DrDeepwound
DrDeepwound
About
- Username
- DrDeepwound
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@gendoss said:
"Winning" as a survivor team is such a hard thing to do. A killer only needs to get 4 hooks to tie a game. I just played a game with a pretty bad killer that tunneled one guy out and then downed me once at the end game and camped so I was forced to die. He only got 4 hooks the entire game and he just tied even though our skill was not even close to each other.
I started a Bubba challenge where I tried my hardest not to lose and went 20 games in a row where I never lost. I either won or tied. It got so boring too, all I did was down somebody relatively early, camp then to death, and then down a second person and that was it.
Killers are not playing for 12 hooks or even 8 hooks. You just have to down 2 people and you can never lose. It really is crushing as a survivor.
You may need to play at higher MMR because killers can get 8000 in 3 emblems, 3k, with over 24k points, and still not pip.
"4 hooks to tie" LOL we have to 2k just to tie a 50/50 - 4 hooks you gonna -1 pip
you may need to play more killer
However, survs can do a couple gens, get an unhook, die and pip
-
@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2942240#Comment_2942240
There's a HUGE difference between slugging for pressure, and slugging just to slug and force survivors to bleed out.
We can agree there. I bleed them out if they crawl to a corner and have boil over type builds or were saboing but never just to do it. The way I see it, if you don't want to be hooked, I oblige.
-
@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2942226#Comment_2942226
Everytime you comment on my discussions you're heavy anti-survivor like calm down. I don't crawl across the map. When I slug I set my controller down and wait. With the new tap instead of holding action for bars I don't even have to hold the recovery button anymore. Just tap the trigger and set it down and sit...
Can play a whole game of Uno on my phone between the time I get slugged and I bleed out.
The only time I crawl when slugged, is when I crawl towards the killer begging them to finally hook me so I can leave lmao.
Forgive me, I have no clue who you are,.... but go play Uno then. Killers slug to get pressure in the match, if you played killer you might know this. Also I am not anti-survivor, I play it too, however I can mock the main mentality.
-
I often troll flashlight survs by running Franklins, but bros, I have a new strategy that is working better.
Lately instead of Franklins, I have been runnin Lightborn if I see 2+ flashies in lobby and pretending to look up as if I am dodging the blinds, to make them think I can be blinded. However, this fools them and you can see them easily and hit them.
Last night I had an Adam trying to blind me all match, wasting all game doing nothing. I could not be blinded, yet he tried at least 10 times I guess LOLJust keep looking up or down as if you do not have Lightborn, and play the match. Totally got the 4k.
Lightborn bois, it is OP ;)
-
Survivors: "I hate bleeding out and being slugged"
Also survivors: "just gonna slug crawl across map and hide somewhere to deny the killer the hook. And force myself to bleed out then blame killer
-
Play how you want, do not let these popularity contest gamers try and tell you otherwise.
They talk about inclusive community then shun and shame players who like a specific build that is simply perks in the game.
They are bullies imo
-
Nothing can counter New Legion.
-
Yes, and survivors should be locked into totem and exit gate animations too.
Touch the gate latch, you stuck holding on until it's over. :)
-
I keep my iphone on my desk with timer app open set to a 60 sec count down....
I know exactly when your DS is gone Ash.
-
Killers cannot have hook counter, survs cannot have frenzy counter.
They will use it to tunnel into a locker, counters lead to locker tunneling
-
Mark my words, if BT is made basekit.
Survivors will suffer more than they ever have.
It will backfire like everything else they try to punish the killer for doing his job. They will unhook in your face hook rush more than the did to OG Freddy.
If you think slugging is bad now, just wait.
I run Deerstalker cya in the fog.
-
@PatriotZest said:
Ya know twins are pretty less used in this game, heres a feedbakc/suggestion bhvr make them free pls thanks
twins are free with shards, I didnt pay cash
-
How about we just cut to the chase and give survivors basekit Deliverance they can unhook themelves 2 times during match and have BT basekit too.
-
in 2500+ hours I have had a couple survs do this, and every time, I let the sandbagged one live and kill the sandbagger.
Funniest time, was the innocent came to the hook as I camped the sandbagger and I let them teabag the sandbagger until death.
Great times tbh. When killers and survs bond, my heart warms a little and grows like the Grinch.
-
@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2939700#Comment_2939700
Why is it any time a tactic exists for killers that works, it gets labeled as "for bad killers".
Tunnelling = bad killer.
Camping = bad killer.
Slugging = bad killer.
NOED = bad killer.
And yet no one ever says doing X or Y is for "bad survivors"?
How come you never hear "Dead Hard is for bad Survivors" or "Brand New Parts are for bad Survivors" or "Flashlight saves are for bad Survivors?"
Why is this EXCLUSIVELY a one sided double standard?
Let's be honest, more people run deadhard than noed, thats a statistical fact.
Truth is, no perk in the game rewards bad players as much as deadhard.
deadhard rewards bad plays more than noed
-
You forgot to start out your post with "as a killer main...."
It should read like this:
"As a killer main, I'm not saying make solo queue OP or anything, but at least bring it up to SWF level."
-
@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2939662#Comment_2939662
A killer only has 4 perks vs the survivors 16. They need some basekit advantages or there's no point in playing - it is 4v1.
Survivor mains dont understand that at all. They think each of their perks should counter the killer as if it is a 1v1. They don't want balance, they want imbalance in their favor.
-
The entire OG Legion fiasco soured me to be honest.
When Legion came out, I mained them, was and still is my favorite killer. I didnt use moonwalking cheese, have always loved the killers design, theme, etc,... I hate how much people use his mending mechanic as a way to say he needs to be removed from the game.
If they nerf them again, I would honestly probably take another 3 chapter break or something. Finally playing Legion more again and glad for the buffs tbh. Climbed to Iri 1 with them last night
-
What they say: because killer will know he hooked Bill twice.
What killers think: We already know we hooked Bill twice.
With the amount of complains about tunneling, you think killers dont know who they hooked? LOL
-
@Rokjer said:
https://forum.deadbydaylight.com/en/discussion/comment/2940022#Comment_2940022
I am Grade I Iridescent as a killer. For a while now.
Yup.
same, I play both surv and killer to red monthly, I honestly believe if they got rid of actually "losing pips" that it would be healthy for the game entirely.
You would see killers play more variety of killers while still in red grades. Which would give survs a chance to also play against some of the lesser played killers. Right now, once killers hit higher MMR red grades, in order to pip to reach Iri 1 people play Blight/Nurse.
I know some may disagree, but I think it would be healthy for the game because even me, when I hit a fresh red grade like Iri 3, I play clown and Demo a few matches because I won't be knocked down a grade even if I lose.
I enjoy playing all the killers, but taper off doing so as the game difficulty increases and I climb rank/grades/MMR.
-
Try being killer and get 3k 10 hooks match and get "0 Progress" - no pip.
Be survivor do a gen, a unhook, a chase and die get 1 pip
-
damn lightborn, so OP
-
@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2939857#Comment_2939857
4 toolboxes with BnP would still be Gen rushing imo. That aside it wouldn't matter if they didn't apply enough pressure. The Gen rushing complaints would still be flying. Hell we see them all the time on here, and you can bet most of those games nobody had a single toolbox.
Hey 4 BNPs is illegal ok?
-
@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2939776#Comment_2939776
Then the killer will moan about being gen rushed.
Ah but gen rushing is the killer not applying enough pressure on survs.
Ya see, I play both sides and can critique both, and often do.
Gen rushing is no longer a thing, that term was from before BNPs were nerfed, and Prove Thyself was busted.
Gen rushing means killer didnt apply pressure.
-
@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2939733#Comment_2939733
Ranks and grades don't impact matchmaking... Did I miss something?
Thread is about winning a match (being viable)
If you want to reach red grades, you are going to have to push through winning pips in red grades against higher MMR.
I know people think grades dont matter, but if you are trying to win 80 matches in a row, viability most certyainly comes into play because I often get stuck between Grade 3-1 Iri. I will 4k one match, then no lose a pip, then 2k, then 4k, over and over almost going nowhere when you consider I can 3k 10 hook and still not pip.
Viability is about winning the match and to win you gonna need to pip, and pipping gets more difficult the higher your MMR, in essence continuing to get harder and harder. Meaning you wont be playing clown anymore this month.
How does this not make sense? Summed up, killers play killers they can pip with. Survs can literally die and pip, I know I often do. But killersd, you gotta win.
Do you play killer to red grade monthly? Curious.
-
@Viskod said:
I think Borrowed Time should be natural mechanic. If you're freshly unhooked, put priority on chasing the unhooking survivor instead.
I think if a Killer hooks someone and just stands there next to the hook without any survivors within a reasonable range of the hook they should suffer a stacking debuff that continuously reduces their movement speed capping out and just flat out making them completely immobile and unable to attack for 30 seconds with a visual and auditory notification to the survivors to let them know this has happened.
Survivors would need a visual cue to let them know they are too close to the hook to trigger this debuff, because you can't blame a killer for hanging around the hook if survivors are literally just a few feet away being stupid.
Devs have tested this type of stuff and survivors abused the mechanic to lock killers in a situation where they are punished either way.
Survivos love to rush the hook and if they can penalize the killer by doing it, devs have shown that they will.
Negating any attempt to fix the problem because survivors create another problem.
Cameraderie is the perk version of it, as if survs had anything more they would abuse it entirely.
-
Tunneling or camping is just survivors not doing gens fast enough to negate the killers performance.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2939715#Comment_2939715
I am sure one day the devs will give you guys bot killers to play who will be programmed to not tunnel,
This is obvious bitterness.
Let me ask you this. In good competitive game design, such as Street Fighter, League of Legends and Call of Duty, where you have one group vs another group. Can you tell me one instance where one side has absolutely no counter to something another side can do. Something that will allow 1 side to completely remove the other side from playing.
Would it ever make sense to have one side be able to completely remove the other side from playing without counters? For example, in Street Fighter, would it make sense that Ryu couldn't block Ken's attacks unless Ryu happened to bring in "Ryu-Can-Block-Ken's-attacks Charm".
It's straight up a game design flaw that survivors are unable to counter basekit strategies that Killers have. Survivors shouldn't have an I-Win button. However, survivors also shouldn't have an I-Lose button either.
What you perceive as "bitterness" was me trolling you about wanting bot killers to react the way you want.
Don't take it so personal.
-
@Viskod said:
Uh, no?
Every killer needs to be viable. Viable doesn't equate to super easy to play but there should not be a case where the answer to "Should I try this killer out?" is "No, there's no point to trying that character."
which is exactly why once killers reach red grades, they stop playing killers other than who they have the best chance to win with.
When I hit new red grades, I always play clown a few matches because losing a pip will not force me down a grade.
Losing pips is one of the main reasons you only see blight and nurse at high levels, for many killers, you simply cant perform as good with Clown as you can with your main.
For example, I never play Doctor, dont even have him leveled but I have the "shock 4 with madness" daily, I wont do it until after I hit iri 1 ths month, because doing so may result in pips lost. I try to play both surev and killer to iri 1 every month.
Devs should remove pip loss and survs would see a major change in killers played at higher levels, I dont mind losing, but I need to get Iri 1 for the BP bros!
-
@Viskod said:
A lot of the time I get accused of Tunneling if I just happen upon the last survivor I hooked before having a chance to hook someone else, regardless.
Like if I hook a Meg, and a Dwight unhooks her and I chase the Dwight a bit but he's a great looper so I let him go to patrol gens and then I come across that Meg again.
I'm not just going to leave her on a generator and think "Oh well, that's not technically fair."
It's just bad luck for her.
I do think Borrowed Time should just be a thing. If you're fresh off the hook you shouldn't be able to be downed literally right in front of the hook like that. Take a hit, get a speed burst, get away.
"I do think Borrowed Time should just be a thing. If you're fresh off the hook you shouldn't be able to be downed literally right in front of the hook like that. Take a hit, get a speed burst, get away."
Like everything else tested in game survivors would abuse this heavily.
If you think hook swarming is bad now, just think back to Og Freddy and how he could not stop an unhook, thats what it would be x100
Unhooking in front of the killer should never be 100% safe, they already made BT whether or not killer is there and thats enough
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2939690#Comment_2939690
It's like we're discussing 2 totally different things. You are obviously upset with survivors. I would continue but there doesn't seem to be any point. When I say something, you are hearing something else.
Where in what I posted did you note I was upset?
I literally play survivor every day, I play both killer and surv in rotation everyday. You can stop trying to paint this as us vs them since you cannot debate what I actually posted.
My post was entirely based on strats in a PVP game. My words were simple and not anger based at all, I assume you just saying this to derail the convo because I brought up valid points about tactics.
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2939646#Comment_2939646
That's like saying that tunneling isn't a thing because Survivors can hammer out gens to get Killers to stop harrassing the same one Survivor.
oooh Im gonna start using that line thanks
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2939675#Comment_2939675
Everyone who plays survivor gets face-camped and tunneled out of the game without being able to counter it, hence the issue.
I am sure one day the devs will give you guys bot killers to play who will be programmed to not tunnel, until then - gonna have to deal with the competitive human mind which weighs out options during a fight and considers what move to make next.
Sometimes, tunneling out someone is the right option considering the circumstances before the killer.
In hindsight, it is easy to label their actions poor or improper, but at the time in a heated decision making, hitting Bill one more time may result in the game pressure to win.
It would go against everything we know about combat to purposefully lose knowing you could take Bill out.
This is PVP. I think sometimes these discussions confuse, good killers who make decisions, with low level killers with low skill who do it because they cant win otherwise. But in the end, sometimes its the correct play.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2939655#Comment_2939655
The fact that one side has basekit strategies that the other side has no basekit counters is a game design flaw.
I see plenty of Killers face-camping and plenty tunneling-off-hook-till-dead. Even if you are not seeing it, it is happening and it's happening a lot.
I get tunnelled too as surv, it happens. I get into the next mat6ch and continue to play. I have over 1000 hours on surv side Ive been camped, tunneled, etc.... happened last night. But I dont think its a design flaw. Using breakable doors to address map design is a design flaw ;)
-
@BenOfMilam said:
I agree to an extent. Having weaker characters in a game isn't a bad thing, it allows for players to challenge themselves by picking a weaker character.
But I don't think you a very strong understanding of "viable" vs "unviable." It doesn't mean "strong" vs "weak," it's "can" vs "can't."
So imagine a team of very good survivors, say, equal to the skill level of whoever is reading this right now (that means you, Mr. Lurker). They send you to Ormand and bring four Commodious Toolboxes with Wire Spool + BNP, and there's no weak link. Assuming the survivors don't make any extremely grievous mistakes like unhooking in your face and three-genning themselves, which killers can you bring and reasonably expect to get at least a 2k?
Every killer that is "I can 2k" is viable, and every killer that is "I can't 2k" is not viable. As you get to higher and higher skill brackets, the "I can't" killer list becomes longer and longer.
yep,...2k is not a win, and at higher levels, 3k often is not a pip either.
Gotta 4k to pip more often than not because you simply cannot play 12 hook friendly game at higher levels. Survivors who talk about "viability" of killers, have usually not even played the complete killer roster at high levels of gameplay.
I love playting CLown, but I can feel the difference between playing Clown and Twins at higher levels. Love clown but I would choose Twins over Clown if it was gonna be a sweaty game anyday
-
@Pulsar said:
Not every Killer needs to be competitively viable, no.
But every Killer should be casually viable.
If you want that on a tier list, every Killer should be around Demo levels of power, ideally. Some could be stronger, but Demo should be the baseline imo.
There's a reason you never see Demo and it's not because of the license fiasco.
I bet survs wish every killer was same power level as Demo, imagine that.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2939631#Comment_2939631
This isn't an us vs them issue and trying to make it one does nothing for the betterment of the game.
The is a game design flaw.
Tunneling is a legitimate strategy that every killer can use from level 1. However, survivors have nothing they can do to counter tunneling from level 1. Survivors have to go through a paywall of either cash or bloodpoints to get the counters for tunneling/facecamping which are DS and BT. On top of that, survivors have to either bring DS or hope another survivor brings in BT and rescues them off hook.
If one side has a legitimate strategy that is available to every single killer, then the other side should also have all the tools available to counter that strategy.
Killers don't have to bring in perks to face-camp and tunnel-off-hook-till-dead but survivors have to bring in perk to counter this. It's not balanced and it's not fair.
I play both sides and make comments about killers and survs. Every match I play 2+ survs are going for unhooks before you even get 4 meters away.
Every single match, its killer vs hook swarmers. In fact, I recorded like 5+ matches yesterday where hook swarmers caused me to not leave. Twice resulting in 4k at 5 gens.... "altruism" is the killers greatest perk imo
Calling killers campers is gaslighting imo. Majority of camping is caused by survivors, not talking about low MMR trash baby killers who camp every match, but in my games, they swarm CONSTANTLY even when playing Bubba, I record all my matches and upload many of them that show this behavior time and time again.
-
Survivors: "camping is bad learn to play"
Also Survivors: "Just gonna run around this loop 2 meters from hook until Meg hits second stage and force the killer to stay here at the hook with me while Bill and Ace come to join the fun"
Survivors end game chat: "why you camp us?"
-
@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/2939385#Comment_2939385
Perhaps the reason why you're remembering so much toxicity is because you played toxic? I didn't and there was far less toxicity in all three games mentioned so far (UO, SB, and WoW) than there is in DbD today.
Part of that is because the devs of those games discouraged toxicity. Didn't like the possibility of being ganked? Play Trammel (UO) or on a PvE server (WoW). The possibility was always there for SB but you needed a city to advance and get decent gear. Getting banned or baned (which meant your city was lost) was the repercussion and, besides, many of the devoted gankers (defined as almost always targeting lower levels) weren't even that good at PvP to begin with so they were easier to deal with.
The devs here have a very relaxed attitude to smacktalk and teabagging which I find problematic. Do you give people irl the middle finger? No? Then don't do it to another person. In reference to the other games, I liked the gankers, theives, etc being around because they added a sense of danger to the game and I consented to that when I chose a PvP server. I haven't consented to being teabagged or harassed in chat in DbD and, unless it's a death threat, the devs aren't interested in it.
This game is worse and it's from the dev's choice to not speak against it. In SB, you could retaliate. In WoW or UO, you could pick a different server or contact a mod. In DbD, you can complain about it on the forum or ignore it and the devs can't be bothered to say they would like better sportsmanship. That difference is part of why this community has more toxicity than the others mentioned above.
Player killing was what I enjoyed. There was and still is nothing like the feeling of versing a PVP opponent.
Crafting things, collecting bank loads of stuff was never my thing. It is why I like this game so much.
We were the original player killers, trailblazers who paved the way for online PVP the way it is now. I take pride in the fact that the word "nerf" originated because of me killing other players with poisoned blades in the 90s HAHAHA
-
Can we finally get a killer without two legs? The human form killer cliche is running dry, we need some real monsters.
-
@Adjatha said:
Survivors (as a team) got a new objective in Ruin / Undying.
They complained constantly and were completely unable to handle "look for 1 to 5 totems" as an objective. So they changed it to be "look for 2" instead.
Survivors (as a team) got a new objective in Pinhead's Lament Configuration.
BHVR was smart this time, though. They knew that survivors are lazy, so they gave them 90 seconds to find it. They knew survivors don't like to have to go looking for things, so they let all survivors know where the box is all the way across the map. They knew random spawn spots can sometimes be unfavorable, so they let survivors carry the box where ever they like, to find a strong looping tile before solving it. And they knew survivors can't handle more than 1 thing per game, so they made Pinhead's other power, the controlled chains, extremely useless in a majority of situations (they then also nerfed the controlled chains so survivors can see them coming).
Survivors complained and failed to do the box and complained some more, and DC'd and made twitter posts / forum threads and complained and on and on. They even took away the best tools Pinhead players had to make the box hunt side objective slightly harder. Still. Still they complain.
Survivor Players in this game have proven themselves incapable of handling new objectives. There will not get side objectives unless unless it falls into at least one of these categories:
1) it is 100% optional and 100% in the player's control. (chests)
2) doing it is a WILD power spike for the survivor team. (boons)
Making the game even slightly more complicated with a side-objective that hinders survivors makes most of them just give up.
Yep,... "could not find the time to do bones"
"there's no time to do bones"
Now they do boons all match and suddenly have the time to do bones all game well, to apply Circle of Healing of course, they have time for that
-
Franklins and Deerstalker are on my builds until I change them out after looking at lobby in case they switch toons on me.
Stay strapped or get clapped
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2939476#Comment_2939476
He did use that combo in at least some of the videos but prefers the Bamboozle and Save the Best for Last tactic to help him secure the downs versus trying to slow the survivors down from seeing each other.
But I’m definitely personally a fan of Deerstalker myself, I use it all the time. 🙂 Knockout not so much since survivors on comms tend to work around it a little too often I think and I kind of like having something else instead to either help me get downs or info on survivors to get into new chases more quickly.
Knockout OG Freddy was my fave build back in the days, Ive been running that combo for years.
Best thing you can do in this game is stop instapicking up trying to 12 hook, run deerstalker and pressure them more is how I get good results
-
@dugman said:
RedsGamingGears has a 30 Days of Sadako series where he played her for 30 days straight and explored a bunch of different possible loadouts and strategies. He did quite well with her, especially using slugging combined with her Green add-on that curses survivors who heal each other to apply additional pressure. Obviously there’s at least 30 YouTube videos or more of him playing Sadako but this was the one on the 30th day and shows what he thinks was his favorite loadout.
- Corrupt Intervention - helps give extra time to apply early game pressure
- Jolt - Gets a lot of slow down in a slugging strategy since you’re spending additional time downing but not hooking
- Save the Best for Last - Very useful for continuing a chase quickly after an initial hit to secure a down
- Bamboozle - Helps mitigate her weakness at stronger tiles
- Red Iridescent Videotape - Refreshes TV much more quickly to help apply map pressure
- Green Ring Drawing - Survivors who heal each other gain stacks of Condemned if the wounded survivor was cursed. Since dying survivors can’t normally heal themselves to injured this works especially well with slugging since it forces survivors to spend time healing each other and gaining additional stacks of Condemned in the process.
The basic strategy then is basically keep chasing and downing over and over, breaking pallets to remove resources, but only hook one specific survivor and slug the rest. Because you’re spending no time carrying survivors and can also teleport around the map very quickly you are constantly chasing and pressuring them and forcing them to heal each other and periodically remove stacks at TVs instead of progressing the gens. You eventually hook out the one survivor and get to a 3v1 scenario where you now can snowball to victory. Additionally because of all the extra stacks from the Green add-ons plus all the teleporting it’s not uncommon to get a Condemned kill either since the survivors are so busy just trying to tread water and keep each other standing at least one of them will accidentally let the stacks get away from them and give an opportunity for a kill.
Knockout and Deerstalker my friend.
-
Still leveling my Twins and running it on them, enjoying using it. Had some good 4ks last night, including multiple at 5 gens
-
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2939446#Comment_2939446
Like they did with Boons.
And breakable doors, which are basically pre-dropped pallets that you must break.
-
Be me: EAC anticheat was at once time detecting my RGB razer keyboard as "cheating"
Also me: watching live DBD bots stream like they are untouchable.
-
The new side objective is to mend.
Slice slice.
-
@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/2938318#Comment_2938318
I played Ultima Online on Siege Perilous mainly and Felucca on the other servers. I also played Shadowbane where the motto was Play to Crush. The corpse camping, etc, was all there but there was still less toxicity in those games than there is in DbD. DbD is worse for toxicity by far.
hitting the ctrl key is "toxic" in this game,...
corpse camping and griefing were much worse in the old days than "clicking a flashlight" I dont even consider the stuff in this game real toxic,... "oh no he teabagged me at the gate" Ganking noobs all day at Crossroads was real toxic. LOL
-
@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2938265#Comment_2938265
I don't think so, because DBD is actually permadeath. What were the stakes for dying in a game like WoW? Basically nothing. A corpse run. Unless it was an arena match.
The only true griefing in that game was either thunder storming people off flying mounts / cliffs to damage their items, or mind controlling them off cliffs / into lava which also damaged items.
What other game do you play where literally EVERYONE is toxic? DBD I can't play 3+ matches without someone BMing. Other PvP games I can go weeks, especially the huge player count ones like Fortnite or Apex where you usually barely have time to kill the hordes of opponents coming at you, let alone BM them
DBD is not permadeath. You are using WoW as the example and ignoring Ultima Online. In UO we could loot corpses and you loss your favorite sword permanently., In Fact, WoW was made the way it is to stop people from playing the way we did in UO.
I used WoW as example of teabagging because thats where teabagging originated.
In UO we camped your corpse and you could not log babck in, and your corpse would decay and you lost everything else on your corpse that we did not loot. WoW was designed to correct the PK playstyle of UO
It was all permanent. DBD you dont lose anything really.