than unhooking someone. Are you serious?
Even if they gave 25 %, it's still C tier perk at best. If you think otherwise, you don't know anything substantial about killer gameplay.
Maybe don't rely on gen regression perks to get kills.
Maybe don't rely on SWF cheats, 2nd chance perks (cough DH), 4 %, hatches, etc. etc. The list goes on and on.
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@Rogue11 said:
https://us.v-cdn.net/6030815/uploads/4988I1UJDWU8/7h6y1l.jpg
Well this will surely be different from before...
If every game would be tunnel and camp from 1st hook, you wouldn't even play the game anymore. It can go much worse than it is now, I guarantee you.
Either that or much fewer killers play the game.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393012#Comment_3393012
Lmao, how can you watch tru3tal3nt unironically, he can't go more than 30 seconds without whining about genspeeds. He slugs everyone while he attempts to tunnel and is surprised when they keep picking each other up and he gets zero hooks.
Try a competent and non-delusional killer main, like Otz, ScottJund, Spookyloops, etc.
You're so blinded by the hate of him that you actually don't even rationally assess his arguments. He whines a lot and he's sometimes wrong and exaggerates - that doesn't mean that anything he says or shows is also wrong automatically. You dislike him so much as a person that you wilfully ignore anything he says even if you deep down know that he is right.
Your beloved Otzdarva also tunnels and camps, and so do many other killer mains. The only difference between them and Truetalent is that Truetalent doesn't really care about how he presents himself which often comes arrogant and whiny. But if we judge them by their actions, Truetalent and Otzdarva are very similar in how they play killer. I'd suggest taking off your irrational hate-glasses and actually processing what people say.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393009#Comment_3393009
Sounds more like you boosted yourself to high MMR by relying on crutch regression perks.
Man just learned that running optimal build makes you climb ranks 💀
Enjoy 4King against baby survivors though. If that's your thing.
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@ShroudedGhostFace said:
Kinda crazy that they refuse to kill 1 survivor perk. Like I didn’t even care that the gen regression perks got killed, but now I find out that now survivors who play badly and get hooked get free DH. Great…..
Twitter survivor gang got BHVR on its leash. It makes sense because there is 4x of them, and I'm pretty sure survivors pay more for skins on average than killer. It's all a business decision under the disguise that they are balancing the game and listening to both sides.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392998#Comment_3392998
I don't have a dog in this fight but if you are going to accuse someone of lacking evidence you should provide your own. Just stating there is a "so much evidence" doesn't cut it.
Go watch tru3ta1ent videos, plenty of evidence proving fast chases don't equal slow gens with or without gen regression. As much as you guys seem to have a hate boner for him, a lot of times he says the truth and shows evidence for it.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392998#Comment_3392998
You seriously think all killers are forced to run CoB, OC and PR to stand a chance at winning?
I haven't used any of them on months and I still have an above 50% kill rate, like all other killers do.
Apply pressure effectively instead of relying on crutches.
Lets see your evidence. Kill rates, use rates of CoB, OC and PR and how they correlate to kill rate.
Against any semi-competent team, you have to. But against teams you go against, I probably could use no perks, play M1 killer with no ability and win just purely on-game sense. Yet this situation happens very rarely ;)
But hey, I'm sure you're a genius and found a way to consistently 4k without gen regression perks in high MMR. Lmao.
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@Remedicist said:
How reliant are you on gen slowdown perks? This is why I refuse to use them on any killer.
Yeah, killers are reliant on them because base-gen speeds are ridiculous against anyone who actually tries to do them and not just goes around the map doing random things like searching chests, cleansing totems for no reason, or trying to do stupid flash saves.
Time and time it's proven that survivors can do badly in the chase and still pump out gens.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392988#Comment_3392988
That's a new record. Suvivor main and killer main accusations in the same week!
How can you say killers don't need anti-gen perks to have a viable chance to win the game? Did you write that with a straight face? Is your sample size includes only yourself?
Like, there's so much evidence to disprove your statement that at this point you have to be willfully ignorant, or trolling to say such a thing. I hope it's the second else I would start doubting your thought process.
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@BougieBlackChick said:
You were always gonna camp and tunnel from first hook if you haven’t been already. This is just an excuse. 🤣 And if you honestly can’t see how broken and horrible nerfing bad healing was then you can’t be trusted to give an unbiased opinion.
Yeah, pain res was also horribly nerfed to the point where it's pretty damn useless - I didn't see you complaining on Twitter about that.
While the heal nerfs were substantial, they made sense in relation that gen regression was nerfed too heavily. Both things balanced each other out which would create a different meta.
However, since one thing got reverted and the other one stayed the same, the end result is a buff to survivor indirectly by gutting all gen regression. Additionally, the fact that DH got buffed is insanity - this literally reeks of survivor mains screaming "DH is dead now" on Twitter.
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None will thrive because nerfs to gen regression are general nerfs to every killer. Even if they got personal buffs in one way or another, the gen regressions offset that negatively, and end result is that the killers are nerfed across the board.
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@Seraphor said:
What's appalling is your total reliance on meta regression perks.
I'm winning all round as a killer who doesn't use CoB, OC or PR.
Well done mate. You're living in your own delusions thinking you're playing against a good level. Record VODs and send them to me, will review them.
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@MerleDixon said:
Cry me a river so I can swim in it.
Sorry love, will need to actually use skill and brain while looping instead of pressing E for underserved 2nd chance.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3288483#Comment_3288483
Why would you cherry pick parts of my post, and then ask leading questions that I already answered in the parts you ignored?
"Such a lazy perk that requires: 1) Go to gen 2) Kick Gen 3) Patrol that gen so that no one taps it. What do you mean it's not time neutral? It literally requires the killer to spend time doing it, even sacrificing chase."
- You don't need to patrol the gen. Survivors will blow it up due to Overcharge, and if they stick around to repair it then Eruption will guarantee around 40s of slowdown when you score a down. This is what makes it lazy. You kick it then forget about it, and the gen doesn't get done because you trigger around 40-60s worth of slowdown from a single kick.
- It's time neutral because a 2s kick down comes with an instant 2.5% regression. You should be pressuring gens anyway, spending 2s kicking a gen isn't a significant amount of time any more.
- In my example of an alternative form of slowdown, I ran a gen kicking perk, Nowhere to Hide. It served me far better than an actual slowdown perk would have, because it guaranteed a survivor didn't just jump straight back on the gen after I kicked it. I didn't lose any time in kicking gens, because that time was made up by info that gave me an edge in chase.
Regression perks are just lazy. Not even just because slowdown is boring, but because there's so much more to slowdown than flat regression. Forget Overcharge, Call of Brine, Eruption and Pain Res. Block gens with Thrilling Tremors instead, and get a built in BBQ to boot. A blocked gen is far more slowdown than trying to regress them, because survivors are more efficient than any regression perk can be. That's partly why you feel the need to stack multiple anti-gen perks, they're not actually that good, so you need so much more of them.
A good killer can do as much with Thrilling Tremors and 3 chase perks, as they can with 4 slowdown perks, because the info you gain is useful in applying the right pressure at the right time.
You don't need to patrol the gen. Survivors will blow it up due to Overcharge, and if they stick around to repair it then Eruption will guarantee around 40s of slowdown when you score a down. This is what makes it lazy. You kick it then forget about it, and the gen doesn't get done because you trigger around 40-60s worth of slowdown from a single kick.
Thanks for posting a killer dream scenario. We're literally discussing perfect conditions for the killer when not only do they miss overcharge skill check, but also don't finish gen, and also another survivor is having a bad chase. Now do a statistical study on how often that happens.
It's time neutral because a 2s kick down comes with an instant 2.5% regression. You should be pressuring gens anyway, spending 2s kicking a gen isn't a significant amount of time any more.
If a survivor taps gen, they can literally do gen faster than you can regress it. A counterplay from the survivor side is very easy, why do you choose to ignore it as well?
And pressuring gens is a time waste when you are an M1 killer who needs to go to another side of the map. There is a whole specific strategy called "3-gen" which literally relies on the killer abandoning certain gens because there is no way you can pressure all of them at the same time, so you cut your losses and start pressuring them when there are only 3 of them left. How ridiculous that one of the most viable strategies for a lot of killers is literally abandoning gens and cutting loses? That's how stupid the "just pressure the gens dood" argument is.
In my example of an alternative form of slowdown, I ran a gen kicking perk, Nowhere to Hide. It served me far better than an actual slowdown perk would have, because it guaranteed a survivor didn't just jump straight back on the gen after I kicked it. I didn't lose any time in kicking gens, because that time was made up by info that gave me an edge in chase.
Do you actually know why even the best killers pick slowdown? It's because it's one of those variables they have very little control of and ones that you barely can improve even with thousands of hours in the game as gen speeds are more dependant on survivors than killers. Aura reading perks are redundant once you get good at the game, and so are anti-chase perks. All of those can be improved over time and picking perks to help with them becomes redundant. Now tell me how to pressure multiple gens at the same time as half of the killer roster without playing scummy? Good survivors who are efficient won't allow you to get away with Ghostface in Eyrie without antigen perks. In fact, they won't even allow you to get away with it with 4 antigen perks.
A good killer can do as much with Thrilling Tremors and 3 chase perks, as they can with 4 slowdown perks, because the info you gain is useful in applying the right pressure at the right time.
A good killer can do a lot with thrilling tremors. A great killer can do the same without running Thrilling Tremors in the first place - same as with BBQ. Knowing which gens are being done comes with experience and a great killer doesn't need such perks to identify which gens can potentially pop.
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@Seraphor said:
The 'new slowdown meta' definitely feels less fun, for both sides.
Ruin at least gave survivors a counter, that got them off gens. Whether you got the regression by applying pressure, or got them looking for a totem, you had slowdown that required action of some kind.
Overcharge, Call Of Brine just feels lazy. Now that kicking is time-neutral, there's no downside to it. I've had games against killers with this combo who have completely denied gen regression by repeatedly slugging. A few days ago it was a Knight on RPD, and I had a game against Freddy on Ormond today who had the full Overcharge, Call of Brine, Eruption set and 3 of us bled out after 10 minutes of dancing around the final gen.
Slowdown is definitely not required to slow the pace of a game. You can instil enough slowdown by applying enough pressure.
I just 4K'd on Eyrie of Crows as Ghostface with an all-seeing build*, against a full Toolbox BNP gen rush SWF with Boil Over and Saboteur.
You have many options. You can regress gens, you can block gens, you can mindgame, you can slug, you can bait certain plays, you can simply outplay them at loops by knowing where they are with auras while they don't know what you are. Try different ways to apply pressure. They might be more fun for everyone.
*Security Camera and Drop-leg Sheath. Lethal Pursuer, Nowhere To Hide, BBQ and Floods of Rage. It was actually a very fun game, I got outplayed by a few sabo'd hooks and they tanked a few Dead Hards. But I outplayed them at the Shack and in main building, and Nowhere to Hide really showed it's value on that centre gen. Three successful marks and instadowns out of 11 hooks, the rest was simply surprised ambushes.
You have many options. You can regress gens, you can block gens, you can mindgame, you can slug, you can bait certain plays, you can simply outplay them at loops by knowing where they are with auras while they don't know what you are. Try different ways to apply pressure. They might be more fun for everyone.
Tell me how to apply pressure when gens are being done in 4-5 minutes even if I play well. Let me fix your phrasing - you can tunnel, slug and camp and not run an anti-gen build. All those 3 are actually viable choices against good teams (so-so against SWF). Or you can run Nurse, Blight.
Overcharge, Call Of Brine just feels lazy. Now that kicking is time-neutral, there's no downside to it.
Such a lazy perk that requires: 1) Go to gen 2) Kick Gen 3) Patrol that gen so that no one taps it. What do you mean it's not time neutral? It literally requires the killer to spend time doing it, even sacrificing chase.
Slowdown is definitely not required to slow the pace of a game. You can instil enough slowdown by applying enough pressure.
Can I instil enough slowdown to win the game? Probably, but I'd rather not slugfest at 0 gens left or sweat my back against average players even while outplaying them for the whole game. Anti-gen perks actually make chases and hooks more meaningful and reward you for playing well.
Honestly, from reading all those replies, it seems like half of the community can't prevent 3 gen and another half can't hit the overcharge skill check. Then you guys have a fair argument - anti-gen perks are oppressive against such caliber for sure.
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@Aven_Fallen said:
This Thread has to be a Joke.
First of all, you bring 5 points. Which are actually 3 points, since 1 and 3 are the same and 2 and 5 are the same as well. And Point 4 would be a speculation, because currently, Survivor Queue Times are faster.
Second, your points would only make sense if that means that:
- People who play Killers like Nurse or Blight would not run 3-4 Slowdown-Perks and
- Peopl ewho play Killers like Nurse or Blight dont tunnel and camp
I dont face Wraiths with 4 Slowdowns, just because they can play easier with that. I also dont face Nurses who play no Slowdowns or 1 maximum. The oppressive Killers also play oppressive Builds AND do unfun playstyles.
The current Killer Meta is so boring and makes the game really stale. The first thing a Killer does is not to go into a chase, nope, kicking the Gen with Eruption and Call of Brine to get the Slowdown going. And the Survivors try to do Gens as fast as possible to not end up in a 20 minute game which the Killer will win just because they prolonged it so much that even they can win.
I dont face Wraiths with 4 Slowdowns, just because they can play easier with that. I also dont face Nurses who play no Slowdowns or 1 maximum. The oppressive Killers also play oppressive Builds AND do unfun playstyles.
You're making a statement as if killers decide to pick 4 slowdowns because they want to torture survivors when they can win with 1-2 gen slowdowns or none. The reason the killers pick slowdowns is that it's the only way they can consistently have a chance to win the game assuming they play well (exceptions: SWF) If they don't pick slowdowns, then some games will be straight unwinnable. Do I need 4 slowdowns every game? Probably not, but in most cases, I do more than not, especially when you climb in MMR. And I am not taking chances in satisfying the other side once in a while when I know they would most likely never do the same for me.
And I can already tell you that gens are badly designed when 1-2 of them are GUARANTEED to pop in most games after your first down. It's ridiculous that I basically have to start the game with 3 or 4 gens left.
The current Killer Meta is so boring and makes the game really stale.
I'm glad you're starting to feel how killers felt for a lot of years with DH, BT, DS being picked nearly all the time.
And I can tell you my perspective, who plays mainly killer. I pick antigen perks because I feel like I can have amazing chases and pressure multiple survivors at the same time and yet I still go to 0 to 2 gens constantly every game even if I'm playing well. It feels so disgusting to play well and still barely only having the thinnest of margins to win the game. Nothing wrong with survivors outplaying me in chases, hiding well, etc. and pumping out gens - I would gladly accept this as they are playing better and me playing worse. But in most cases, you do great as a killer and you're still sweating for your life because gens just pop one by one. And I see this constantly against even average survivors. The key exception is when I play Nurse and Blight - I feel like in those killers you can pick a non-antigen build and still have good control of the game.
The first thing a Killer does is not to go into a chase, nope, kicking the Gen with Eruption and Call of Brine to get the Slowdown going. And the Survivors try to do Gens as fast as possible to not end up in a 20 minute game which the Killer will win just because they prolonged it so much that even they can win.
This is so untrue it's funny. It's a such lame excuse, I don't know how anyone can buy it. Gens were always pumped fast, the only difference now is people actually tunnel them because the majority of killers run gen-kicking perks. And if you ended up in 20 minutes game, then you did HORRIBLY. This honestly sounds like another version of "LEGION = OP because he makes you permamend" lol. 3 gen is easily preventable, maybe should stop tunneling gens and do them slower but more tactically.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3288327#Comment_3288327
Missing an Overcharge skill check removes 15% of progress. It's a MASSIVE deal.
It's also considerably harder than DS. It spawns earlier, moves faster and is smaller.
You're right - it's 15 %. I'll test it again in a few days to see how often players miss skillchecks.
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@egg_ said:
On Myers? Yeah maybe you're right.
On nurse or blight? More than one gen slowdown is just asking for an easy win unless your atrociously bad at them, and somehow i see more diversity when people play Myers than the aforementioned s-tier killers
And there's still some counter points on what you said, like extremely tedious 3 gen strats from the beginning of the game (killer always dropping chase), the crazy synergy between all the gen kinking perks, the fact that one is almost uncounterable leaving you to scratch your balls for the next 30 seconds, the list goes on
3 gen is easily preventable unless it's a very bad map and bad RNG. The real reason why 3 gen exists is that survivors actually genrush as fast as possible without taking into account tactical choices which gens to actually rush. Let's not pretend it's some uncounterable scenario that survivors are literally helpless at.
Survivors sit on the other side of the map, pump out 3 gens while a killer is chasing far away, play cowardly and then get destroyed at 3 gen. Seen it in my eyes way too many times - you've made your bed, now lie in it.
And no, lots of anti-gen perks do not synergize with each other.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3288225#Comment_3288225
1) That wasn't the argument. The argument was about proper use of gen regression. You'd have to leave the hook sure, but you can pressure two people and someone has to tap the gen you kicked.
2) You don't get good players every match. Unless you think the MMR system actually works lmao. Most matches have one person who can't hit ANY Overcharge. Some matches everybody can hit them, though. Depends on how many times a Killer kicks a gen in a match. Few Survivors can hit an Overcharge that they aren't expecting, so you'll almost always get value out of the first one.
I don't know what to tell you. I don't think the Survivors I'm playing against are stupid but CoB and Eruption is all I need to win 95% of my games, most people are bad and the matchmaker isnt good.
1) Yes, at the cost of not running other perks. With SBTFL, you would be able to hit body blocker and then hit borrowed time proc, and hit again in quick succession. With an aura reading perk (ex: floods of rage), you'd be able to track unhooked survivors more efficiently. With BBQ, you could probably be able to do 2 in 1 (pressure both survivor and gen they're working on).
Now I'm not saying anti-gen perks are weak, but if your goal is to tunnel and camp - there are better ways to do it. Also, your example is "ideal scenario" - a generator is close to the hooked person, no one is working on it, and it's also at least 50 % done so that regression is useful + no one goes to tap it.
This, again, works really in 3 gen more than early to mid-game. Not disagreeing that this scenario happens and it's strong for killers, but usually, killers need to go to another side of the map to pressure a good gen unless they get instadowned next to a gen they're working on lol.
2) You lose 5 % when you miss an overcharge skill check, which is like what - 4 seconds? lol. And if they keep missing overcharge skill checks, then these are baby survivors. The value of that perk goes dramatically lower once people actually know you have it and pay focus. I tested it before and it didn't do much at a high level - I might test it again. With that being said, I think Eruption is superior to overcharge a lot of the time.
I don't know what to tell you. I don't think the Survivors I'm playing against are stupid but CoB and Eruption is all I need to win 95% of my games, most people are bad and the matchmaker isnt good.
Never said you don't need anti-gen perks to win the game. In fact, I agree and it's a must needed. I do think Call of Brine is A tier perk (S tier in 3 gen) and I'd put Overcharge as B tier. Though I would not take them both at the same time personally. Maybe on killers who have ways to get around the map.
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@TheSubstitute said:
I like the idea of a buffed Ruin with the same it deactivates upon the death of a survivor or current Ruin losing the Hex requirement myself.
Old PGTW was pretty decent as well for its time but would synergize too well with current gen kicking perks.
One of the issues is that it's similar to playing Clown versus Nurse or Blight. At some point in facing increasingly skilled survivors you're going to hit the point where you lost because of the mechanical limitations of Clown versus Nurse and Blight. As you face increasingly skilled survivors you're going to need more gen control and you'll hit the point where you lost because you didn't bring enough to slow gens down.
Until info and chase perks are buffed to be comparable time wasters to gen control I don't really see that changing.
I don't think it's the thing of other perks needing to be buffed. I think it's more of the case where it's incredibly easy to waste time as a survivor even if you are an average looper. Predropping pallets, and holding W (which wastes at least 20 seconds every chase most of the time) is already quite impactful to the killer. Then you also add time going to hook, and God forbid body blocking. Simply put, you don't need much skill to waste time as a survivor, and most survivors can do it with ease.
And that's with them looping averagely. Against any good loopers, you're basically toasted if you don't run anti-gen defence. Me seeing all survivor auras for most of the game won't make me able to pressure 4 survivors at once. Most good killers don't even need aura reading that much as the instincts and experience of a killer can substitute aura reading most of the time.
I think what they need to do is make killers get rewarded for ending chases quickly. Then if the team cannot loop or waste time properly, they get punished for it. And good loopers do get rewarded as gens can get done fast during those chases.
Oh wait, that's how the majority of anti-gen perks work currently. Very useful if playing well, and barely useful if playing badly.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3288194#Comment_3288194
1) They would? I have the ability to use my eyes and ears. It ain't hard to follow someone recently unhooked.
2) Most players can't hit Overcharge consistently. Even good Survivors (not me) get cucked by a 4'oclock Overcharge every so often. Also, that whole starts at 75% regression thing doesn't matter if you use it with CoB iirc.
Call of Brine also isn't a simple tap and go if you use Overcharge.
Eruption doesn't work like that? You need to kick a gen and then down someone. Applies to multiple gens, nothing you can do to get rid of it and no time limit.
Sometimes you get cucked by bad RNG with PR, in my experience, it doesn't happen often. You can usually make a PR hook.
None of these perks INDIVIDUALLY are too strong. When they are put together though....
3) Ah, whoops my bad. Old ruin just brings up OG ruin for me.
They're fine at looping. I think Oso is probably one of the best loopers I've ever had the agony of going against. It's less the looping but more the bodyblocks. I did manage to 12-hook them on The Game as Legion with 3(?) gen perks. Overcharge, CoB and Eruption. 3-gens are very difficult to break out of. I was getting my ######### kicked in but managed to hold a 3-gen and wait for the inevitable mistake. One 4'oclock Overcharge and an out of position Ace later and the game is over since that gen lost 50% and the other survivors are now unable to do anything for 30 seconds.
1) So what's the problem? If a killer can pressure gen, make it back to hook, and then get a down quickly then he should be rewarded for it no? Additionally, the person who is unhooked is not injured since the killer didn't camp so body blocking should be very easy to set up. Lastly, if killer went to gen, he probably wouldn't make it hook instantly. You can hold W as an unhooked survivor and waste loads of time. Every time I go kick gen as a killer, they unhook rather instantly when they are efficient.
2) Good players can hit them consistently. Will they miss some from time to time? Absolutely, but the impact of them missing it "from time to time" is not what will make killer win the game on average.
And I don't know why you are complaining about the overcharge + cob combo. Killer has to walk to the gen and pressure it specifically to get value out of it. A survivor hitting a skill check (or tapping as in the case of the cob) negates all that effort rather instantly. Now killer needs to go again to that gen, kick it, and not commit to a chase. This is literally a DREAM scenario for survivors unless there is 3 gen setup. I can see how killers not committing to chases can be boring, but it's actually great situation for survivors if they want to win the game.
Sometimes you get cucked by bad RNG with PR, in my experience, it doesn't happen often. You can usually make a PR hook.
It happens decently often, especially with survivors' body blocking. I run Agitation with PR, and still I don't get PR every time I down someone lol.
None of these perks INDIVIDUALLY are too strong. When they are put together though...
I disagree heavily. BHVR has gone out of its way to make anti-gen perks not be synchronized together. You can't use PR with Deadlock. You can't use any gen-kicking regression perks if Eruption procs it. DMS prevents you from kicking gens completely. Overcharge and Call of Brine do synchronize but I don't think that combo is as strong as you think unless it's 3 gen scenario.
What BHVR should do is nerf 3-gen scenarios (by reworking gen placements, or maps themselves) and buff early game gen pressure of killer. Although 3 gen is strong it's also rather straightforward counterplay from the survivors' side when the map is not super stupidly laid out. So it's debatable how much 3 gen should be nerfed.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3288155#Comment_3288155
1) Correct. Nothing is stopping you from returning to the hook to pressure two people after applying Call of Overcharged Eruption to a gen.
2) I mean, sometimes. Overcharge and CoB work regardless of your ability to hook people. Eruption requires you to down someone, not really too hard. PR does require a hook.
3) Tbh I don't think old ruin is a good example. It only really punished new players and it punished them HARD. PGTW was okay but it really only helped you win harder.
The teams that I would take 4 slowdowns against (I do not) won't let me kill someone at 5 gens. I think the best I could do would be at 2 gens. In that scenario, the game is pretty much unwinnable for them if I'm stacking anti-gen perks. I figure if it worked against the top Xbox team, it'll probably work against most everyone else.
1) Should've unhooked when you had a chance and not greeded.
2) Why are you so disingenuous regarding the effort, requirements and counterplay of these perks?
Overcharge can be countered by hitting skill check, additionally, it's slowdown has to ramp up.
Call of brine can be countered by doing a millisecond worth of gen.
Eruption requires a killer to down someone and hit gen and do it in a fast way, else it's literally a useless perk if they complete the gen.
Scrouge Hook Pain Res can only work on selected hooks and is RNG-dependent.
All of these perks are strong in some scenarios and weak or even useless in others. Sounds balanced to me.
3) I'm talking about pre-nerf Ruin, not "OLD OLD Ruin"
The teams that I would take 4 slowdowns against (I do not) won't let me kill someone at 5 gens.
If they won't let you kill someone at 5 gens, then they are probably good at looping too. This means that you likely won't get much use out of your anti-gen perks anyways. And we can safely say, they can tap gen to prevent things like call of brine or overcharge ;)
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@MaTtRoSiTy said:
The trouble is full gen control builds just drag out the most boring part of DBD rather than directly encourage the fun part that is the chases. You can win most matches running these builds as people bore of it and just want to go next, it is more a game of attrition as you gradually chip away at every resource survivors have by artificially dragging out the match.
I do understand why people go for a gen control build too as M1 killers can be pretty miserable on certain maps. But I just don't want to do that myself as I feel it makes matches boring for everyone. Though I would love to see changes to shake up the meta and make chases great again
It drags most of the games because of 3 gen scenario, which comes down to the:
1) Bad map design
2) Survivors' inability to prevent 3 gen scenarios
You can easily juggle killer aggro when the last gens are reasonably spread out even as a solo. As an SWF it's even 10 times easier.
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@Pulsar said:
Unfortunately, all anti-gen perks do is make camping and tunneling more effective. Especially versus teams who are chill.
Explain to me how anti-gen perks make tunnelling and camping "more effective".
It doesn't make sense for so many reasons:
1) Killer actually has to leave the hook to make use of anti-gen perks
2) Killer actually has to hook survivors multiple times to make use of anti-gen perks
3) There are no slowdown perks that actually are passive and don't require a killer to do anything. The only such perk is deadlock which is not that great on its own. Corrupt Intervention even punishes you for playing well.
Even the old ruin/pop was one of the greatest incentives for the killer to pressure multiple map areas and multiple survivor which is why I said that antigen perks are a blessing in disguise for survivors.
By all means, if your strategy revolves around tunnelling and camping, you might as well take deadlock and the other 3 non-gen perks. Because running antigen perks and tunnelling/camping at the same time is such non optimal way to do it.
I think you are confused about the fact that tunnelling is effective, and has nothing to do with antigen perks. If you tunnel out someone at 5 gens, the outcome is already most likely decided - whether you run random build or 4 anti gen perks.
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@brokedownpalace said:
"If you so desperately want killers not to run antigen builds, then your best bet is to make antigen perks base kit and remove anti-gen perks completely from the game."
That would literally kill the game.
What's your argument?
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@apathyinc said:
https://forum.deadbydaylight.com/en/discussion/357296/4-antigen-perks-are-actually-good-thing
This seems a bit out of touch. All the things you have listed under "WITHOUT ANTIGEN BUILDS" happen now with most killers running 4 antigen perks.
So you'd rather it happen every game or some of the games? Half of the DBD killer roster would be unviable instantly without antigen builds. If you think this is the "worst" killer can play, then there is a lot to learn.
Is it a perfect situation? Absolutely not. But given how broken DBD is on the foundation level, it's still an alright situation all things considered.
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@Blueberry said:
Well said.
Also to add to that. Most all the anti-gen perks only give value if you play well, IE pressuring and getting downs. A bad players sees very, very little value out of any of those perks.
So if those anti-gen perks are actually slowing gens down significantly, it's because the survivors are getting outplayed significantly.
If people don't want perks rewarding killers for chases you will see more camping/tunneling.
Very true. Killers nowadays actually have to choose which gens to pressure and play well to get any use out of antigen perks. Only Deadlock doesn't require the killer to do anything, but Deadlock on its own is not that strong unless you can regress blocked gen later on.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3280239#Comment_3280239
No one used the word overpowered. You were the one who stated they aren't strong, which is completely false.
So what's the problem with antigen perks being strong? Considering how imbalanced gens are from killer's pov, anti-gen perks are a must-have in large part of games and need to be used as they're more or less a bandaid to the bad design of generators.
You talk as if killers bring antigen perks to stomp casuals at 5 gens and win even harder. But the majority of games end at 1-2 gens left even when running 4 slowdowns. The game would end at 4-5 minutes if anti-gen perks were not in the game. And in fact, anti-gen perks are probably one of the healthiest designed perks in the game as they: a) require interaction from the killer b) reward the killer for playing well.
This is especially seen in contrast to some of the survivor perks which are giving 2nd chances for playing badly.
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@fake said:
I don't know if my little brain can comprehend or not that this discussion is sarcastic. I have decided that I can understand it this time.
Pointless comment without any argument/basis. Feel free to elaborate instead though - might actually contribute something worthwhile to the discussion.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3279981#Comment_3279981
Then you like being fed lies too.
Anyone who plays killer understands how strong anti-gen perks are.
They're strong relative to other perks, but they're not overpowered or strong in absolute terms. In fact, there is not a single perk in the entire killer arsenal that could be said "overpowered". Anti-gen perks were even stronger before the big patch, what are you talking about?
Can't tap call of brine'd generator? Can't hit overcharge skill check? Can't let go off gen when killer hooks survivor?
Which anti-gen perks are keeping you awake at night, sweetie? Maybe it's not anti gen perks, but your teammates... just maybe.
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@Iron_Cutlass said:
Okay, Im just going to say it, the Killer's objective is hooks, the Survivor's objective is generators. Killers should be expected to get 2 Kills; or a better metric of 6 Hooks. Survivors should be expected to complete 5 generators.
You can play the worst match of Killer you have ever played, get 3 Hooks, and still leave a match with a 3K. You can play the best match of Killer you have ever played and still leave a match with 8 Hooks but a 0K. Kills do not matter at all. Some of my most fun matches of Killers are ones where I perform well and Survivors also perform well.
Tunneling and Camping are good at building pressure, but they suck if you want to improve. If you want to actively get better at the game, and have more fun as a result of improvement, making sure everyone else has a fun and fair matches. Go for unique survivors. Go for more hooks. Otherwise you are directly shooting yourself in the foot.
"Oh but fun is subjective", and it is, BUT, there is a huge clause here, how much of the game's skills you pick up on is a metric that can actually be measured. If MMR is throwing you into more difficult matches, and you take cheap methods for Hooks and Kills, it starts a cycle where you are only put into more matches you cant handle leading to the same cheap methods to play out over and over. It creates an unfun situations where the Survivors are forced to deal with your BS, and an unfun situation for the Killer because they feel like they cant do anything to win.
And if you think that what I am saying is a load of crap, allow me to just say, I use to be stuck in that cycle. I use to think that Tunneling and Camping were fine, so I tunneled one person out, and camped for my other Kills. I got stuck in this mindset that it was all I need to do to win. And I was not having fun with the game, and I blamed the game for it when really it was just my fault the whole time. You can go through my older posts and maybe even see how I felt about it.
I just dont want the same to happen to others.
Okay, Im just going to say it, the Killer's objective is hooks, the Survivor's objective is generators. Killers should be expected to get 2 Kills; or a better metric of 6 Hooks. Survivors should be expected to complete 5 generators.
Kills are the main objective for killers, hooks are sub-objectives that lead to the main objective. Devs literally balance the game for kills.
You can play the worst match of Killer you have ever played, get 3 Hooks, and still leave a match with a 3K. You can play the best match of Killer you have ever played and still leave a match with 8 Hooks but a 0K. Kills do not matter at all. Some of my most fun matches of Killers are ones where I perform well and Survivors also perform well.
That is why devs have taken a stance and are balancing for kills now instead of both hooks/kills. Whether it's the right decision, time will tell. I don't think you can balance for kills and hooks at the same time.
Some of my most fun matches of Killers are ones where I perform well and Survivors also perform well.
Some of my MOST UNFUN matches where I perform well, and survivors are performing badly, and I get 1k at tops. You'd ideally want a fair game where the result is directly related to how each side has done in skilful areas, but often more than not, it is not (applies to both sides)
Tunneling and Camping are good at building pressure, but they suck if you want to improve. If you want to actively get better at the game, and have more fun as a result of improvement, making sure everyone else has a fun and fair matches. Go for unique survivors. Go for more hooks. Otherwise you are directly shooting yourself in the foot.
You can easily hit the skill cap of improvement on a lot of killers where you barely can get any better or make better decisions that influence the game. A lot of killer's powers are relatively simple and so is the gameplay loop of killer vs survivor. You can have 10k hours on Wraith, but it's very likely that there will be Wraiths with 1k hours who are nearly as good as you are. Additionally, there are plenty of things in the game that has no counterplay from the killer side, and as such, you "cannot improve" yourself in those areas.
What you can definitely improve with time is strategy and reading the game as a killer. Knowing when to tunnel, dropping chase, prioritizing weak targets etc. And what do you mean you can't get better at the game while tunnelling? You can still chase the other 3 survivors and learn how to down them quickly. You can still learn how to pressure gens. You can still get better at map control. The only time you don't learn anything is when you literally face camp a survivor. In all other ways, you're improving one way or another.
And if you think that what I am saying is a load of crap, allow me to just say, I use to be stuck in that cycle. I use to think that Tunneling and Camping were fine, so I tunneled one person out, and camped for my other Kills. I got stuck in this mindset that it was all I need to do to win. And I was not having fun with the game, and I blamed the game for it when really it was just my fault the whole time. You can go through my older posts and maybe even see how I felt about it.
You can tunnel and camp and still have fun at the game. Mostly comes down when you are not doing it hardcore way, but are adjusting your gameplay as the game progresses. If you just camp and tunnel every survivor, then obviously the game will be boring to you.
And well, tunnelling and camping are not fun - I can agree. But what is even more NOT FUN is playing well, getting 8 hooks and 1/0 kills and most survivors escaping even though they did nothing skilful. I'd take opportunistic tunnelling and camping over that any day. It's lesser of an "unfun" from my point of view.
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@Hunkulese said:
https://forum.deadbydaylight.com/en/discussion/comment/3279975#Comment_3279975
What are you talking about? His antiloop is incredible. You can't really even attempt to loop him. Unfortunately, that's all he has and he's useless if you don't stay at the loop. He's pretty good at Midwitch though when the guards actually do what they're supposed to.
My bad for expressing it. His anti-loop is good, but what's the point of good anti-loop if it doesn't result in quick downs? His time to down is atrocious. So while his anti-loop is good in theory, in practice it's bad besides a few loops which were not super safe to begin with.
Deathslinger is much more effective in most of the loops.
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@DyingWish92 said:
The fact that 3-4 gens can still be done before the killer gets a down is why this game is a joke. It's also why SBMM being this game is laughable.
Nah dude, you're wrong. If you didn't bring any antigen perks, then gens would be done in 8-10 minutes. It's your fault for bringing sweaty anti-gen perks and forcing survs to tryhard on gens! /s
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3279969#Comment_3279969
https://i.gyazo.com/c0cf87d267de1e4f6f96b4bff7999a3d.png
Yikes. Wonder who fed you that lie.
I don't need to go into it with you any more, but know this: No one is buying what you are selling.
Just stating facts, you can read perk descriptions if you don't believe me.
Go against any competent team (looping-wise) with your 4 anti-gen build. It won't do anything, you'll be perkless pretty much. The anti-gen builds make bad players actually lose when they would win normally, and against good players to have a chance. The anti-gen builds are not even strong, you are just tired of seeing the same perks - admit it.
By all means, anti-gen stuff should be the base kit for killer given its necessity in equalising the scales. And even then it wouldn't be strong.
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He's just not fun, has no skill expression, and has a minuscule reward. If his antiloop was actually good, at least he would be unfun for one side and "sweaty fun" for another side. But they made him weak, boring, and non-interactive. Every time I press my power ability, I feel dead inside as I see how easily survivors can counter his ability.
By far, one of the worst chapters BHVR has released. At a high MMR, he's 100 % dead content already. But hey, we may get a rework of him in 2025 after Twins gets reworked.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3279638#Comment_3279638
The fact that you think Camping/Tunneling is only brought up as a means to being “unfun” pretty much says it all for me.
Those two playstyles (which are not balanced) + the fact that everyone and their mother want to bring every slow down perk possible and current eruption is enough to dictate a non-casual game.
In other words don’t complain about 2-3 gens flying when people have already called out your build. Not in the state of the game where half of the survivors’ build has to be dedicated to “I wonder if the killer will camp this match”. Pls
You do realize that most antigen perks only work after the killer gets down or requires action from a killer? Most survivors pump out 1-2 gens before the killer gets down in the majority of the games. That's without seeing/experiencing any anti-gen perks, so stop with that "we do gens fast because anti-gen perks are oppressive". You'd do it with or without anti-gen perks because the majority of survivors see it as "objective".
Anti-gen perks are not even that strong. They do become somewhat strong in 3 gen situations, but besides that, they're quite balanced. And if the killer gets quick downs, by all means, he deserves to get some gen pressure which is peanuts compared to what old ruin/pop was. And even the most-complained Eruption is only oppressive in niche cases and requires effort from the killer side.
You seem to confuse cause and effect order. Killers bring anti-gen perks because the game is massively unbalanced if you do not do so, irrelevantly mostly how good you play. And that's because survivors play efficiently on generators. While you are suggesting "we only push gens because killers bring anti gen perks"
And besides that, you can always loop better - nothing to do with anti-gen perks. Anti-gen perks reward killers for being good at the game and survivors for being bad. And most anti-gen perks are completely balanced and very easy to counterplay from the survivor's side.
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@ByeByeQ said:
"Don't tunnel gens - very simple. If a killer downs a survivor near 99 % completed gen, don't go to gen to complete it while the killer is going to hook someone. Leave the gen, and come back to it later. The killer put pressure, he deserves that gen being left alone. And if you tunnel that gen, this is equivalent to camping a survivor in the last seconds to get the 2nd/the 3rd stage on a survivor."
Ummmmmm, no. HELL NO!!!
If a gen is at 99% (and the killer isn't a patato with zero hooks) I am willing to die to get it done and to hell with the killer's enjoyment. With the current Overcharge, Call of Brine, & Eruption meta if I leave that gen and go scratch my balls the gen will be at zero. If it's a critical gen in the center of the map, I try that much harder.
Edit: Besides finishing a gen =/= killing a survivor. All the gens can get done and the survivors can still all die and lose the game. If a survivor dies, the game is over for that person.
Edit: Besides finishing a gen =/= killing a survivor. All the gens can get done and the survivors can still all die and lose the game. If a survivor dies, the game is over for that person.
Killing a survivor also doesn't mean instantly winning a game. You can still lose a game even if you tunnel/camp a survivor. And tunneling gen is very similar to tunneling a survivor. Maybe not equal in reward and different impact levels depending on the game stage, but damn close.
Leaving a gen 99 % will probably mean that killer can regress that gen.
Leaving a survivor who gets unhooked at the last seconds before the next stage means that you gave all free time during that stage progression to survivors, and the survivor gets another chance for a chase which is 20+ seconds time waste at least and at worst, an escape and lost pressure.
If you can tunnel that gen, a killer can also wait the last 5 seconds of the hook stage.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3279774#Comment_3279774
I will always agree with no BM the killer, no T-bags at gates, being nice in the end game chats. But not everything in the OP can be done.
If i see the killer using perks like eruption to play against soloQ players, i usually wont chill on gens.
If i am matched against a killer with a clear anti loop mechanic(nurse, artist), i will hold W or i will die.
If i see a killer with a clear intention of tunneling me to death at 5 gens, i will use every god pallet i can find.
Depends on the situation, but understand that this is not out of despise for the killer but because i also want to win from time to time.
That's what you should do as a survivor, and that's what I would do too. With that being said, accept the killer playing by the same principles (somewhat reasonably using any means to win) and don't talk badly about him, and don't tell that he is unskillful or doesn't deserve the result.
If you criticize how he played, you can also be criticized for the same things. What you should do, is say "gg" and analyse what things you could've done better in that game. And if you are 100 % absolutely sure there is nothing you could've done better, then you are free to complain about it on forums - but only if you are 100 % certain about it ;) But usually, there are tons of things survivors could've done better and things to learn from - regardless of how the killer played.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/356436/survivors-should-care-about-killers-fun
About this, i dont know. I mainly play soloQ and believe me when i say that you cant honestly play chill at least in the first 3 min of the game.
As you can always expect a full slowdown build in a fast movement killer.
As you can always expect an agi-star midwich offering nurse curbstomping your team in 4 minutes.
As you can always expect a facecamper bubba or a basement trapper.
As you can expect DC and suicide on hook early.
With all this things, it is hard to "play chill" and not commit to gens whenever i can. I dont go with gen rush builds though.
If you take out "always" in all your statements, I think it would make more sense buddy. The game would be long-dead if it "always" happened.
Also by your logic then killers should also always tunnel and camp in case there are sweats on the survivor's side. It might not happen every game, but you can "expect" it, so the killers should not take chance and just play sweaty in case it happens.
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@Olokun said:
https://forum.deadbydaylight.com/en/discussion/356436/survivors-should-care-about-killers-fun
The Same goes in the other way when you see SoloQ players Only, because you know it will be chill (mosts killer get a profit of it and always want to 4 k if not they are not happy) always remember SoloQ<Killer<SWF.
Fair, but at this moment there is obvious bias involved in expecting killers to play nicely, but not the survivors. Most expectations for survivors currently are not to do actual toxic things, like teabags, flashlight spam, etc. But rarely ever it's being discussed regarding survivors' gameplay choices too.
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@Terion said:
Dont bodyblock the very first hook/dont bodyblock at all.
like the killer has earned the hook after they had a succsessfull chase right? Let them have it.
Good one! I think also comp corner is applicable here.
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@Gamall said:
No. Let's keep the genrush baby
That's fine as long as you can take the other side also playing for the same principles ;)
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@Veinslay said:
Quality post lol. It'll fall upon deaf ears at our friendly fun-loving survivor friends though. I've had one survivor give me a free kill when I had a bad game in my entire history of playing this game and I'm devotion 24
I don't remember the last time I was given a kill by a survivor, irrespectively how nice I played. The only time I get given a kill is when survivors are sick of the game and just want out lol.