Advorsus
Advorsus
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@jaawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2882339#Comment_2882339
No...this is an issue that has been part of this game for a long time, and recently camping has become more popular it seems. I'm not "salty" about a specific match, I'm pointing out a valid problem with a toxic playstyle. As I mentioned in my other reply to you, I did not "take a sentence out of context". That section of the EULA/TOS deals with other unacceptable behaviors related to how people use the game. It applies to both gameplay and use of BHVR services, as evidenced by the other examples in that same list regarding exploiting bugs, using macros, etc...
Clicking and teabagging are toxic playstyles as well, both have been in the game since it started. Camping does not take advantage of any exploits or bugs, but is rather a playstyle around the mechanics of the game.
360ing, however, has been in the game longer than camping, since its early stages in fact. And was actually an exploit of a movement bug where survivors could turn faster than intended... So yeah. Let's ban that. As taking advantage of any bugs or exploits that could interfere with a players fun is against the rules.
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@LadyTyche said:
https://forum.deadbydaylight.com/en/discussion/comment/2882339#Comment_2882339
I agree that banning for camping may not be the answer. The toxic behaviors of a survivor player are just as bad to both killers and survivors. The game could do a much better job at encouraging players to play with the objectives in mind. An example that the game already has is the crows that appear when you are standing in one spot for too long.
I 100% agree with that. Making it much more encouraging to play a certain way or "as intended", or even making camping a lot less worth it and rewarding is the way to go.
But just saying, "This should be banned because I find it unfun, here's an out of context rule I found to support my reasoning" is not the way to go lol
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@jaawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2882301#Comment_2882301
I did not take it out of context, and I provided a link to the document. You can go read it for yourself if you want.
The things you listed do not interfere with killers' ability to play the game:
- Body blocking to keep a killer from hooking doesn't prevent them from their objective, it slows them down. They can attack the survivors in their way and knock them down. If the hooks were too far away to the point where everyone could wiggle out in time, and no one would be knocked down in the process, then sure it should be adjusted but that doesn't seem to be the case.
- Flashlight spam clicking may be annoying, but it doesn't block anyone from doing anything. If it is an epilepsy concern, maybe there is a valid reason to put a cooldown so the flicker has a maximum speed or something, however this doesn't really dispute what I said, it is just a separate issue.
- 360ing to "deny" hits is just dodging...that isn't interfering with anything. Both players are on equal footing able to continue the chase. They both have actions they can take to pursue their objectives.
Tea bagging and BMing are also separate issues irrelevant to this. Just because there are other issues that may need to be addressed, doesn't mean this one is any less valid.
And if camping completely prevented people from saving or unhooking someone then no one would get saved ever. It simply punishes them for doing so. It does not prevent unhooking, nor does it keep you from doing objectives. And I have read it, so have other people, and we're telling you that you're misinterpreting to fit your narrative. Camping doesn't fit within it at all, but you're trying to twist it to fit as if it'll actually do anything significant. No one cares mate
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I once downed a survivor by a window, then went to pick them up and it totally glitched making me vault the window instead. I vaulted the window so hard it DCd me immediately afterwards. Weirdest thing...
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@jaawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2882304#Comment_2882304
Saying it again doesn't make it any less wrong. You have not explained how it isn't interfering with playing DBD. You literally cannot play the game if you are stuck on a hook with a killer staring at you until you die. You can try to jump off, you will probably fail, and then die faster. If you succeed, the killer is standing right there and will just hit you and hook you again. Hooking/unhooking is part of the gameplay loop, camping circumvents that loop and literally stops someone from playing the game. Sitting on a hook is not "playing". It is a necessary stage for the way the game works, yes, but if you are forcibly prevented from moving on to other parts of the game (healing, running, doing gens, etc...) and forced to stay on the hook, incapacitated ... that is obviously interfering with your ability to play. I'm not sure how you could argue otherwise, but if you can make a case for that, go for it. Just saying "no it's not" is not a valid argument.
I would have to agree. You are still technically playing the game. Whether you're running around, sitting on a gen, or sitting on a hook.
If you were hooked, and the killer left to go do whatever else, and your teammates never came and saved you because they were doing gens or healing or whatever, and you died on hook, should your teammates therefore be banned because they didn't drop everything to come save you? No that would be ridiculous right? But either way, the results are the same. The gameplay experience is still the same. You're still not having fun right? So that would mean that every other survivor should be banned along with whatever they were doing. It simply doesn't make sense.
I believe you're simply taking a single sentence out of context to justify your being upset because you lost a specific match. Especially since someone from behavior already told you in another post you made about the same thing, that you're misinterpreting the terms and rules.
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While I don't condone camping or tunneling, I'm pretty sure that line of text you're using is being taken out of context and twisted to mean something else.
If we were to take it as you are using it, then it would also be safe to say that body blocking to keep a killer from hooking, body blocking with bt, flashlight spam clicking, 360ing to deny hits, all interfere with not only the killer's fun, but also their ability to complete their objectives. Especially the flashlight spam clicking that keeps anyone with epilepsy, a serious medical condition, from even playing the game.
This doesn't even include the constant tea bagging and BMing that happens that can interfere with other player's fun...
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@YOURFRIEND said:
They've said in the past they're not looking to make the game fortnite-lite.
And what's the purpose of a proposed dance? To taunt the killer. There's little else they'd be used for. The game doesn't need to be even more hostile.
^^^^
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I don't really compare We'll make it to COH, yeah they're both healing but activation requirements and effects are pretty different.
I'd actually compare wmi to BT, to which I feel wmi is actually better. Most people take bt but it really only beats out wmi when facing killers that are just face camping.
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Yes, the initial setup + heal takes longer than self care, but the following heals don't. Once it's set up it's still faster than self care. Having a team wide infinite self care that was faster than self care itself was too strong. Plus the healing still stacks, which means you'll still get fast heals when stacking perks and medkits.
All the Nerf does is make it to where you have to be a bit more tactful when choosing when and where to heal. And God forbid survivors having to be skillful in their gameplay lol.
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The game would be better off, and more horror like, if they found a better way for tracking instead of using scratch marks/terror radius and red stain.
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I think the red stain and terror radius take away from the horror aspect of the game in a major way. Getting to know where the killer is and what way they're facing at all times makes it feel more like I'm just in a game of tag. Other games have shown that there's other ways that tracking can be done without breaking the ambiance.
I feel it's a dated concept that made sense in the beginning but could easily be taken out or replaced without it doing anything bad to the game. I feel it'd actually make it more fun.
Why do you think so many people enjoy playing jump scare Myers?
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I would hate to see FNAF added in any form.
Putting aside the obnoxiousness of it's player base for a sec, it simply doesn't fit. I'm not a fan of Ringu or the American version, the ring, but it was easy to see how it would fit. Nothing from FNAF fits without just ruining any remaining atmosphere that DBD has left.
Here's what would happen if FNAF were to be added. You'd first see a huge surge of new players as the FNAF fans flock to DBD. It would make solo queue even worse as you have a huge surge of kids and players that don't understand DBD. It would also destroy the community as you now have a bunch of kids just flooding in. A huge amount of veteran players would leave because they don't want to deal with the FNAF fan base. At that point you'd see the player numbers even out to be about what they are now. Then the FNAF fans, all the finicky ones and the kids with short attention spans will leave DBD in droves as they find new games to play and/or realize that DBD plays nothing like a single player point and click game with jump scares.
At this point you'd see the DBD player base shrink to between 10k-20k a month at most. But most of the veteran players will have already moved on to other games and would have no real reason to return to DBD without major overhauls and major content dropping.
It's not worth bringing into this game. The amount of players not wanting it mixed with the amount of finicky players who would just stop playing soon after because it's not FNAF, would kill this game.
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They should fix maps first, then look to remove stuff. Just removing bloodlust right now in it's current state is a further Nerf to half the killers as a lot of them are basic killers with no catch up ability.
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It really depends. If I'm in solo q, I'll hop off the gen at 95% to get to a door to start opening it immediately. In terms of time efficiency and the smart play, letting someone finish the last 5% to give me time to get to a door and open it or 99 it as soon as the gen pops.
Now yes, if there's only two survivors left, it'd probably be smarter to crank out the gen first in some instances.
But if there's 4 survivors and I'm solo, I'm not gonna trust teammates enough to be on the exit Gates as the last gen pops.
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"horror legend" ๐๐๐๐๐๐๐๐๐๐๐๐๐๐๐๐๐๐๐๐
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Ask her if she can crush a watermelon with her thighs
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Just the diversity of licensed and original killers. It has the largest collection of horror icons in one place. It's probably the only reason I still play once a week. I get to play as some of my favorite characters and some original ones that I've grown to love over the years.
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I don't play a lot of precision killers, cause console
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The grind is actually one of the worst things about this game, and I play Warframe regularly, and that game is all grind.
I promise people aren't playing for the grind and it's a huge turn off for new players. Because it's a massive grind for the end result being to play how you're actually wanting to play. Perks can 100% change how you're forced to play the game. For example, if you're forced to use pop because it's your only slowdown perk you've managed to unlock, compared to if you had pain resonance or jolt. It means you either have to play around these perks, or have useless perks that you never get value out of.
I actually had an idea on how to eliminate the grind immediately, and forever.
All owned perks are automatically unlocked across all owned characters. They start at tier 1 on every character and go up to 3. Any perks you already have tiered up on specific characters stay that way. You increase the tier/power of the perk by using it. At the end of the match you gain points that go towards the progress of leveling up the perks you used.
This would give you access to the stuff you actually want to use and the playstyle you want. It would also incentivize you to learn new styles of play if you want all perks to tier 3 because you'd actually have to use them and learn to play around them.
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I think dracula/vampires, and characters like that such as werewolves, Frankenstein, mummy and stuff would be better suited for something like VHS. They just don't feel right for DBD at all.
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I have to agree that the current system is hit and miss. Some people it's easier, others it's harder. I've seen people play for weeks straight and never get past iri 4 due to the pip system. A system that's based upon skill determines another system that's supposed to be based on playtime. It makes no sense.
Add in the fact that just in theory alone, if SBMM worked as intended, nobody would get to iri 1. If you're a killer who has a "balanced match" where 2 die and 2 escape, you're not pipping at all in iri. Same with survivor. You could do 2 gens, 2 totems, save and heal multiple people to full in a single match and not pip.
There's multiple clashing systems that they currently have in place that need to be fixed.
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I feel like there's a lot of average and low tier killers that get reduced speed when using their powers and it feels kinda unnecessary. Like removing that aspect wouldn't make them op or even that much stronger than they are now just due to the nature of their powers. Instead it makes a lot of killers feel kinda clunky and makes some of their powers just pointless to use.
Like deathslinger, doesn't need a slowdown for raising his weapon. His movement gets slowed down already when aiming, and lowering his weapon was made slower. That already fixed the issues with his 50/50. Adding in the slow to raising his weapon was just overkill that took away the fun of his power, and made him feel clunky.
Freddy's snares. What's the point of slowing him to place the snares? It makes them pointless in chases when he actually needs them most. Because by the time you get them placed and chase the survivor around the loop they can just run through them and still be safe. They're really only helpful if they're pre set up before hand. But even then, he can't carry that many so pre setting them can be pointless as you could spend an entire match with survivors never running to one of your 4 pre placed snares.
Doctor's shock. Using his shock in chase is kinda useless most of the time. He gets slowed, it has a delay, and is subject to the survivors Internet connection. It just feels super clunky. Usually by the time you shock, and it connects, and you catch up, survivors are already around the loop again and at a safe spot. Making his anti loop tool kinda useless for anti loop. I'd remove either the slow or the delay. Wouldn't make him super strong because his power just isn't A tier, but would make him feel better.
Pyramid head. His punishment of the damned is really only punishing to him. You're slowed, there's a wind up time where survivors are given a noise notification, there's an outline showing where it's going, and a long delay before it gets there. Usually it would be quicker to eat a pallet, catch back up and then m1 them, than it would be trying to hit them with ability. Like there's no point in using that power unless they're like unhooking and you can time it right, or they're going through a doorway. Even then, there's still a high chance you'll miss. Just M1. Also it doesn't really make sense that you're slowed when dragging a sword through the ground but survivors aren't slowed when walking through a line of barbed wire and metal spikes.
My point is, there's a lot of killers that are unnecessarily slowed and it just makes them feel bad to play as. Which is sad, because most of them are pretty average killers that wouldn't be crazy strong just because of their powers.
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Only in custom practice matches, not in actual games.
I'd like having the ability to select 4 bots in a custom match. Even just the ones already in the tutorial. Those already don't react well to trappers power. The bots wouldn't need to react to every killer's power. Just need them to be able to run, vault, drop pallets, stuff like that. I don't want to earn BP from those matches, they wouldn't be used to replace actual people. But having just bots to practice things like nurse blinks or hatchet throws on would be fine.
I even had the idea to make it to where they have just wooden dummies set up throughout a map that you can practice on.
Hell even just being able to load into a custom match solo would be fine. I'll throw hatchets at a tree, that's fine. But right now there's no realistic way to practice with different killers. It's very unfriendly to new players.
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Yes don't ever cleanse ๐
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2824082#Comment_2824082
(cleansing totems is boldness points, not objective)
But I fully agree with you. And with boons being a thing now, survivors can't use the "but it takes tiiiime to cleanse totems!" when it takes even longer to set up a boon, and yet they do it over and over during a match. So it feels like "it takes tiiiime" was just an excuse to say "but I don't wannaaaaa"
Exactly lol
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@Okonar_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2824052#Comment_2824052
BACK TO THE MCMILLAN MINES
Also gave out a code for 50k BP... And they're totally looking into the grind that's steadily been getting worse for 5 years... Totally
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I don't think it needs changed.
1. You'd be removing the main points of the perk. Yes, it's the killer's only real second chance. But it's also also an incentive to cleanse totems. This would remove incentive to do them so survivors can just gen rush even more without having to be worried.
2. NOED already has counterplay, survivors just don't want to do it. They want to rush 5 gens in 3-4 minutes and escape.
3. The whole point is to give killers a second chance if they're having a bad match. That bad match could be because of anything from mistakes and missed plays, to bad map RNG with extremely gen efficient survivors.
Survivors already have a ton of second chance perks that can be used all throughout the match that killers are forced to play around with no ability to remove them.
NOED can be removed before it even gets any use. All it requires is survivors to do the other part of their objective. That's why you get objective points when cleansing them. Why should killer's only second chance perk be nerfed to reward survivors gen rushing even more, because they don't want to cleanse totems. Makes no sense
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Don't worry guys, they're having yet another blood rush coming up. That'll solve all problems
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But seriously lol
Fun is kinda subjective, but I understand what you mean. Stale gameplay added with the fact that survivors have so much to use now can become unfun.
Having to hit a survivor 3-4 times before you can hook them once isn't fun. Finally Catching up to a survivor just from them to lunge forward into another safe loop isn't fun.
Having 3 people run circles around you or body blocking hooks so that you can't hook anybody isn't fun.
The fact that killers really aren't threatening in the least and serve mainly as a speed bump/punching bag for survivors, isn't fun. Even playing as a survivor, just straight destroying killers isn't fun.
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Maybe try survivor? Or play civilization?
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I don't think NOED is overpowered. Cleansing totems is a part of the match, you're supposed to do them. They've even put in so many things to incentivize doing them. NOED, increased blood points, small game, counterforce which actually gives increases speeds, detectives hunch, better spawning for survivors to see them, boons ect.
If you decide not to do them at this point and get caught out by NOED at the end it's you're own fault.
I understand you think it's a crutch perk to make up for a killer losing a match, or playing badly. But so are a ton of survivor perks. Except killers don't get to use theirs all match. You have DH, DS, BT, unbreakable, soul guard, COH, adrenaline, sceptics, I could literally go on and on.
Remove all of those, then remove the only real second chance perks killers have.
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I wouldn't mind more RNG if this was actually a relaxed party game. It'd be super fun then. But everyone turning it into a competitive game, plus the added SBMM just makes any RNG unfun.
They already removed ranks. Take out the pips and SBMM, put in more random stuff happening, survivors tripping and stuff like that, and it could actually be fun again.
Right now there's too many conflicting mechanics going on.
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COH isn't horrible, the concept isn't that bad. But having a large team wide healing with increased speeds is a problem.
It really just amplified an already glaring issue in how fast you can heal. Even before boons healing speeds were getting ridiculous, adding this just made it worse.
Healing speed should be capped, especially self healing. The fact that I can heal myself in 6 seconds and still have perk slots filled with nothing but second chance perks, is an issue.
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Better balance, more variety in gameplay, less toxicity. This game and community are so toxic I had to go back to playing league of legends to unwind ๐
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Sorry, it's post Elden Ring release. Which means it no longer exists lol
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The amount of times I've been in a swf and been like, hey we should cleanse totems at the last gen because they probably have NOED, and my team doesn't do it just for them all to go down at the end when NOED pops is astounding lol I literally laugh as I open the exit gate and leave them all ๐
It's crazy that it has such an easy counter and survivors just refuse to do it despite knowing that it's a popular perk. You can't really complain that you chose to gen rush instead of cleansing a few totems and then dying to NOED at the end because of it.
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It just needs the distance removed. The problem with the perk is having so much at the press of the button. Add in the fact that there's so many perks and other game mechanics you have to play around as killer, but very few that you have to actually bait out or play around as survivor.
As killer you have to play around; DH, DS, BT, unbreakable, Sprint burst, head on, boil over+body blocking, body blocking in general, 360ing, flashlights, adrenaline, soul guard, boons, ect.. Almost all of which outside of unbreakable, they can use multiple times a match.
As survivor you have to play around maybe them having NOED, which is just cleansing totems to completely getting rid of it before it activates. Ruin, which involves either just committing to the gen or just cleansing 1-2 totems if they have it. And then DMS and pain resonance, which are both literally just countered by just letting go of the gen before they hook someone. Most of the perks that you have to play around as survivor are all hex perks that can simply be completely removed from the match.
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I was also a killer main that only played killer. Switched to about 50/50 when SBMM came out. There's actually quite a few things I learned.
1. Although not as easy as I originally thought, it didn't take me long to learn looping as a survivor.
2. Kinda have to agree that playing killer your build and choice of killer, as well as map rng can make or break your chances of doing well. Where as with survivor I have a lot more options without really feeling hindered. Even when not using meta perks. But using the meta perks I can see why killers complain. Having to hit someone 3-4 times before getting to hook them once can seem a bit much.
3. I don't get tunneled out or camped nearly as much as I thought I would. It still happens, but it's maybe 1 in 5 games, and it's usually because 3-4 gens are already done.
4. The difference in power at different stages of the match. At the beginning survivors really have all the power and control the flow of the match. But vice versa, if one survivor is killed at 4-5 gens or disconnects, it can feel very difficult to play. So I understand why some killers choose to go that route.
5. Windows of opportunity showed me how unbalanced and safe certain maps can be with how tiles spawn up. Being able to see 8-10 pallets and 4 windows in just a 32m area, that's a lot of safety to be used. Not to mention all the other stuff available on the rest of the map.
6. I never felt hindered as a survivor going to a certain map. I've noticed there's maps that certain survivors dislike due to personal choice. But I've never spawned into a map and been like, okay this is going to be a tough map to do well on. With killers you have certain killer/map combinations where you can't even use your power. It's made worse if you're playing someone like huntress or deathslinger where you have slower movement and don't even get to use your power. That's not something survivors have to worry about.
7. SWF does not mean good. I've played a lot of both solo and in a full squad. I've noticed that most of the time we don't even talk about the game unless it's to say we're in chase or if there's ruin or something. And most of the people I've played with still run kindred. Just because they're a team, doesn't make them good.
8. I've noticed a lot of survivors, even those on my team, that have decent or okay micro gameplay, meaning they understand how to work on gens, running certain loops, stuff like that. But they have absolutely atrocious macro gameplay.
9. Solo queue is bad, but not as bad as you think. Yes there's the DCs and people killing themselves on first hook, but it's not as common as bad as people say. But it does happen. But mostly it's the mindset and the expectation people have. They play with their friends, then go into solo queue expecting to be able to rely on other people or think that these random players are going to have the same skill set that they have, and they just don't. You have to change your mindset when going into solo queue. If your goal is escaping and pipping, it doesn't make sense to sacrifice yourself for that random person to escape. Can you save them and you both or all get out reliably? No? Then just leave. I see it happen a lot. Survivors will feed 3-4 kills over to a killer trying to keep them from getting a single kill lol it doesn't make sense.
10. Survivors complain, a lot. I've noticed this even with playing with a bunch of different people. There's about 10-12 of use that all play together. And they will complain non stop about how a killer is being sweaty, or they brought in a super sweaty build, when in reality they didn't camp or tunnel, and their build was brown or yellow add-ons with huntress lullaby, unrelenting, and like brutal strength or something. In reality they just played better. Some of these people I just won't play with anymore because they get super toxic as soon as they start playing, to the point where they'll just report people constantly. And there's tons of people like this. I remember playing one match where the killer killed 3 people and the last one was on death hook, and we were at 3 gens left. Like they just straight up beat us. The last guy, hatch spawn right next to him, so he waited on top of hatch until the killer arrived so that he could teabag him over and over and over again. When I asked why, he was like, "Because I want him to feel like ######### and know that I beat him." I was like, but we didn't lol we got our butts whooped. You got a pity hatch that RNG spawned in front of you I've even asked other survivors why they teabag at the exit Gates instead of leaving. They're like, "Cause we want him to know we beat him." Keep in mind, these are the same types of people that get mad when a killer hits them on hook. It just goes to show how toxic people in this community can be, and how they'll go out of this way to make other people feel like crap, just to ruin their day and gameplay experience.
11. I've also noticed that survivors don't understand the point of looping. Even I started getting into this mindset and had to stop myself lol it's contagious. They think they should be able to loop every killer for 5 gens and when they can't or if they go down quickly, they get tilted and start accusing them of being sweaty or of certain killers being broken. Even if it's something like nemesis or clown. Looping isn't meant to be a means for you to bully killers. It's meant to waste as much of the killer's time as possible. It's great if you can loop a killer for 5 gens, but if you're able to do that every game obviously there'd be a balance issues.
12. They killed the ambiance/atmosphere for this game, that horror element. I feel this much more as a survivor than a killer. It doesn't feel like an asymmetrical horror game. It feels like an asymmetrical action party game. And the more they remove the dark gritty atmosphere, and give aura reading for almost everything, knowledge of the killer's whereabouts at all times, the more it completely kills this once loved aspect of the game.
TBH there's not really anything that I felt was just weak when playing survivor. I stopped taking DS as a perk because I'd rarely get to use it. Maybe like once in 20 games. The only thing that could maybe be worked on is the difference in communication when in solos. But at the same time, more information would probably just take even more away from the horror aspect of the game.
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Bored mainly. Years of the same old thing with 0 real changes. It gets boring
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@FlameLickVA said:
Honestly the entire anti-SBMM argument comes off as toxic entitlement of "can't stomp lesser players, wah".
Like bruh its a game.
No it doesn't? As most people who complain complain because we're still getting babies, or people widely outside the range of who were supposed to be going against. Either we're facing babies or we have babies on our team and we're going against people who have thousands of hours. Which is the same thing that people were complaining about the emblem system. SBMM in it's current state just amplified the issue further.
The issue is adding a skill based system, a broken one at that, into a non balanced and heavily RNG based game. Check out what other games have SBMM, what do they all have in common? They're competitive based games with 0 RNG. Like COD, or league or any other game. The maps don't change. You know where you're going beforehand. Everything outside of loudouts and personal skill is the same at the beginning of the match. The game progresses based on skill.
In DBD you could be in a losing state at the beginning of the match just due to gen, survivor, hooks, and totem spawns. You could already have a higher chance of losing/winning just based on the map alone. That's not skill based.
Then you're taking this broken system and making changes based on the stats it gives you.
What they really shouldn't done if they really wanted SBMM in the game, is removed all RNG elements first, then balance it, then add in the SBMM. Would it suck without the RNG aspect? Yeah. But it just goes to show you why it doesn't belong in a casual party game.
We don't want to bully babies. We want fair and balanced. But right now it's not that
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@Ripley said:
Mandy also mentioned lobby dodging as one of the reasons why match-making isn't working optimally. I hope they address this and backfill with March update. I have zero motivation to play killer the way things are.
That's part of the issue yes. But the community has been telling them there's been issues the entire time. 6 months with no fix whatsoever. Most other developers would be all over it, and probably drop a hot fix patch before their next update. Especially if they spent 2 years developing it.
But we've everyone seems to have grown so accustomed to Behavior taking a year or even years, before they actually address anything.
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Spies from the shadows. The amount of times it activates, just for you to go over there and there's nothing there. It's like having a dog that barks at nothing at 3 am lol
Also devour hope, but not for the reason you think. Because every time you bring it, even if you have a full hex build, it's always the first one that goes. Every. Single. Time. ๐
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/311511/grade-progression-stuck-0
Grade progression stuck +0
Look at this thread. There is the explaination that grades are mostly still the emblem system. And that is a far superior indication of skill.
Yeah I've made a bunch of posts about that. Grades are still skill based. As killer, you can't grade up in iri if you only get 2-3 kills. You have to consistently get 3-4ks with few gens getting done in order to pip. Maybe early in like ash-silver it's time played, but once you get to gold and iri, you have to do well to pip. Which means you have to be skilled and be skilled enough to do it consistently.
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Yeah I knew it was gonna be a bad idea to implement it for a game so heavily influenced on RNG and chaos. But I didn't think they'd just, ignore everything and do it anyways. Silly me for having hope.
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People don't understand that it's not supposed to be a max stacks every game type thing. Pentimento mixed with Thana and plaything offers a lot of slowdown even without getting full stacks. If you do get it it's just icing on the cake. But the having to heal and cleansing totems constantly is a ton of just passive slowdown.
I actually really like playing around with the perk.
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No because the aura reading isn't that valuable. You already get a notification when someone unhooked, so how would getting information that they were unhooked lead to tunneling any more than people already do??
And usually how it'll play out is you'll hook one person, then go find another. Then one goes for the unhook. So you already know where 3 people are anyways. The only thing this will do will show you the last person, but since you're already in chase it'll be useless information
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Dead? No. Dying? Possibly and most likely. And I think that the coming months with different games releasing and a mass amount of people leaving for those games, DBD will need to have stuff worth coming back for. And I guarantee you that won't be with new licensed killers, or just new killers and survivors in general. It would require actual changes. They'd either have to adapt and evolve, or let the game die completely.
Based on how they currently are, and the fact that it was supposed to be temporary anyways, I'm pretty sure if it got to the point where the costs outweigh their ability to make money they'll just let it die.
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Because current DBD promotes those playstyles.
1. Right now if you do it properly, it's one of the most efficient playstyles to get kills with. That's why you see it a lot in tournaments too. Because even if they chase and apply gen pressure and do everything right that they could possibly do in a match, they could still lose with all 4 people escaping. With camping/tunneling, it takes a lot less effort and has a lot higher chance of securing 1-2 kills.
2. SBMM and the community created this false ideal that MMR matters. And since MMR is based on kills, they're doing everything they can to secure those kills. Yeah some matches it doesn't payoff, but the majority of the time it leads to survivors being too altruistic and you end up with actually 3-4 kills.
3. Some people get upset or frustrated. They load up in DBD to just chill on some killer and play fairly. Then their first 2-3 matches are nothing but them getting full swf squads that are only out to bully the killer. So after 2-3 matches of nothing but chain flashlight blinds, body blocking with boil over, and constant head on into flash bang stuns, they're frustrated. So they figure if everyone else is going to play that way, then so are they. They'll slap on their sweatiest build and start camping and tunneling to ruin someone's game like theirs was. And unfortunately the next match they happen to get the survivors who are just wanting to play the game normally and have fun. And it's just a repeating cycle of that.
So it's actually a multitude of people's faults. It's behaviors, the community's, the survivors who are out to bully simply cause they're bored with the game, the killer's fault for letting people get to them.
I actually like the campers and tunnelers and bully squads. Because if killers feel the need to do that, maybe there's an imbalance of power in the game, something Behavior needs to look at to fix.
If survivors feel the need to do everything they can to bully killers or mess with other survivors because they're bored with the same old gameplay, maybe Behavior needs to add more objectives or a new game mode.
The community as a whole is mad at the wrong people. Stop pointing fingers at the opposing side and start pointing them at the root of the problems.
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Trickster. I'm not a fan of kpop and everything about him is just boring. I refuse to play him.
Crow lady, her croaking is annoying and she just doesn't really interest me. I was originally hyped for her cause I thought she'd have more interaction with the actual crows on the map. But instead we got giant ghost crow heads for some reason? It was just a huge let down that feels uninspired.
And because I play on console I don't play a lot of precision killers like nurse, huntress, deathslinger, or spirit. Mainly because they face issues on console that they don't on PC. So a lot of the time you feel like just another m1 killer but much slower. Although I have started playing them more recently.
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Yeah... Look at twins. Probably the most unique power recently, left dead in the water. They don't even give skins for them.
And look at nurse, one of the most unique powers, left with bugs that existed for over 5 years before they even addressed them. Even then, she's currently disabled due to bugs.
Even if they wanted crazy unique power killers, the base system and code the game was designed on simply can't handle it.



