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Avariku

Avariku

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Avariku
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  • sadly there isn't much to be done about it... this game is filled with super toxic players... remember names and try to avoid them when you can.

  • oh no, I never meant to imply people HAVE to let others go... just that it's nice to run into the occasional killer who will see that the team is already screwed, so giving a little handicap to someone every now and then isn't a game ending thing.


    besides, I didn't "let them go", I gave them a sporting chance to escape... they still died though. xD

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/652573#Comment_652573

    You're not forced to let survivors go, but if you can afford to, think about it!

    This is why I 3K a lot as Nurse because it doesn't matter if I 4K, I already pipped. :)

    not sure why you tagged me, I didn't say "forced" to let anyone go... its a nice gesture though.

  • treat others the way you want to be treated.


    does it sound like it would be fun to be the unfortunate one who gets found first?

    you screwed up and didn't loop effectively so you got hooked. Your teammates are running around doing nothing while you dangle and the killer keeps circling back to you off and on.


    you're almost to your second phase when someone finally unhooks you, unfortunately, the killer spotted them and made a bee-line for you.

    your feet hit the ground and you're hit immediately, strung up on the hook again before you can say "Cmon maaaaan"... now you're tapping away while the unhooker is chased...


    someone finally comes to free you, unfortunately this time, the killer just finished hooking the person who saved you last time and is right around the corner... you have enough time to run to a pallet, but you're hit before you make it to the other side... hooked again... and you're dead.


    barely any BP, didn't even really get to play...


    is it entirely the killers fault? no... is it entirely your teammates fault? no... it's just bad luck and bad plays and bad timing... but this whole round has just been annoying.

    it's not going to be a guaranteed loss if you let that survivor run off while you punish the unhooker...

  • I commonly let survivors go, usually 1-2 per match, so long as they aren't cocky little flashlight clickers who teabag after every single no-stun pallet drop.


    last night I had a round, playing as spirit, running - Hex: ToTH - Hex: Haunted Grounds - Hex: Ruin - Surveillance... and the survivors wasted SO MUCH time trying to break one totem, eventually using a tag team to body block while they broke it.


    lucky for them it wasn't haunted grounds, lucky for me it wasn't ruin. But long story short, they got decimated. When I had the last two down, I hooked one and noticed it was her very first hook... so I picked up the david and juggled him right next to her hook until he broke free.

    I let him unhook and I phasewalked to the other side of the map.


    they still ended up losing, but I got messages from both of them thanking me for giving them a sporting chance.

    playing nice doesn't guarantee a loss, and sometimes giving someone an extra chance can go a long way to making the game better.

  • pig needs a buff, but they have to be careful about what they do or it'll end up OP.


    I definitely think the RBT are barely worth putting on these days.

  • if a killer sacrifices three survivors and does not pip, it's likely because they're doing something wrong.

    (unless in red ranks)

    kicking gens/breaking pallets, hooking survivors and making sure they can get unhooked so that you can get another hook, slugging when necessary, picking three gens early on to help the survivors 3-gen themselves.

  • ahhh, okay, that makes more sense... yea, as a michael I could definitely understand hating it... but not as stealth killers in general.imo

  • the fact that you hate getting the swamp as a stealth killer confuses me... that's one of my favorites when playing wraith or piggy.

  • are they frustrating? yes... but if you're wasting all your time chasing a survivor through one of those then you're not doing your job right...

    a survivor can not stay in an infinite loop AND contribute to the game. (some have generators, but not all, and if you let that one pop early you'll have an easier time later on.)

  • I can only operate on the information provided and personal experience, both of which indicate a survival rate well below 50% and constant frustration...


    unless the devs would like to give us some new data, which would be lovely so we can see how things stand after the EGC implementation.

  • DC's at the start of the round causing games to be even harder on the remaining survivors definitely would skew results... but those still occur now and only add to the misery of playing survivor in general.


    regardless of that, however, the stats still clearly show that 4k's are a bit too common. IMO 2k should be the average... and it's definitely not.

  • yea, but people don't often DC when they were about to make it out... so those DC's likely would have been losses anyway.

  • Yea, the stats took your rank AFTER the match into consideration instead of before... thus it threw off the numbers.


    Peanits has confirmed that multiple times.

  • I definitely believe survival rates in red ranks are higher... I won't deny that, but I have no idea how much higher they are.


    (I main killer and have been on the recieving end of the flashlight, totem breaking, teabagging, though I don't see that anywhere near as much as this forum would make it seem)


    even if that is the case though... having one rank being rough on killer and every other rank rough against survivor still doesn't seem like a very good balance.

    x.x

    I honestly don't see how anyone can main survivor these days unless they have some ridiculously highly skilled friends to play with.

  • ya know... I can sympathize with the killer, but when I see so many killers in here whining and complaining about the game and saying they shouldn't bother playing a round like that...


    I wonder how many of you sit there and tell survivors to just suck it up and deal with tunnel/camp/mori or constant 4k's... the hypocrisy is painful around here.

  • yellow mori is pretty much the only mori that doesn't give you an "easy game"... you legit have to earn that kill.

  • Being based off TR would be a bit much.

  • even if it is, it'll be nerfed after the killer outcry like MOM... but honestly, just chill until it comes out... it may not have anything to do with speeding the gentime.

  • killers - stop gen-rushing and looping... its ridiculous and should be considered an exploit.


    also killers - stop using characters that are good at stealth/hard to see, you should be made clearly visible so I can thwack you easier!


    is there a right answer?


    (if you couldn't tell, I'm mostly being facetious.)

  • the only time I have ever been able to wiggle out is if the killer suddenly got dementia and couldn't remember what hooks looked like and just wandered from one to the next... or if the entire team was there to force them to swipe about... but yea... wiggling is only there to prevent a hostage situation.

  • why don't we wait till it hits the ptb before throwing around whiny assumptions based on very limited information?


    at the very least we could do with some civil discussion instead of acting like little children and insulting eachother over differing viewpoints.

    a perk damaging multiple gens at once actually does have more potential than a perk that only damages one. depends on the percentage that it inflicts so we will have to wait and see...


    personally I like the idea of being able to see my own scratchmarks... I've always been curious to see just how useful lightweight really is.

  • the stats that were shown show that the escape rate is well-below 50% in most ranks. This was also before EGC was implemented and the MOM nerf (which WAS needed).


    however, with all that in mind, the survival rate has to be even lower at this point and that's all you need to know to see which side is in a better place right now...

  • and if you increase the amount of time for the killer, how are survivors supposed to cope with that? 4k's are pretty common in the game (outside red ranks), giving the killer even more time without any compensation for the survivors capabilities will only exacerbate that.

  • yea, sorry, every pvp game has some level of toxicity, but DBD tops every single one of them that I've played.

    It's why I've taken a break from the game (again), playing survivor is just a chore and often results in camp/tunnel and killer bores me...

    I still love the game, enough to stick around the forums, but I highly doubt many people who come in from the hype will stick around unless they're the type who enjoy the toxicity and wish to add even more.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/641679#Comment_641679

    I thought these were supposed to be rules that didn't make sense & were funny?

    Are you saying what I posted is actually a real rule? o.O

  • A killer can not see two immediate disconnects and go easy on the remaining survivors until a gen or two has popped to ensure some semblance of fair. Instead, they must completely demolish them to assert dominance.

  • I missed it the last time... I won't miss it again.

  • but if one survivor can do it that means that every survivor is automatically just as capable... it also definitely does not have anything to do with the person noob was playing against. nerf survivors moar, need moar 4k. /s

  • I definitely agree that diversion should be on a cool down rather than having to earn it by being near the killer...


    but I love lightweight AND urban evasion... Without those two I would probably never lose a killer.

  • calling someone "entitled" because they don't want to deal with players making it their objective to ruin your game experience...


    you guys realize you're not actually supernaturally enhanced killers, right? you're just gamers trying to enjoy a game like everyone else...

  • yea, xbox one survivor for me right now is about 30 seconds... whereas killer is 5+ minutes...


    this is survive with friends and its a repeated camp-fest... I honestly wouldn't even play survivor if it wasn't for my friends.

  • again, his buggy reveal aspect is just that... bugged.


    it shouldn't work the way it does and needs to be addressed...


    but other than that I don't see the problem... if a survivor pops me out of shroud I just hunt them down since the game essentially told me "psst, they're hiding behind that bush to your left."


    that and most of the time (MOST of the time) I have someone stalked by the time I'm popped so I can just put them down anyway.

  • I will agree that the reveal bit is painfully inconsistent, but I still rarely have trouble with survivors like so many others say.... and I refuse to agree he needs any kind of buff at the moment. I just don't see how anyone could have any true hard time playing him so long as they use his insta-down properly.

  • I will admit I would like to see 'Thrill of the Hunt' get some love.

    I like to run an almost full hex build sometimes and I find it infuriating that Thrill of the Hunt is made known immediately... either remove the notification for survivors or make it a regular non-hex perk.

    The survivors will figure it out eventually, why hand them that information so readily?

  • I won't offer to farm unless the survivors have been put at an unfair situation. (DC or someone lets themself die on first hook)


    but that's also because, unless the survivors are being toxic tryhards, I typically play in a way that is basically farming without letting them know.

    (slugging 'dead on hook' survivors instead of hooking, and playing tag-and-release with them)

  • "The killer is a killer and their job is to kill."

    No, the killer is a player, just like the survivors are... players! *fake gasp*


    I don't expect you to farm, I don't expect you to hand survivors an escape... but its no more their fault than it is yours that someone (or two people) decided to DC.


    There is absolutely no reason that you couldn't give them a bit of a handicap, play some "smack & release" with them, let them get a gen done to help even out the playing field before you start taking it seriously.

  • I would love this, but I really don't see it happening.

  • sorry, but if survivors are consistently losing you by running... you're doing something wrong.


    scratch marks, visual cues, predicting their likely route... it's not all that hard to keep track of them. (most of the time)


    Ill admit the audio seems a bit off and could use some work, but blaming it as a major issue in your gameplay seems like you have had a few tough rounds and needed to vent.

  • Camping is way more toxic than teabagging... to imply otherwise is laughable.


    I absolutely LOATH annoying survivors teabagging every small victory they accomplish, but it does nothing to actually ruin the game for me...

    meanwhile, being camped into oblivion literally wastes the time I took to load in, the time I spent in lobby, and the two minutes I'm left dangling there... I don't get to play the game at all...

    it has a legitimate impact on my gameplay.

  • Collect all the items dropped by survivors and set-up a makeshift shop in the killers basement, convincing them to let me live as I would be a decent bait for other survivors?

  • killers and survivors are toxic alike. the only difference is that these people are messaging you to take their toxicity out of the game... block/ignore and move on. report them if its applicable and go to the next round.


    dont stress it, being camped sucks hardcore, so does getting looped and teabagged constantly, but at the end of the day... its just a game.

  • obstacles are your friend. windows, walls, doorways... LF chainsaw can be a pain... but if you keep yourself near a few assets you'll have a lot easier LF rounds.

  • prestige has no value aside from cosmetics?


    I thought it made rare items and addons more common?

  • I love the swamp and Yamoaka estate, both of those can be such a pain for killer. you can sometimes drop into a crouch mid-chase in the tall grass and the killer will walk right past you.


    warning: this DOES NOT always work and you will feel stupid when they just stop and stare at you for a moment before smacking you over the head for being dumb.

  • I only occasionally bump into instaheals and I've never had a team full of them... but I definitely run spirit when I've had a few toxic survivor rounds in a row...


    sucks to punish survivors who had no part in my humiliation, but it still blows off some steam.

  • I don't either... and man am I glad... that looks like a very frustrating round.

  • (although I will say, spirit fury is almost pointless when you could just play freddy with his addon to use dream pallets.)

  • @Andreyu44 said:

    Basically:

    PGTW if you're good.

    Ruin if you don't know what gen pressure is.

    SF+End if you're a tryhard noob.

    Bamboozle if you're a pro.

    LMFAO at the elitist attitude of this response... each perk can be used in different ways depending on the persons individual playstyle...

    Ruin can tie-in with gen pressure to help slow the game.

    Spirit fury and Enduring can be used to punish the "designated distraction" quickly once you have your stacks and to help in chases in general.

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