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AngyKiller

AngyKiller

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AngyKiller
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  • Sorry but I'm tired of seeing the same bullshit almost once a day:


    'It rewards failure!'

    No, it does not. The Killer has not failed just because 5 gens pop.


    'The Killer has basically lost!'

    No, he has not. He has not lost just because 5 gens pop.


    'Doing 5 gens is unfair!'

    The ENTIRE POINT of the perk is to get Survivors OFF OF GENS. It's an anti-'genrush' perk. Note: I put 'genrush' in quotes because there is no such thing; 'genrushing' is Survivors playing their goal efficiently. But the term serves for my point; It exists to slow down gen speeds by forcing Survivors to look for totems.

    It's a risk vs reward:

    1. You risk cleansing totems. Either your risk pays off & you stop NoED before it happens. Or you do gens and get smacked.
    2. Alternatively: You risk doing totems, and you wasted time because the Killer never had NoED.


    This perk literally has the most Survivor interaction of any Killer perk, in that they decide if it even activates, and have to be aware of it's threat in every match.

    And all Survivors can do is whine and snivel that 'doing totems is unfaiiiiiiir!' because they want to lick gens, flashlight-clicky, and twerk out the exit gates ASAP. So they invent lies and bullshit fail-state scenarios in order to push this false narrative that NoED is somehow this Uber Perk that gets 4Ks automatically when it activates.

    But I don't see NoED teleporting Survivors onto hooks. I don't see it giving Killers aura-reading or Killer Instinct. So I don't get how Survivors can gurgle 'It gives FREE KILLS!' and expect anyone even slightly intelligent to believe them.


    It's all bullshit and lies screamed every day until they actually start to believe their own false narrative, and then they scream LOUDER because they went from 'lazy liar' to 'It actually gives free kills! Just don't ask how!'

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797181#Comment_2797181

    Their position is declared to the killer the moment they come off the hook! What are they supposed to do against that?

    'They got caught', yeah, big ######### whoop when the killer knows their exact location. Who wouldn't be able to catch that?

    'Don't run then!' But then how do I make distance from the killer? They still know where the survivor is if you don't leave tracks, because they know the survivor can't be far. All they need to do is sweep the area and just kill the survivor when they inevitably find them.

    You are right on one thing ds was ment to be a tunneling perk. So, then why then do survivors who have it tend to use it in ways that encourage it insinstead.

    Because outside of an aggressive use, the perk is dead weight in almost all cases. Is that your balancing metric? Should survivor perks just be blank slots?

    That's the reason I say it rewards bad play because thanks to how long the timer is other than slugging and waiting for 30 seconds or so the killer has no real way to punish the bad play.

    You're getting a free down. Quit whining. They wanna waste half a minute lying on the floor, helpless, that's to YOUR benefit. You have no right to just slam your face into that perk and demand that it bends for you. Survivor perks are supposed to help survivors, not killers. You argument here legitimately comes down to "I should be able to fully ignore this perk".

    https://forum.deadbydaylight.com/en/discussion/comment/2786988#Comment_2786988

    It may take a bit of time, but frankly until the gates are opened time is on the survivors' side

    That depends on the killer's performance. Put out enough pressure and time absolutely isn't on survivors' side.

     Blight? Definitely going to make sure there's no dull by the time my team does the last gen.

    Case in point. A good blight is definitely going to punish you for wasting time on five dulls on the off chance that he's carrying NOED. Remember: You're not guaranteed any return on investment for clearing 5, and if you miss one, you get even less.

    Devour Hope at full strength is about as powerful, I would say, however the fact that it isn't just locked to after 5 gens are powered, and can be up for a large part of the match itself makes it far more powerful. Yet somehow even with 5 stacks survivors are still able to find the single lit totem to kill it, even through they would have less map knowledge by that time.

    Devour Hope is not up for most of the game either, though, and it can be demolished with just one totem, before it becomes a problem, and there's a near guaranteed return on investment for doing so. It's much, much, MUCH easier to find one hex totem than to find all five dulls, especially in regards to the solo/swiffer dichotomy. You can easily clear a single hex by yourself. Doing five dulls by yourself is going to seriously set your team back, if you even succeed.

    The cost is playing a perk short for most of the match, for a perk that may be prevented from even activating.

    This is something that people need to realise too: The only way you don't get any value out of NOED is

    A) It gets cleansed the moment it comes online

    OR

    B) The fifth gen is never completed.

    If the fifth gen pops and NOED doesn't fire? You got about as much value as you could've gotten had all four survivors run No Mither into your Thanatophobia.

    It is almost impossible to not get value out of NOED. The value will differ, sure, but you're going to get something out of it. If it doesn't fire, it slowed the survivors down about as much as a sixth gen would've. If it does fire, you get the movespeed boost. And if you get a hit on a healthy target before they cleanse it, you got the instadown.

    At worst, it's a single exposed down (Haunted Grounds, anyone?), at best, it can turn a dead loss into a 4K.

    NOED is a strong perk with unfair counterplay.

    I'm not sure where you are getting the idea that I am out here bashing people for using DS

    When did I say you did?

    NOED is a strong perk with unfair counterplay.

    Oh no! Being able to TURN OFF AN ENTIRE PERK by doing 5 or 1 totem is SOOOOO UNFAIR! 😥

    Survivors won't be happy until they remove anything that can kill them. This statement basically proves that. Clearly, having to do totems is 'unfair' because Survivors want to lick gens and twerk out the exit in sub-5 minutes. Anything that stops the genrush is just automatically 'unfair'. Boo-hoo. 😭

  • Boil Over is broken at 25% for a 3 inch drop. Killers can't even shortcut the basement stairs.

    The change is proper balance, not a nerf, and it's easier than reworking every single map just so Survivors can have their 20th second-chance perk to pick from.

  • Waiiit.... @MandyTalk @Rizzo90 @EQWashu How did WeenieDog and I post images?

    I know I did not do anything except post it, and I'm guessing the same for them, so the image ban should be in effect. Like, we did not try to dodge it, so if we found an oopsie, it should probably be fixed. 😨

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797425#Comment_2797425

    But I could swear (might be another Mandela effect) that I have seen people who DCed out of spite in the after game chat berating me for pure life choices and playing killer. This might have happened because they just left the match instead of having actual problems with their internet connection.

    I'm not sure how they do that; maybe they lag out on purpose?

    I've had people 'DC' against me and scream *Angry Survivor Noises* in end game chat. I don't know how, though.

    But still; that doe snot change the fact that no system can tell the difference between a ragequit and a crash. To the servers, both are the same thing; your connection/game stopped replying to data sent. It would be like...If you were on the phone with me and then hung up suddenly; I can't then ask you why you hung up because you're no longer on the phone. There is no longer a person (the game) for me (the server) to query.

  • There's not a program or machine invented that can tell the difference between a DC and a crash.

    To the game, and to every internet-connected system; you just disappear. Crash, power outage, ragequit; it's all the same; it's all your connection goes away.

    Until we invent a system that can read your mind; that's all it can ever be. How is the game supposed to know THIS DC was your power going out and THAT DC was you unplugging your PC or router?

  • @Marc_123 said:

    Wouldn´t work.

    People want to DC - sadly. Because "no fun".

    They don´t get why they don´t.

    True but it achieves it's 3 goals;

    1. It keeps struggling on the hook as a risk/reward
    2. It removes hook-ragequits
    3. Now, whatever way a Survivor uses to quit; it's reportable.
  • @Warcrafter4 said:

    I don't think anything can be done about it because if they can't give up on the hook they'd just run to the killer and get them to hook them to death.

    Its a community issue not a game issue at this point.

    @darksouls3600 said:

    https://forum.deadbydaylight.com/en/discussion/309340/how-to-fix-hook-induced-rage-quits

    Then the players will just AFK, and if someone needs to leave the match for X reason and don't want to DC? Unfortunately there's no turn around for rage quit or simply quit for some reason.

    Yes but AFKing or running TO the Killer to lose are reportable.


    @Brokenbones said:

    The problem is, your suggested changes affect people trying to unhook themselves but not those trying to 'leave' a match.

    People who don't want to play a match anymore and don't want to DC will just become dead weight regardless. Like the changes won't suddenly make them want to keep playing if you get what I mean

    Those who are determined to get out of a match they aren't enjoying as fast as possible will just end up going AFK or smth like that. Nothing really changes

    Same; afking is at least reportable, which hook-quits are not.

    And it allows peopel who want to play to attempt the hook knowing 2 things:

    1. They can still be saved; they are not reducing their timer or pressuring their friends.
    2. They will take longer to heal for a bit.

    It's in no way BAD to try; it just changed what the punishment is, and makes it so those who want to quit will be reportable.

  • @I_am_Negan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2796776#Comment_2796776

    Whatever it's just an idea but, like always someone has one on here and someone has to come along and ######### on it because how will I kill anyone if I can't camp.

    Yes, my reply was totally because I selfishly want to camp, and not because it was a terrible idea. Sure. 🙄

  • @I_am_Negan said:

    A Time out box would end the camping gameplay. After they get hooked they go to the time out box.

    The survivor gets released 2 ways

    They served their time or another survivor helped them get out.

    Oh good, and so the Killer can't secure kills because it literally lets the Survivor go after a set time?

    Sure; lets enforce the 12 hook idea while Survivors have 16 second chance perks per match, plus 5 minute gen speeds. Great way to chase away every single remaining Killer, this.

  • Dude posts extremely broken & abuseable ideas, then claims anyone with a Killer PFP is Killer-sided in an attempt to dismiss their opinions.

    Looks like a Survivor main to me. 🙃

  • Developers: *Add a Hex that requires cleansed totems*

    Also Developers: *Add Boons, so Survivors no longer cleanse.*


    And people wonder why Killers are leaving. 🤡

  • @latigresa said:

    Good teams cleanse NOED. The problem is that survivor perks get nerfed all the time. NOED is the 1 perk that survivors have complained about for years and the only change was making it into a hex. If NOED was a survivor perk, you would see it nerfed to only work if 5 totems are standing for 30 seconds until you get a down.

    Your first mistake is thinking 'the Survivors complain about it' is a valid reason to nerf it.


    A Killer can't deactivate DH, CoH, or DS before they can be used. The Killer has to play around them no matter what and can't literally turn them off for the entire match.

    NoED can be deactivated before it's ever used and can't be reactivated.


    Dead Hard: The Killer can't do anything but 'bait it out'.

    CoH: The Killer can snuff it, but Survivors can relight it infinitely.

    Decisive Strike: The Killer can't turn the perk off. He either has to eat it, or wait it out.


    NoED: Survivors can cleanse all totems before it activates. Or cleanse the totem it activates on. Killers can't re-Hex it or rebuild Cleansed totems.


    It's almost like you can't compare them, and anyone doing so is making a bad faith argument.

  • Killer: *Uses a combination of end-game perks.*

    Survivors: It's an exploit! Remove it!


    I swear, people are just straight up crying for nerfs to things that kill them, at this point.

    The Killer makes a build that only works in the end-game and, because it works, it has to be an exploit? Such entitled thinking.

  • @Smeagolthevile said:

    I'm sorry to tell you, standing next to the hook and staring at the survivor, giving other survivors literally 0 chance to actually unhook even if they try outside of swf bullshit, is toxic. But continue with your bad faith arguments, this forum is full of them

    Oh yes; me trying to get kills and 'not letting Survivors unhook' is toxic? How entitled are you to think the Killer HAS to allow unhooks or he's toxic? 😂


    This just in: Killers HAVE to allow unhooks or they're toxic! Survivors demand Killers stop trying to win! Killers winning is now toxic!

  • Except literally the only people deciding the sliding is a 'bug' or 'exploit' are whiny Survivors so it's less bias and more 'the truth'. Sorry if you can't handle that.

    Maybe Survivors should be less whiny and I'd stop pointing out how much they whine.

  • @SuzuKR said:

    McLean (Blight's creator): I want Blight to be able to pick when to slide or slam

    McLean: [Makes his Rush collision detector have 2 components, the second of which uses the camera angle to determine the collision size and thus whether he collides or slides]

    People: "This is clearly unintentional."

    You mean:

    Survivors: "This is clearly unintentional. Devs, fix it because we hate it."

  • Sure, and then people start reporting because their feelings got hurted by the meany other players. 😥


    Insults, threats, and racism? Sure.

    But anything else is on you if you THINK the opponent is BMing you. And it's not their fault if you attribute your fee-fees to their actions. Just looks at every survivor screeching how slugging is ALWAYS a BM because it made them feel 'the sads'.


    Horribly stupid idea.

  • @Smeagolthevile said:

    I am not speaking of endgame camping. I am speaking face camping throughout the match, and you know that.

    What is your goal with making this bad faith argument?

    Because sometimes camping during the middle of a match is ALSO a valid strategy, and no mechanic in existence could differentiate between 'toxic camper' and 'needed to apply pressure', and 99% of all 'face-camping' threads boil down too 'I want easy unhooks, make the game give them to me. Me losing is toxic.'

  • This was actually tried, just how you describe it. Guess what? Survivors abused it.

    They would stand out in the open, in opposite directions. If the Killer chased 1, #2 would go for the unhook. But slow enough to move away if the Killer doubled back.

    So the Killer was forced to camp, or start a chase miles away from the hook & allow an unhook. Which was a bullshit lose/lose scenario Survivors could literally abuse at-will.


    So it's not happening. This result is why all 'punishment' threads are bad and there will never be a punishment; because Survivors will abuse and exploit the hell out of any mechanic they can for every inch of advantage.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794807#Comment_2794807

    Yes you are, since you refuse to get rid of all bs from both sides.

    I was unaware I'm a hypocrite for disagreeing with you. Clearly you know what that word means. 😂


    @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794807#Comment_2794807

    You are not person who will tell me what is wrong or not.

    Your objective is stopping survivors. If they finish generators, this mean they are close to escape. But you can still stop them, game is not over on this point. BUT! Noed should not give you kills here. It is bad design like Dead Hard. This is my opinion. It is not wrong to me. And i don't care if it is wrong for you. You are not important person for me.

    And i am not even survivor main lol. You are wrong here. I am killer main and i am enjoying with killer more. And i am playing killer. Actually i was playing killer more, after CoH playing killer is almost imposible. So i stopped DbD, i back for event and probably i will stop after event.

    https://forum.deadbydaylight.com/en/discussion/comment/2794811#Comment_2794811

    2 kills 2 escapes are pretty bad balance, i don't wanna talk about it because we are talking about NOED. I already told why i don't like NOED. Because it is crutches perk for killers. And survivors have same type perk too. I don't want to see this type perks.

    Your objective is stopping survivors. If they finish generators, this mean they are close to escape. But you can still stop them, game is not over on this point.

    Correct.

    BUT! Noed should not give you kills here.

    Why? Because Survivors said so? Why should it not give kills after the 5th gen pops, other than 'Entitled babies say so'? There's literally been 0 valid arguments. Just 'Because Survivors say so' and 'Survivors invented a bullshit win-state called "5 generators popped".'

    No one has ever come up with a valid reason why NoED is bad, or OP, or 'unhealthy 🤪'. Just 'Because Survivors have 'basically won' at 5 gens', which is bullshit. And 'The Killer has lost at 5 gens' which is, again; bullshit. And 'The Killer has basically lost' and can you guess what that is? That's right! Bullshit!


    NoED is fine. The only 'flaws' are garbage baby, whiny Survivors invented, like false win/lose states to claim 'It rewards failure' or 'Survivors won at 5 gens'. But I've never seen the game end when the 5th gen pops. Weird, huh?

    It's almost like Survivors ONLY WIN when they LEAVE THE MAP and no earlier. Imagine that. 🤔

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794785#Comment_2794785

    End game or during the trial... never saw any other perk that turned the tide for a killer that was getting his ass kicked before the perk entered in action. That says it all.

    https://forum.deadbydaylight.com/en/discussion/comment/2794774#Comment_2794774

    Please, don't be such a hypocrite. You're criticizing about survivors what you deny about killers.

    I'm not being a hypocrite to point out your hypocrisy over whining the Killers have ONE 'second chance perk' while Survivors get 4 per Survivor. That's not how it works.


    @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794727#Comment_2794727

    If you lost 5 generators, yeah this was bad play. NOED should not give you kills. If you are skilled, you can get more kills. Game is not over yet. But NOED should not give you kills, simple. Bad design.

    But ofcourse you will defend NOED, what a surprise.

    Wrong. Your OPINION is that the Killer has 'played bad' because 5 gens popped. You invented this arbitrary point (5 gens) and decided 'the Killer played bad' and now think this is actually enforceable.

    Typical Survivor main entitled whining; they think they can invent rules and actually enforce them.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794725#Comment_2794725

    I have never seen any other perk allowing a killer to come back, after getting outplayed all game, other than NOED. No other perk ever. So, continue to pretend that NOED doesn't give too much.

    And yet Survivors have 16 'come back' perks in every match and this is fine. Double-standard harder. 🙃

    Also, the Killer is not 'getting outplayed' if 5 gens pop. This is not some magical goal line. The 5th gen popping is the same as the first; it's just a step to escaping. Survivors have not won, or 'outplayed' the Killer, just because a 5th gen popped.


    Survivors babbling the same nonsense they always babble to lie about NoED.

  • @bledd said:

    DC after someone else has DC shouldn't be a MM ban..

    SWFs would abuse this. They'd rotate who's DCing so the rest of the group could DC without penalty. No.

  • @Barbarossa2020 said:

    I think the opinion of it is that its a rage perk.

    I mean that you can play a game flawlessly as a surv then die at the end, But my counter to that would be, that there are to many variables that go into a game, map/killer/perks then you can drill deeper and say gen and totem placement that would never call it fair.

    Do any of the second chance survs perks reward bad play? i would say all of them, You don't need d.s if you dont get hooked, you dont need b/t if you don't get hooked, you don't need d/h if you can loop.

    Do they not reward bad play?

    Is Noed counterable? yes, it just requires more than just gen rushing. tbh it's a 50/50 perk, sometimes useful other times like most hexes wasteful.

    I mean that you can play a game flawlessly as a surv then die at the end

    But you did not play 'flawlessly' because you either ignored bones, or were pressured off bones.


    @MikaelaWantsYourBoon said:

    It is like Dead Hard for me.

    You are winning chase and then survivor is saying "No, bud i have Dead Hard. We will loop more."

    You are winning game and then killer is taking it from you with NOED.

    NOED is bad design. Perks should not reward bad plays. Before i get what aboutism, yeah survivors have Dead Hard and it needs to go as well.

    Perks should not reward bad plays

    What 'bad play'? The bullshit '5 gens popped so the Killer basically lost' lie?

    You lost game, you failed to stop survivors. You should not get kill because of NOED

    No, you did not. You did not win because 5 gens popped. The Killer did not lose because 5 gens popped. This is false. This is a lie. You are wrong.

    '5 gen popped 🤪' is stupidity Survivor mains invented to pretend NoED has flaws. Stop it. Saying this is a lie. The Killer has not lost until Survivors cannot be killed. End of story.

  • @GeneralV said:

    I don't think people really enjoy it.

    I mean, there might be one or two players who somehow do like it, but in general tunneling is either done for toxicity or necessity.

    I've never tunneled to be toxic, but I've been called toxic for tunneling.

    It's almost like players on either side will project their feelings on their opponent in an attempt in invalidate the win and, more importantly, their own loss. (IE: I did not lose because he was being TOXIC! I would have won if he played normally!)


    The only problem with this is that this game has the odd, distinct honor of either side thinking they can change how the other plays though shaming, name-calling, and gaslighting.

  • @BenihimeWrath said:

    If the player is solo queue then I don't see any harm in showing them the killer's perks before the match ends. Like what are they reasonably going to do once that information is revealed? Somehow message the other players mid game to tell them this information? That sounds ridiculous.

    Literally exactly that. It's as easy as taking a screenshot and PMing another player, on Steam.

    No need to give Survivors yet another way to cheat; they already have voice-chat and stretched res.

  • Remember: Killers are at fault for Survivor's fun, and must not try to win in any way considered 'unfun' by even ONE Survivor player! Be sure to brush up on your Survivor Rulebook For Killers 456876th Edition!

    (All proceeds of buying a Survivor's Rulebook go directly to Survivors needing to finish their 4 META perks so they can t-bag and clicky-clilcky out the exit gates in their 4-man SWFs!)

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792896#Comment_2792896

    Once again, how do you imagine him telling that to his teammates while he is playing SOLOQ? Do you know what soloQ is? How is it abusable by solos?

    Because friends can lobby dodge to get into the same match, and thus be 'soloQ's while on discord with each other. How is that hard to understand?

    People will cheat in any way they can; voice comms, fake-soloQ, stretched res. You don't make it EASIER to cheat. Thus; perks are hidden from EVERYONE.

    1. It's not possible to 'get rid of hackers'. Every time a company updates their anti-cheat; hackers will find a new way to overcome it. Nothing is flawless. It's an arms race between cheaters and programmers.
    2. No. Hell no. Disabling disconnects would make the game unplayable. The second someone starts to lose; DC. Every time.


    Edit: Typos

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792303#Comment_2792303

    Lol, I know my fallacies, now you're resorting to ad hominems too.

    Clearly you don't, but keep doing you.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792276#Comment_2792276

    The game should be oriented towards FUN for both sides.

    Do you see me complaining about Legion's tracking ability? no. But Doctor's AOE Reveal scream is so stupid, plus it adds stacks and when you reach 3 stacks you can't even use pallets anymore. So first it breaks hide and seek component of game, and then it breaks the chase aspect. IMO Doctor needs a complete rework so he's not such an anti-fun toxic killer.

    You keep saying the game is about 'hide and seek'. People have told you, yet you ignore them; the game has not been hide & seek in freaking years.

    So you're whining about a Killer not fitting YOUR view of the game. A view that's been outdated FOR YEARS.

    Let it go.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792293#Comment_2792293

    Again, that's whataboutism. "What about all the survivors that complain I camped and tunneled them?" They're not the original poster in this thread so who cares? It's not relevant.

    And yes, the killer they're describing in the post is being a toxic moron. And I'm saying that as a killer main.

    Jesus. At least learn your fallacies before accusing someone. You'll actually look less ignorant.

    I did not do whataboutism. I only used other Survivors as an example to my position when you accused me the first time. I was reading between the lines, whereas you're taking them as face value and then defending them.


    To anyone actually intelligent; it's obvious they're doing what most Survivors do; accusing the Killer who won of toxicity, because they lost. No ######### whataboutism involved.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792283#Comment_2792283

    Here's what you actually said

    I was saying the OP was whining because they felt bad for losing & decided the Killer should be punished via 'He BM'd me!' excuses.

    Where in all of that post you just made did they complain they lost? The killer was being a jackass to both them and another survivor in the same match. It has nothing to do with "losing", they're not complaining the killer downed them or won the match.

    Because it's glaringly obvious they're salty they lost, and decided to blame 'BMing' so they can scream for reparations.

    Do you know how often I get accused of camping, tunneling, or slugging in end game chat, even if I NEVER DO THAT? Survivors will literally blame the Killer for being 'toxic' instead of admit they got out-played. This is just more of that.

    They're angry they lost, so now it's the Killer being toxic. Because toxic Killers did not deserve the win, so their ego can be soothed while they scream to ban people.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792259#Comment_2792259

    Except none of that is true if you read their post.

    This trickster thought it would be funny to spam knives on hooked survivors, reload them from a nearby locker and then do it again and again until they die.

    Whining that the Killer BM'd. This is the exact same as Killers whining about Survivors twerking in the exit gates. Suck it up.


    the killer thought it would be funny to watch me crawl all the way across the map to the open door just to pick me up at it and throw me on the hook and then proceed to spam throw their knives at me like they did the other survivor

    Whining that the Killer BM'd. Same as Killers whining Survivors twerk behind pallets or at the exit gates.


    Killers that do this in game shouldn't be allowed to play it. A line has to be drawn.

    Oh yes; Killers hurting Survivors feelings MUST be banned! Because Survivors demand it!


    Spam throwing knives on hooked survivors who can do nothing is toxic

    Watching survivors crawl to a door a mile away just to hook them when they get there and spam throw knives on them is toxic.

    No more toxic than Survivors twerking for no reason. Can we ban Survivors for clicky-clicky flashlights? That's toxic, too!

    Or does this only work when Survivors feel bad?


    They could've picked me up long before that but decided to waste my time and hold the game hostage knowing my only other option was to disconnect

    Except OP could still die, so 'hold the game hostage' was usual Survivor main truth-bending to demand Killers get punished. Being toxic is not bannable, holding the game hostage is, so OP claims it's something worse to scream for punishments.


    Killers that do things like this should be banned from the game.

    Once again; demanding Killers be banned for hurting their feelings. Because Survivors demand second-class Killers be proper little servants and never anger their overlords. And never win. And never pick certain Killers or perks.

    Basically 'Don't make Survivors unhappy, for they shall call for your banishment.'


    So in what way was OP not whining? Because it all looks like whining to me.

  • Has anyone else noticed every 'Unfun mechanic' is literally a masive Killer nerf? Nothing Survivor-nerfing in that list at all.

    Almost like OP just wants to scream to remove Killers who kill them. Huh. 🙃

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792248#Comment_2792248

    Whatboutism. Other people being a-holes as survivors doesn't excuse someone being an a-hole as a killer.

    There was 0 whataboutism. I was saying the OP was whining because they felt bad for losing & decided the Killer should be punished via 'He BM'd me!' excuses.

  • No. The Survivor already gets extra time to wriggle because the Killer has attack cooldown on misses.

    Plus extra time to wriggle if the Killer HITS a survivor because of attack cooldown on hits.

    And now you want free wriggle if they miss, on top of attack cooldown that already exists? Nope. Way too broken. Your idea would mean the Killer either has to be body blocked, risk missing, or be slowed on on the hit.

  • Rofl. You could still die, so the game was not being held hostage.

    Also; oh no, it hurt your feelings to be hit on the hook! It's almost like Survivors whine that anything is a BM because losing hurt their feelings, then demand Killers be punished for making the sad feels. 😥

  • @Smeagolthevile said:

    I really dont get the argument of 'survivors will just run around the hooks and swarm the killer' like... let them. That means they arent doing gems. Hook someone, let the survivors do what they will with them. Just because they unhook doesnt reduce the amount of progress toward a sacrifice.

    Like yeah, as a killer it can be frustrating to get swarmed by survivors in a swf but a hook is a hook. Hook them and walk away, thats all there is to it.

    Because all it takes is ONE Survivor to 'swarm the hook' to activate the bullshit punishments Survivors invent. While 2 Survivors pound gens.

    This is not theory, either; this is, literally, what happened every time punishments were tried. Survivors abused the hell out of them for personal gain.

  • @KolbyKolbyKolby said:

    I mean he constantly throws a fit because he doesn't understand how the game works and rages because he loses due to his own mistakes, so it fits the bill of the killer mains here.

    Funny; I always see Survivors screeching about NoED, camping, slugging, tunneling, demanding Killers 'play fair' and 'Stop sweating for the 4K' and 'Be happy with the 3K'.

    There's a reason the 'Survivor Rulebook' became a meme, and it's not because Killers complain.

    But sure; I guess, in your fantasy world, Killers rage more than Survivors. Just don't confuse your fake world with reality. 🙃

  • Devs say it's cheating but it's almost impossible to know if someone's using it.

    It would also, literally, take maybe 2 hours of coding to fix, and then push it into the next hotfix or update. Don't know why they don't.

  • @RainehDaze said:

    Your enter key broken, mate?

    @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791371#Comment_2791371

    Oh boy if 6k posts scares you just wait till you see some of us

    (Also, would it kill you to use paragraphs in your OP because good lord is this a slough to try and read through)

    image.png

    Memes. 😎

  • Ignore that 'Killer sided' comment. It's factually wrong.

    The Exit Gates are random; they can spawn close together, which helps the Killer, or so far apart that no Killer can patrol both on their best day. It's RNG.

  • @Sally_S_gay_son said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790708#Comment_2790708

    If the killer is in a chase with another survivor near a hook it would it should not activate then, since that's a survivor making a mistake and looping the killer around the hook instead of trading.

    Anyway, it really seems like most people are so fixated on their negative experience against coordinated SWF who will pop all the gens regardless.

    I would love to witness your solo games where the killer is looped for 5 gens and everyone is a comp level survivor who spreads out in a perfect triangle across the map to do the gens while the 4th person loops the killer and pre-drops every pallet.

    In practice, and in most cases killers will camp for one reason to another at the beginning of the match and the time the other survivors have to complete the gens is simply not enough, esp if Noed No way out, remember me, rancor and what not is added to the mix.

    And that's in the scenario where people will just sit on gens. In other cases, if someone goes for the rescue and then the camped person is still tunneled out, that's even more time wasted and not enough time to complete the gens.

    I am aware that this game is survivor sided in lot of aspects since I play killer myself, but it's a fact that Killer can abuse this and have a guaranteed kill, while there is not a single strategy as far as I am aware that guarantees you escape as a survivor that can be abused like this.

    I am also all open for Killers getting buffs to compensate this AND even gens taking longer if there is no camping involved, but face camping at 5 gens is something that should be addressed and anyone who does feel like it's a problem never plays Survivor / Solo q.

    If the killer is in a chase with another survivor near a hook it would it should not activate then, since that's a survivor making a mistake and looping the killer around the hook instead of trading.

    Once again; Proximity punishments WILL NOT WORK. Survivors will just stand outside the proximity, thus forcing the Killer to pick between giving away an unhook, or giving free gen speed bonuses.


    Proximity-based punishments were tried. Survivors abused them. They. Are. Not. Happening. Ever.

  • @ThePolice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789695#Comment_2789695

    You only have about 2 mins to do gens over 3 survs

    so 3 gens = 80 seconds (about)

    2 more = 47

    already that’s OVER 2 mins if you do gens optimally AND you’ve gates on top of this and I didn’t even mention time taken to travel between gens, gates, etc

    Yes but it also takes the Killer anywhere from 30 seconds to a minute and a half to chase, hit, chase, down, pickup, & hook a Survivor. So factor that into your two minutes.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772704#Comment_2772704

    Don't worry, the developers will cater to the Killers by making it worthless, like Boil Over, Lucky Break and Decisive Strike, while completely forgetting about Dead Man's Switch and NOED.

    That would be one of the 5 times they've catered to Killers, as opposed to how they cater to Survivors with every update, huh?

    Could not even add a QoL change to struggling without giving Survivors a reward for it.

    1. 1 Survivor would loop the Killer near the hook to get that 50% speed boost while 2 others do gens.
    2. SWF groups would sacrifice SoloQ's hook state to get this speed boost. This would make SoloQ even less fun, as they are forced to 2nd stage to benefit SWFs.
    3. Camping is sometimes the right call. This punishment ignores that fact for a blanket buff to Survivors, no matter the reason the Kiler is camping.
    4. Every single 'punishment' for Killers has been horribly abuseable. Stop it.
  • Someone was posting actual gore of actual human beings. Death and dismemberment kinda stuff. 🤢🤮

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