CrispyChestnuts
CrispyChestnuts
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- CrispyChestnuts
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You make a compelling point.
Up until now I hadn't considered this topic from your viewpoint, but now that you've put forth such an eloquent rebuttal to my stance, I have to concede.
Perhaps the more salient topic of it being a meta-warping perk would be more to your liking?
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@tylerlogsdon1 said:
Do totems then
What a facile argument. Survivors don't control when totem spawns are inaccessible, and survivors don't control their teammates.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/864650#Comment_864650
There is a perk that tells you were totems are
That's not accurate, it only shows you where they are in a certain range and only when a gen completes.
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@Acromio said:
Because it punishes them for being complacent and lazy.
It punishes survivors for totems spawning in inaccessible locations as well, and it punishes all survivors for something they can't control, namely their teammates.
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@OtakuFreak said:
As someone who plays both roles, I have no issue with ''No One Escapes Death''. Sure, it's not particularly fun to play against, but if it does come into play, then it's entirely the survivors fault!
However, many survivors post-game give me a lot of slack for using this perk, despite running Decisive Strike, Adrenaline & other top tier survivor perks which could arguably be even more frustrating to play against. In fact, the survivor equivalent to NOED is ''Adrenaline'', which has no counter-play available to every killer, yet NOED does!
I often use NOED to punish survivors who rush generators and decide to not leave once the gates are open and want to be cheeky & annoying. Many people call NOED a perk which is for ''bad killers''. However, they ignore the fact that the correspondent killer is playing with 3 perks for the rest of the game and may not even have the chance to use it if the Survivors cleanse totems.
To me, people seem to dislike ''No One Escapes Death'' due to its power punishing gen rushing, along with any decision to stay in the end game.
Thoughts?
A few things here:
The whole reason people don't like it is because it causes a negative play experience.
It only happens a small percentage of the time but has a huge effect. Players would mind less if it was just a built in part of being a killer, since they would know it was coming.
Once you get out of that game, there's the non-gameplay reason to dislike it, and it's posts where people insist that it is each individual survivor's fault if noed procced in a game they were in.
I used to think my not knowing totem spawns contributed to noed proccing. Now that I can find them, I realize there's a whole second level to stopping noed; you have to make a round of the map finding each totem, and verifying that you can actually reach it and interact with it, and if you can, then go cleanse all of them.
It is not uncommon to find totems you can't reach or interact with, and Nancy sure doesn't care about that noed later, so often noed ends up being the one totem no one can get to.
tl;dr: negative play experience
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@ASAPTurtle said:
I'm so sick and tired of having the exact same killer tunnel, use prayer beads, and mori me anytime they see me in game. As if they purposely try to go out my way and ruin my experience just to feel good about their self.
Why isn't this stuff bannable?
Dude did you tell them you were grieving? I would have taken it easy on you if I had known!
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@toxic_clown said:
hes over preforming... and on top of that, unfortunately, hes fun.
we cant have both. hes viable and enjoyable to play, which is against the rules.
i propose a nerf. hear me out.
we make him extremely slow. slower than hag. we make it so he need his dash to move around the map. but he also needs to injure survivors to get his power. so because hes slow, he cant injure, which means he will never get his power. BUT, we give him an addon that is basically required to play him that either makes him a little faster, or passively charge his power.... but it will never show up in his blood web.
we also need to remove his one shot ability and replace it with something more fair. maybe it hits someone, and in 300 seconds, they will be dropped one health state. but if he uses his ability, or misses, or thinks about using it, its no longer usable for the remainder of the trial.
its perfect!
What if we just remove his m1? Or at least rework it to be a teabag instead of an attack?
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@MrsPiggyIsSoSneaky said:
Don't listen to them brainless people that don't know anything other then upvotes, you want actual feedback for this killer? Listen to your forums or even your fog whispers, not people on reddit, never listen to people on reddit, they say anything just to get upvotes that's all they want.
Way to misread the room, it's the same people on both forums.
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@FireHazard said:
introduction
Hey! Today, I have something that might peak everyone here... yes... today, we'll be talking about the perk Insidious and why it's in-general a "bad" perk that exists. No, this isn't a rant to change the perk... it's just an explanation as well as a concept that I want to throw out there.
I'd like everyone who reads this to actually give their opinion on the perk itself... your past experiences with it maybe? Or in-general some feedback you feel should be said... anything works.
But enough with the rambling before this turns into a 1 million Paragraph essay again... let's get into it!
Insidious... and why it promotes camping
Now, camping is debatable a "strategy" that a lot of Killers like to use when they're new or in the lower ranks. While you rarely see it in Purple and Red Ranks... it can still happen from time to time. Now, camping usually happens when a Killer "hates" a Survivor for looping them too long, because they're toxic to them, etc...
And while camping is yes, a "Strategy..." it's also an extension of what defines a Killers "skill." For one, a good Killer won't need to camp Survivors to kill them... they do that by regular means and fast downs as well, aka they cause what's called a "snowball effect" within the match and apply a lot of pressure against a team.
Usually when someone is being camped, they're most likely going to die due to the Killer having an insta-down power, NOED, etc... And while yes, perks like Borrowed Time counter camping... it can still get YOU yourself downed if the camper has NOED, chainsaw, etc...
Now here's where Insidious comes in. Most of the time, insidious is... well... used to camp Survivors! That's honestly all it's good for since that's what it seems to mainly be for... It reduces your Terror Radius to 0 and allows the Killer to be "hidden" until a Survivor approached the hooked Survivor. Than, they can either use their chainsaw, NOED, Haunted Grounds, whatever... and down the Survivor before they unhook them or literally right after... Than, the cycle continues.
It promotes this behavior (No pun intended) because that's what it's mainly only used for... and what it is practical with. Insidious has no other use, none. In a regular match you would never stand still unless... you were camping say a generator, an Exit Gate, a Survivor...
Like, that's all Insidious is for.
Now, here's why insidious isn't fun to face
Before anyone says it "But I haven't seen a LeatherFace insidious basement camp in awhile now! STOP CRYING" yes, they're quite rare to find these days...
Mostly because it's so boring that not even LeatherFace seems to want to be involved in it anymore... but also because Survivors have found counters to get around it, mainly when it was really common during its inception. You could use Kindred to have your teammates avoid it... or if you're in a SWFs with coms than you can just have them do generators and escape... Borrowed time helps with keeping both Survivors down... but not the unhooker... etc, etc, etc.
When you hear Insidious, you think LeatherFace. This is mainly because a basement build LeatherFace has literally no downsides when it comes to guaranteeing the kill. If you don't kill your original Survivor, you can just down the unhooker and kill them... than people will just keep throwing themselves to unhook Survivors until the Killer sees an opening and downs multiple Survivors... OR the Survivor just dies...
The issue here is... it isn't fun. Not for the Survivors... and I don't even know if the Killer enjoys it. They probably just hate Survivors so much that they want to torture themselves by waiting in a basement and chainsawing anyone who comes in... or doesn't... than the Survivor and the Killer sits there until the Survivor dies and the other 3 escape.
That's pretty boring if you ask me. And any Killer can use this build and honestly still down people that're unhooking the Survivor in the basement. Just grab them by surprise or hit them once than again after they've unhooked the Survivor... and if they don't have BT than you down the other Survivor and... yeah... you get the idea.
a suggestion to "better" insidious reputation and worth
By definition "Insidious" means to be "crafty" or "sly." This can define a person as well, someone who's sneaky or crafty or sly is an Insidious person. And while yes this fits with the perks power and meaning... the practical use it has outside of camping (Which like... 90% hate.) Is quite a terrible use of a perk and a perk slot.
Unless you're of course LeatherFace or someone with an insta-down power... you get the idea. It honestly should be changed to have a better use... maybe more people will use it if it was changed to something else? Who knows...
While it's hard to make another power for the perk and I can 100% understand that... it would greatly boost this perks reputation, and overall give it more use than say... LeatherFace in a basement.
Now, i'll give an idea below for a change to the perk... it's not perfect and it can of course be subject to change, interpretation, and overall... it could be bad or good depending on how you look at it.
a few suggestions to overhaul insidious
Here's the "Old" or current description and power of Insidious.
- Unlocks the stealth ability. By standing still for 4/3/2 seconds, you reduce your Terror Radius to 0 meters and thus become stealthy until you move or act again.
That's the bare bones description for Insidious... and it just screams "Camp with me" to be quite honest. I don't mean that in an antagonizing way or anything like that, it just... literally has that only use cause what else would you use it for?
Now, here's some suggestions or "overhauls" for Insidious to ponder below.
The first insidious rework
- Your sly maneuverability has demoralized your victims. The Killers Bloodlust ability increases Slightly/Moderately/Considerable faster.
"You can't escape."
I know I know, "Bloodlust perks are fairly useless as well..." yes that's true... but if you increase the time the bloodlust is gained, you can gain the added bonus of increases speed if the chases are too long... and it's decently faster depending on the tier of this perk.
the second insidious rework
- Your crafty design to Hooks causes the survivors great pain. The Entity's progression on the hook is increased by 3%/6%/9% and Survivors that fully heal from the injured state will yell and reveal their location for 4/5/6 seconds.
"Revel in their pain."
I know this doesn't make a lot of sense, but hear me out. I got the idea that the hooks were "rusty" or modified to be barbed or something like that... This in turn leaves a lot of internal bleeding that's quite painful to heal... that, and the lingering pain can cause people discomfort... or in this case it causes Survivors to scream.
the third insidious rework
- The survivors have fallen pray to a deal to The Entity. Survivors are given a 4%/8%/12% reduction to Repair, Healing, and Sabotage speeds. For every 50/70/90 seconds that pass, this reduction gradually diminishes until the survivors Repair, Healing, and Sabotage speeds are increased by 4%/8%/12%
"The deal is struck, but for how long?"
This concept revolves around making a deal with The Entity to spice things up in the match... the deal The Killer made with The Entity was to diminish the Survivors repair speed during the first few seconds of the match... until finally reversing this deal and giving them an added bonus...
It spices things up and in a way... mixes up some gameplay. You can regress a teams Repair, Healing, and Sabotage speed at the cost of having them gain an increase overtime. You guys can debate if this is terrible... or if the times should be increased or decreased.
some changes to the stealth mechanics of insidious
Because of popular opinion in the comments below, i'll add another addition to work on the already existing stealth mechanics.
some suggestions by chitenshi
@ChiTenshi had some good suggestions in the comments below, and I wanted to add them here. All credit goes to them of course, I just wanted to spread the ideas around.
- While in a Chase, you unlock your stealth ability. When a Survivor loses sight of you, your Terror Radius drops to 0 meters for X/Y/Z seconds
- While in a Chase, you Terror Radius decreases over time by 2/4/6 metres per second until it hits 0, you hit the Survivor or you interact with something
- While in a Chase, you can unlock your stealth ability. When a Survivor loses sight of you, your Terror Radius remains in the location you were last saw for X/Y/Z seconds
Now some suggestions by me to stay with the stealth mechanic
The suggestions above were kind of copies of pre-existing concepts, so why don't we work off of the stealth concept that exists already?
The first idea
- Unlocks the stealth ability. By standing still for 4/3/2 seconds, you reduce your Terror Radius to 0 meters and thus become stealthy until you move or act again. Between periods of 10/8/6 seconds, the perk will go into a cooldown state.
"Open your ears..."
This would give the perk a hard nerf, but it would overall counter-act the issue of basement and hook camping as a whole. This is debatable terrible, but that's for you guys to decide...
the second idea
- Unlocks the stealth ability. While in a chase, your Terror Radius will periodically drop to 0 meters for 2/4/6 seconds.
"Keep your eyes on me."
This kind of works off of ChiTenshi's 1st idea, but it only periodically activates and deactives during a chase. It gives it a sort of "mind-game" potential to it... the the seconds that each tier gives can be changed of course.
the third idea
- Unlocks the stealth ability. The Killers Terror Radius will periodically detach from the Killer for 5/10/15 seconds. When in proximity to a hooked Survivor, Insidious deactivates.
"So easily fooled..."
This will also be the main concept for the fourth idea, but I wanted to add in that last bit to deter from the main issue Insidious poses... It gives it a fresh concept, while also staying away from the main issue it brings.
the fourth idea
- Unlocks the stealth ability. By standing still for 4/3/2 seconds, you reduce your Terror Radius to 0 meters and thus become stealthy until you move or act again. When in 8 meters of a hooked Survivor, Insidious deactivates.
"Open your ears..."
Now this is a idea you might all debate is too much of a hard nerf... 10 meters isn't really that huge, and it's actually just about as big as Tier ll Myers with M&A... which in itself isn't huge either, but it can still be heard if you're close enough.
The 8 meters is to keep Killers out of the basement and standing right next to the Survivor... aka LF... and it also lets them stand around the area to give them a chance at least. So in theory you can still "camp the basement" but you won't be able to be IN the basement to do it.
tl;dr
Insidious promotes camping and tunneling... last time I heard, most people hate this. The perk is quite useless outside of camping... and Killers that use this perk to camp and tunnel is only promoting a boring game for Survivors and even the Killer in some cases.
I don't know anyone who enjoys sitting in a basement for a chainsaw kill as LeatherFace... unless like... you just hate Survivors that much and want to make their game as boring and miserable as possible?
So, I put some suggestions above the TL;DR for you guys to ponder in the comments below.
I use insidious with demogorgon to throw survivors off super hard. It works great with of the abyss.
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/831609#Comment_831609
You don't say some words, and then end your sentence with "the coward" if you want to say something informative. Saying "the coward" implies you are about to harass someone.
Ya it implies that, which is why I would assume that was the intent. OP is still technically correct (the best kind of correct), he did not explicitly say that he was going to throw salt at him, or flame him, or troll him, or anything else.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/831420#Comment_831420
You wrote, I quote: "I wanted to message them some words but their settings prevented me from doing that. The coward."
Nobody was "assuming" you wanted to trashtalk/harass. You wrote it yourself. You cannot expect that anybody is going to applaud you for that.
I suggest that you change your behaviour if you want this community to become less toxic.
Op is right, "some words" does not inherently mean trash talk. I would assume that was what was going to happen, but that's all it is, assumption.
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Why does PC have a post game chat at all?
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@GodDamn_Angela said:
The Legion was heavily complained about immediately after their release for being "unfun". It got so bad that Fog Whispers were promoting, and supporting, DCing against Legion. This created a huge issue with a vast amount of Players immediately ditching a match once they saw Legion was the Killer. Since then Legion has had, for a lack of a better term, controversial changes made to their entire kit and now is basically ignored by everyone. I, myself, found Legion extremely unfun to play against but I never once DC'd against them because that's lame.
Now we are seeing a similar thing happening to the Spirit. The DCs haven't started, but we are seeing more and more threads and videos coming out complaining about her and how "unfun" she is to play against. The funny thing is though is that she has only received a hand full of bug fixes, and none of the perks she usually runs have been changed in any major way that would help her with mind games, since even before the Legion changes came out.
Now, the main reason I bring this up is because if you go back and check out a majority (if not all) Killer discussion threads, videos and topics many, many players would mention how the Spirit (sans Prayer Beads) is one of the most balanced Killers, or a little strong, or even weak, but no one ever mentioned her being unfun to play against. This just makes me come to the conclusion that either a loud minority, or a majority (I haven't figured out which yet), of the community NEEDS a Killer to complain about and focus ire on, that they need one of them to be "unfair" and "unfun" for the sheer fact that they need something to complain about.
Why is this? I dunno. The internet is a weird place. But anyway on to the question of the thread:
tl;dr: Which Killer do you think Players will deem "unfun" next? Why? This isn't about if you specifically think said Killer(s) is ok, its about who you think people will deem unfun for whatever reason.
I am thinking it will be Freddy, due to his strange power level that many people have issues dealing with and find him difficult to play against and because its Freddy. Also he can teleport.
Or maybe the Huntress(I dunno) because she has Hatches, which are long range(!), and she can use an Add-on to one shot down you from range(!). Or something.
Ohohoh, I know this one! "All of them" right? Coincidentally the same answer as asking killer mains the question "what survivor mechanic is broken?"
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@SpookyJeff said:
https://forum.deadbydaylight.com/en/discussion/comment/808026#Comment_808026
I have my win condition as a PiP as killer because that's how the game defines a win, loss, or tie. Survivor is different for me because I'm very dissatisfied with a lot of matches I play where it gives me a point, so I disagree with the game sometimes on that. Bloodpoints mean nothing because you can definitely dePiP while getting more points than all the survivors.
But my whole point was regardless of the win condition I'm more looking for close matches than to just dominate every game to feed my ego. I want to have fun, and it's no fun when you either face meta SWF with comms that ruin your day or total random potatoes that might as well be throwing/farming. I want more opponents in between those two extremes, and the same goes for my survivor matches.
Never quite got that. When people complain about getting overwhelmed by sweaty survivors or killers it seems like pipping should be the last thing they want to do. I tell you, if you are just playing the game from the characters' perspective, you'll have a blast.
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@dbdlisaperfectgame said:
I have been a player since 2016 and I have gotten to rank 1 several times on survivor, I am currently at that rank as of this moment in time. When I play killer I have gotten to rank 9 but I didn't really try to go much further because survivors can be super toxic and it's bad enough I gotta deal with 1 or 2 from a game but when all 4 are complaining it's not worth it. That being said, as a rank 9 rank I was more than able to get 4k almost every game with noed on, even when I got paired with higher ranks like 2 and 3s. I feel like the perk should get looked at again mostly because it takes people who aren't suppose to be at higher ranks to that rank. I have played a lot of games as survivor where the killer gets 1 hook or maybe 2 the whole match and then noed activates and they get a 4k. I know it's a totem perk so it is suppose to be more powerful because you can break it or keep it from activating but then you have killers who camp their totems making it hard to keep it from activating. I mostly just feel like it is a crutch that time after time I see killers take and it hinders their ability to get better cause they rely on it so much. To clarify, I am not saying to get rid of it the perk or nerfing it. I just didn't seem a discussion that talked about it so I made one. No hostility please, enough salt in the game as it is :D
Noed is meta-warping. Also until recently I thought the only problem with the 'just do bones' argument was that even with small game it's rare to find totems, but now I've found out the hard way that you can't interact with totems even when you do find them sometimes.
There's nothing wrong with noed's power level as long as you don't get gates spawning next to each other, but if the point of noed is to make a secondary objective, just give killers the boost if totems aren't done. It's a waste of a perk for killers when it doesn't proc, and a negative play experience for solo survivors who can't verify totems are done. Also a really negative play experience when it only procs because one totem can't be interacted with.
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@Eggscellent said:
https://forum.deadbydaylight.com/en/discussion/comment/807412#Comment_807412
One thing I've noticed is Survivor Mains and Killer Mains are both big babies and both need to walk a mile in each others shoes. Survivors naturally have the advantage as in they could go split up and work on a gen the only thing that stops survivors from winning is mistakes and dumb choices. A killer is only one person and has to chase 4 people so why shouldn't they have Perks like ruin just so they can slow the game down a little bit and ruin sometimes is a useless perk and can get destroyed within the first 10 seconds of the game. Ruin is a gamble perk. Noed can be prevented. Having three survivors working on a gen while one distract the Killer cannot be prevented unless survivors make dumb choices. However Killers have some overpowered things like mori's and barbecue and chili and Whisperers but same thing with survivors they have stuff like keys and self-care and tool boxes which are ######### bullshit in my opinion. but you know what I'm okay with all of that because they both have pros and cons and if you got your way at dead by daylight The Killers would just always be losing in that game. Would it be fun?Imagine having a game where it's hard to lose and a bunch of killers would stop playing making dead by daylight die.
Dude nice post written by AI. This sounds almost like what someone would say on here!
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@woundcowboy said:
Lately, I have been seeing many posters and streamers talking about various aspects of DBD (spirit, NOED) as not being fun. This usually leads to people asking for nerfs.
The problem is that fun is way too subjective. I, as killer, do not have “fun” getting looped and genrushed etc... but I’m not going to ask for nerfs based on that. Rarely do people have fun when they lose, which means salt should probably be disregarded and not used as feedback. Just a thought.
Vote down button still broken devs PLEASE FIX!
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@SpookyJeff said:
https://forum.deadbydaylight.com/en/discussion/comment/808026#Comment_808026
I have my win condition as a PiP as killer because that's how the game defines a win, loss, or tie. Survivor is different for me because I'm very dissatisfied with a lot of matches I play where it gives me a point, so I disagree with the game sometimes on that. Bloodpoints mean nothing because you can definitely dePiP while getting more points than all the survivors.
But my whole point was regardless of the win condition I'm more looking for close matches than to just dominate every game to feed my ego. I want to have fun, and it's no fun when you either face meta SWF with comms that ruin your day or total random potatoes that might as well be throwing/farming. I want more opponents in between those two extremes, and the same goes for my survivor matches.
Oh ya i see, it is hard to not pip, so i guess pipping is a good way to define losing. I gotta get those BP tho, i don't mind losing by pipping if i get those bp
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/805633#Comment_805633
It's not just cosmetics. There's already a bountiful amount of evidence showing that it's never "just cosmetic".
Sauce?
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@SpookyJeff said:
I've faced full SWF in red ranks as killer and the gens go WAY too quickly as it is. Killers need slowdown perks and addons because otherwise you'd win even more than 80% of the time with all matches done in 10 minutes or fewer. I know it feels frustrating from the survivor side, but the overall stats of how frequently killers can actually win a match at the highest level are terrible.
I've been playing both sides evenly recently (not playing as many hours as I used to, so around purple ranks this month on both), and I'm never really that stressed playing survivor. I just don't see tons of close/competitive matches on either side anymore, and that definitely contributes to why people quit the game. Beefing up the cast of killers overall and bonking Spirit with a slight nerf bat would be great with me tbh. I just want a more competitive game and not landslides going either for or against me. Not sure if anyone else has that experience, but just what I observe :)
What do you in particular mean when you say "win"? Like you win as killer if you get more bp than 3 other people right? Or do you have some other objective like you win as killer if you survive the match?
Killer is the winner, they live forever doing what they love, killing.
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What is "winning" in this game? All of us are trapped in this purgatory forever, no matter if we survive or not. Death is not an escape. I've "won" as killer if I get more bp than at least three other people, and "won" as survivor if I get more bp than two other people.
Also the title of this thread made me laugh hard. My advice to everyone in every game is if you think something is op, try it out. You'll find that it isn't almost every time, and if it is, now it's op in your favor.
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Also to answer OP's question, I feel like getting bloodpoints is the main objective.
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@anarchy753 said:
Escape/Kill.
If you die to noed, I don't give a ######### how many gens you got done. You didn't do totems which was a part of securing your objective, knowing that a perk like noed exists. If you choose to rush through the most basic part of getting out without considering other risk factors, then you have as much fault in your own death as someone who does no gens.
That's like saying that your objective is to crouch walk the whole match because spies from the shadows exists, or never working on regressing generators is your objective because surveillance exists. No reason to play around a perk you aren't counting on seeing. Just because it is the candiru of dead by daylight doesn't mean you are guaranteed a fish up the peehole.
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Thread renamed "To all my Evil Dead toxic Lucy Lawless fans" for clarity.
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@Rexis said:
The Clown has to refill his bottles
The Hag has to bend down and place a Trap
The Trapper has to bend down and place a Trap
Spirit has a cool down for phasing
Belly has a Cool down to chain saw
Bubba has a cool down to chain saw
Huntress has to refill hatchets
Doctor has to swap between Shock and Hit moods
Then comes our lovely Freddie, where he can place a hundred dream snares during a chase without slowing down, without having to refill, without having to aim "like clown" with absolutely no penalty!
So he can create illusions like Doctor or Slow you down with snares like clown, Teleport to any Gen worse than Nurse and he's got the biggest lunge attack than any other killer!
so instead of making survivors becoming oblivious, shouldnt you put a reason for him not to place a hundred snare during the chase other than to close down a loop!
As far as I can tell he doesn't stack bloodlust during
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@artist said:
there would be a huge decrease in dcs during loading screens if moris weren't so boring to face
Maybe they should give killers more secret offerings, or not show the killers offering?
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@pemberley said:
Of course killers can be toxic, no question. We have all faced some nasty killers at some point ie. Those purposely dragging out the last death as a sign of dominance rather than curiosity for the egc, Leatherfaces wearing blackface who camp on party streamers etc.
But in my experience playing both sides, toxic people tend to gravitate towards the survivor role and survivor toxicity is much nastier and pervasive than killer toxicity. Toxic people tend to play together and it’s much easier and cowardly to band up against the 1 vs the 1 against 4. Survivors will also rub it in a killer’s face as long and as obnoxiously as possible.
Killers are also more likely to play fair in an uneven match and show kindness. Survivors sense things are in their favor and they bully and milk points while the killer gets squat. Rarely have I ever seen a survivor willingly sacrifice themselves so the killer could have SOMETHING. Even getting hit, survivors taunt and refuse to let the killer touch them before scooting out in a sure escape. Last night I gave myself up to a beginner nurse who got the snot kicked out of her by the other 3, and she downed me and took me back to the exit gate still even when I indicated it was okay for her to kill me.
The simple truth is survivors are more toxic - 4x as toxic to be exact. Toxic killers exist but it’s nowhere on the same level as survivor.
Toxic people are by definition antisocial. They are less likely to have friends to swf in the first place. I definitely see toxicity on both sides, but I rarely get hateful messages from survivors when I play killer even though they've got four bites at the apple. Contrast that to when I play survivor and the killer goes the whole match without seeing me, I often get a message about how I hid and did objectives (which is a confusing complaint to get). I really think teabagging should be considered toxic tho, idk why the devs explicitly condone it.
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These sorts of toxic threads are why we can't retain new players. We are all one community, not a spectrum of individual cells defined by what proportion of killer to survivor matches we play.
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OP raises a good point, downed survivors ought to be able to kill themselves without DCing.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/688249#Comment_688249
If you regret those changes that means you are not a skilled player, and you want the game to be based on luck.
Most times you would avoid a hit due to your skill instead you get punished cuz of a hitbox. Even when you're behind a rock.
This is not skill, and what's the point of playing a game if it's not skill based?
To have fun?
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Dude look at the trail off the weapon in your video, it clears the wall by a lot.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/661160#Comment_661160
I watched the streamers video. They acnologed there was no way into the basement without going through snares, but instead of healing up, which wouldve let them body block a hit that was BOUND to come if you scream, or wake up...so you dont scream...
My thing is, sure...I placed traps, but there was an answer they couldve used to counter it. I had fully expected them to counter it. I expected them to expend time doing at least ONE of those things, but instead they WILLING let out a scream while injured.
They should've been running calm spirit, it is so good these days!
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@[Deleted User] said:
Teabagging flickering and derank SWF are killing new killer players in DBD. I've seen more newbies who quit playing game cause of toxic survivors.
Yea I really don't understand why teabagging doesn't count as unsportsmanlike conduct on both sides. It drives away the kind of players that would help our community grow.
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People keep talking about secondary objectives, just build noed into every match and then the secondary objective that exists becomes meaningful.
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@AntiJelly said:
Genuine question. How is it that it's fair for Survivors to have Toolboxes? Prove Thyself is fine because all it does is make up for an inefficiency so it's not actually speeding up the objective more than normal, and Resilience is a risk/reward, but Toolboxes just let Survivors do objectives faster without any skill involved.
You just equip a Toolbox, and rush. That isn't healthy for the game. What if Killers had a perk that made any hook sacrifice Survivors 25% faster? People would riot. I think it's high time that Toolboxes get removed.
Feel free to criticize me or give a reason as to why Toolboxes might be fair or healthy. Or agree with me. Either way, discuss.
It'd be a lot harder to sabatage hooks without toolboxes. Not impossible but harder. Also, don't worn tools make repairing require more skill? I could have sworn it has reduced skill check areas and more skill checks.
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@Might_Oakk said:
https://forum.deadbydaylight.com/en/discussion/comment/645977#Comment_645977
If you have played for 2 years regularly and still need to run small game that is on you my friend
I rarely run into totems, certainly not often enough to have the spawn points memorized. I have literally only ever seen one totem on haddonfield
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I only DC when a killer sneaks up behind me irl (or when all my roomies are on the internet and it just happens by accident)
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Why do people keep being so toxic in these threads? Oh you have a different opinion? You must be "lazy" or "braindead" or "stupid". Stick to the facts instead if weakening your stance with ad hominem attacks.
Everytime someone argues that instead of not doing bones as though the killer did not have this perk, they should always do bones as though the killer did have this perk just shows how meta-warping it is. Every thread just devolves into arguments about the merit versus risk of doing bones, but fails to look critically at that argument in the first place. There's no other reason to do dull totems in the primary gameplay loop, and can be detrimental. In the secondary gameplay loop, they are worth bloodpoints, but you'd get more bloodpoints by letting it trigger and then cleansing it.
If the point of noed is to make players do bones, they should just make noed a killer mechanic instead of a perk. The best play as noed is now is to ignore dull totems and have a time advantage 90+% of the time in exchange for losing half your team the few times a killer takes noed.
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@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/638552#Comment_638552
Do you close the door from your apartments every day? If you do, why?
To keep the air in
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The point is that NOED is meta-warping. Saying the solution is doing bones to avoid the 4-5% of games this crops up in is like never leaving your house to avoid getting mugged. I'd like it better if it was just a mechanic of the game that triggered every match instead of being this random 4% chance that a killer is running it thing. It would actually make totems a secondary objective and players would be emotionally prepared for it (causing less forum tears).
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Don't forget the main point of prestiging, it makes higher rarity stuff spawn more on your bloodweb. But personally I just prestige my main survivor and then maxed her out
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/630574#Comment_630574
There is no need for punishment when the devs could simply fix that by adding a suicide mechanic in that scenario.
Now that is interesting... Would prevent some amount of dcing also.
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Killers need survivors, and survivors need killers. Their fun is your concern, and your fun is their concern. I see a lot of toxicity in the playerbase on the forums that I just don't get. I report every teammate who teabags the killer (and now with ghostface every killer that teabags). We are all in this together and we should be working to foster a healthy and supportive playerbase. The majority of matches I've played, people are just having fun. Even if the killer just way outplays the survivors he'll just let the last one or two go because, and I cannot stress this enough, this is just a game. We're not playing esports for teh big bucks here.
tl;dr just chill out and act right
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It's meta-warping. Maybe just add more perks that do stuff for each dull totem left like thrill of the hunt or rework noed. Maybe just make something like noed a built in part of the game? Endgame collapse is shorter but if you do bones it's longer? There's ways to make noed not meta-warping without fixing noed, but simple solutions are often the best.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/590552#Comment_590552
Maybe so, but playing around an extremely common perk that can be very powerful if not dealt with is a good idea.
Is it common? I guess that would explain why so many people complain about it lol. I don't run into it much on PS4. I thought it was like the candiru, where even if it only happened once people were just terrified of the outcome. It's not worth doing bones for the bloodpoints, so I guess your milage may vary based on how often tiny fish swim up your pee hole in your meta.
Also someone said they don't recall the devs ever completely changing a perk? Tinkerer.
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Unbalanced in favor of the killer tho? That can't be right...
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/590561#Comment_590561
Or, better yet, just flag your comments you want deleted, and the mods will take care of it. As a bonus, you won't get a warning for making inappropriate comments.
That's a good idea too, the only downside of which is waiting for it to be taken down instead of getting it off of there immediately.
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People keep saying that bones are a secondary objective, but without taking a perk or item just to find them it's not uncommon to go the whole game without even being aware you are near one. Imagine if generators were that hard to find lol, the survivors would never get gens done. They don't give enough bp to argue they are a secondary objective, they lack the visibility to argue they are a secondary objective, they don't open a hatch or portal or something to argue they are a secondary objective. Treating having to play around one killer perk as making bones a secondary objective is foolish. If noed didn't exist people wouldn't even attempt to argue that bones are a secondary objective.
Some solutions?
Attach a giant pile with flickering lights to the top of bones like gens lol
Require survivors to have all the bones done to escape
Make noed trigger at the beginning of the match
Make more perks that trigger in different scenarios if bones aren't done
Or... Stay with me here... Just rework noed.
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@Mister_xD said:
okay, this was so hilarious i just needed to react LOL
first of all, you can NOT delete posts on this forum!
secondly, when editing a post, there is a big red message beneath said post, telling every user on the forum THAT the post has been edited and WHEN exactly that happened. (if for some reason that doesnt show up, there is also a little timer in the top right corner of the post telling you when the post has been posted. if it has been edited, that will also be shown. it looks like this: "11:46PM edited 11:47PM")
so i neigther removed posts, nor did i edit them xD
You can ostensibly delete posts on this forum by editing them to be inappropriate.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/589018#Comment_589018
Do bones before opening the gate. The timer doesn't start immediately after the gates are powered.
It starts immediately when the gates are powered when I play killer lol. I always open that gate ASAP to start the collapse. Also if you aren't affected by a hex why do bones? Playing around every perk a killer could conceivably have is the kind of paranoia that gets you in the loony bin.