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FellowKillerMain

FellowKillerMain

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FellowKillerMain
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  • I think it depends on what platform. But, capture a few vids of yourself throwing hatchets at people. Watch them. Eventually you will learn to aim high, and do things like aim straight, and wait for people to zig zag away from you, then right into your cross hairs, making hits easy. Learning the collision/hit boxes for obstacles you'll be looped around is the hardest part - things you would think a hatchet could go through, can't. You have to often times aim higher than you expect to, etc..

  • @Ghoste said:

    This is why:

    • Power Struggle: The perk cannot be used immediately if the wiggle threshold was reached before wiggling

    This was listed as a known issue in 4.4.0 and was not fixed in 4.4.1

    I truly believe that if they made this possible it would break the game.

  • Hell, if you think killer is easy, then 4k with the plague on command at rank 1.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817674#Comment_1817674

    Yes I do definitely believe the killer side is easy in pubs. Outside of that (tournaments) its genuinely hard I should know. Also read the whole thing since I can tell you seem to have a slight killer bias and don't understand my frustrations.

    I was referring to leaving the forums, not the game itself. I am a killer main after all and enjoy that side more than survivor. I don't care about killers killing me once again read the post or don't comment.

    Yeah I'm not sticking around for all the killer mains who really think killer is hard outside of tournaments. You guys complain way too much for my liking.

    Show us three different screenshots. One of your current rank, then one of you at the next rank above the rank you're currently at. In my mind, if killer is easy, you should show us rank 5, then rank 4. Or ideally, show us rank 5 then be able to easily show us rank 1, and still tell us the game is easy for killer.

  • All of the videos and streams that get people's attention are of survivors bullying the killer. This is how the game is monetized; i don't mean this in a way like I'm schooling you - I think you understand this. I guess I am just stating the obvious. The remaining killers that play, play because of the usnk cost fallacy. They've invested enough time to warrant dealing with the nonsense... but when BHVR releases another game, we will see if those same players latch on to their next franchise. I'm sure the survivors will, who doesn't want to bully a single player with friends, that's not on your team? Kinda funny when you think about it, that some of BHVR's proceeds go to help mental health research, yet we currently have a epidemic of teens committing suicide due to online stalking and bullying... aaaand this game might contribute to similar behavior.

  • If you win with nurse, you're just exploiting the failures of the survivors... just like you do with any other killer. After they gave her tokens, this is the case. Killers are kept on a leash with cooldowns and tokens, while survivors traipse around with as many second chances as they like.

  • Make an actual horror game, rather than the current game, which seems to be all about stomping the killer with your buddies.

  • @ZerLukas said:

    The thing with camping, it often works way better than it should. I usually camp when the gens are done because there isn't much else to do besides securing one more kill. And very often survivors literally start killing themselves trying to get that unhook. I've had multiple instances of what should've been 1k turn into 2k, 3k and sometimes even 4k.

    Camping very often is rewarding to the killer to the point that if you don't camp you simply handicap yourself.

    In this situation, I don't know what else you could do. Camping is all you have left to make progress, and it's true that survivors make tons of mistakes trying to save hooked survivors- especially if they finished gens quickly.

  • lol, the butt wiggle is kinda cute.

    I took some videos and watch them a few times, even did side by sides, and it appears that the distance from the survivor for each attack is almost identical. But, PC players seem to move in ways that are pretty weird compared to the PS4 players I'm used to.

  • @kaijudane said:

    Mettle of Man: I'm torn about this because I preferred the way it was upon release. It was never a guarantee you'd get the 3 hits. Especially on Nurse, Hillbilly, Leatherface, Wraith after uncloaking, Legion in frenzy, hag after jumping to where a trap went off, etc. The problem seemed to come from prominent streamers who complained about it. The change I'd like to see is make the requirement 4 normal hits.

    Buckle Up: I'm not entirely sure, but I've tried using this several times and it's worthless. The name of it suggests speed so maybe adding something along those lines would be a way to start.

    Flip-Flop: Either buff to 75% progression or add speed to wiggling. Hooks are closer together than they used to be and more killers are using Iron Grasp.

    If you're asking for old mettle of man, you're insane.

    Flip-flop at 75% means the killer only has 4 seconds to get you to a hook if he slugged you long enough to let you reach that point. On top of flip flop you have the new elodie perk, which when fixed will be incredibly OP. As flipflop is now, it's still pretty strong, but with 75% wiggle progress, you're crazy. There's no way a killer is getting anyone to any hook with 4 seconds of wiggle time - it would be a guaranteed escape. Survivors already have a billion tools to combat slugging.

  • You don't need to reason with Mathieu, you need to reason with the guy who paints his fingernails. He seems to control everything.

  • The problem with camping is not that it happens, it's that it happens to people that didn't do anything to deserve it. Often times, as killer, you encounter SWF groups that are unbeatable and sometimes that unbeatable-ness is so infuriating that you end up using a mori the next match. Or if you don't have a mori (or they make mori's impossible to use like they did recently) you end up camping, because you want survivors to go through the same nonsense you went through in the previous match. You don't have to talk to them, so why would you care, as killer?

    Really, the SWF folk should be punished, but the devs won't ever do anything about them. The profitability of this game comes from the survivors being able to stomp the killers - just look at all of the DBD videos that are popular, they speak for themselves. The devs see this, too. If you want camping to stop, you need to stop SWF groups, and other in-game bullies.

    Granted, that won't stop everyone, but it will stop the majority of campers. Anyone outside of this population, you should just attribute to being angry, from something else. But, it rarely has anything to do with the people who experience it.

  • @danielmaster87 said:

    One of the most blatant things that stops DBD from being an AAA game is the awful fps problems, across its multiple ports. Other games get trash talked because they're running at 30 fps instead of 60, but to us DBD players they sound ungrateful. Without a good frame rate, you cannot even see what it is going on in the game. It is rage quit-worthy at some points.

    I almost want to give up hope that console fps will ever be fixed, in which case cross-progression will become a top priority of mine. I cannot wait to move to PC where fps problems are not the norm.

    They're designers at heart. Sure, they have programmers, but programmers aren't leading the call, it's designers. Sure, they can get things done aesthetically, but when it comes to really making things work, they fall short. A computer scientist needs to be in a leadership position, otherwise they don't get it.

  • Good luck. They don't care. This is coming from a console player.

  • Then you won't have to do anything, but wait for an audio cue, great idea. I was a leatherface main prior to the change, but switched to spirit after she was released. I played leatherface occasionally after she was released. When they made the change, I really resented having to learn how to play him all over again. The idea of him being this easy to play doesn't seem fair. It is a one hit down afterall.

  • @Blueberry said:

    The more reasonable change would have been requiring all survivors to be hooked once before they could be used.

    Requiring 2 hooks means they are now just useless offerings filling up the blood web.

    Like 90% of killer items. The changes to Hoarder make it into a perk that's more useful for survivors than it is for killers.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/210931/during-cross-play-hits-that-seemingly-should-connect-dont

    It is likely the aim-dressing mechanic with a splish-splash of latency and ded servers messing with it.

    I think this is correct... I rewatched some clips of people juking me, and my character seems to follow the survivor, but then snaps back to the original direction I was facing. If this is due to auto-aim, then the survivors are breaking auto-aim, just by zigzagging.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1803441#Comment_1803441

    Which is exactly why Spirit has remained untouched for a year yes.

    Your argument is that Spirit is still viable and not being ran into the ground? If so, I agree.

  • Iunno, the game seems to be doing well according to steam charts. They haven't really regressed in their population compared to prior years. There are the typical ups and downs, but most of that is normal and mostly seasonal. So, overall, I think the game will be fine. However, I do think they're driving killer mains away on a regular basis.

  • As for killer, the proximity camping penalty is pretty much nonsense. They added it to quiet people who have a problem with camping. I say this because, the people who are committed to camping, don't care about pipping. In my opinion, it only serves to negatively affect killers that are either passing by a hooked survivor, or are damaging a generator that's within 16 meters of a survivor they've just hooked. It's a bad system, and doesn't prevent camping, imo. As a side note, regarding the devout emblem, I got a merciless victory multiple times yesterday, so I don't know if there's a bug, or not. But, it's working at least on PS4.

    As for survivor, and the lightbringer emblem. Most of the time when I finish one generator, and spend the rest of the time cleansing totems or being chased, I tend to get iridescent. The only times I don't is when I am chased throughout most of the match.

    Overall, I think killers have been camping more because the game just seems relentelessly in favor of survivors. I have mostly abandoned the survivor rulebook as killer, and don't try so hard to avoid camping or tunneling anymore. I mean, i still do, but I don't try nearly as hard to avoid it as I used to. I've grown resentful towards the game due to the number of killer bugs that still exist, and how much attention is given to issues affecting survivors. Every time theres a bug, it seems to affect killer in the negative, and sometimes it stays for years. Survivor bugs are changed quickly for the most part. So, the devs are already looking out for survivors, I don't think as a killer main I need to anymore.

  • @RocketPenguin said:

    So i played 3 games so far all 4Ks(rank 4)

    2 Pig- Surge, endering, bbq, STBFL

    1 Legion- Same thing but discordance instead of STBFL.

    Legit noticed no difference at least on these 3 maps

    Autohaven wreckers yard, chapel, and badham.

    So hows yalls games going?

    It's not a problem for veteran killers, it will be problematic for newer killers. Whether it's a problem for you shouldn't be the primary concern in my mind.

    I think that the biggest issue that everyone should be concerned with is that you didn't buy a game that was in a beta test, or warned the game was in early access. If you're going to affect a product in this fashion, you should be providing your players with some incentive, because you're essentially making them work for you. Sure, they could just remove Bloodlust, but they obviously don't know if that would be a good idea at this point, hence the testing. But did you pay to test a game? Hell no. Should you be compensated for your time, hell yes! Why is it not a big deal to provide an incentive? Because they're the developers, they create the incentive out of thin air, and you paid for this game to play it in the working condition it was in when you bought it. I mean, anything at all - it's the thought that counts, if they want to be stingy about it.

    "But it's only for three days!" The point is that this sets a precedent for the future; you shouldn't ever accept this kind of treatment from a company you've paid for software.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763309#Comment_1763309

    Insidious can have its uses, albeit niche. As far as I can think of, its really only basement Bubba or other 1-shot killers that its kinda gross on. Do you have other problems with it?

    It's sort of meme-y but using insidious to counter BT; see someone going for the hook, stand still, until unhook completes, and continue chase. BT isn't incredibly popular anymore, though, so it's not all that great.

  • @TheButcher said:

    I get they want data, but the game is already stressful enough to play. Then to disable Bloodlust on top of that, when it's needed in maps like Autohaven, Haddonfield, and the Elementary School just to catch survivors around the long and ridiculously close loops. There is no point putting yourself through that additional stress.

    I'm sure I'm not the only one making this decision. Most probably won't say anything, especially since when anyone voices anything killer related they just get dismissed.

    Anywho. This kind of 'test' should of been done on the PTB, not the main game. The main game should be used for the best experience, not making harder on the most stressful role just for data.

    I couldn't agree with you more regarding doing this on the live game. It's fine that they want to collect data, but no one who purchased this game was ever told they would subject to things you would expect to experience during a beta or even alpha test. Asking people to collect data, on the live game that people have purchased without an incentive is just bad form. It's really, just... mean, lol.

    They don't have to double bloodpoints or anything like that. Just give people a login bonus if they played killer the day prior... I mean, effing anything!

    Personally, I don't think bloodlust is great at all, if anything it tells you when you've committed to a chase for too long, and you need to adjust your target. But, I think it's really necessary for new killers. I feel bad for any new killers that just bought the game and are having to play through this.

  • @EntitySpawn said:

    Honestly iv just had enough of these games, if i am chased first and do a long chase just to go down and see 3 people running around doing nothing im giving up. i will not carry bad players anymore and ill just get out the game and actually find a new one where players actually play, im tired of running kindred to see all 3 people run towards me and im tired of having to do most of the gens and still lead on the longest chases in the match to just have a chance. FIX THE DAMN RANKING OR PUNISH PLAYERS NOT DOING THE OBJECTIVES OR DECENT CHASES.

    This just destroys morale, and hurts you in the long run as people see it as selfish and will only perpetuate their own selfish behavior. Must lead by example.

    Edit: what you're describing happens to me all of the time, and its hard to stop myself from giving up, but I try not to. One thing to keep in mind, too, is that sometimes matches that seem not in your favor can easily turn to be in your favor. Some matches I thought would pan out to be totally against me turned into some of the most interesting and fun matches I've had. Like, a guy leading leatherface to me just after initiating his chainsaw, caught me off guard, downed me. I was left on hook for multiple hook states. In the end of the trial, I was the one juking leatherface into the ground while also stopping to pick up downed comrades, and using dead hard to dodge the killer at the last second.

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764075#Comment_1764075

    I ran this build on doc and work alright. It might work alot better on plague or legion more.

    Ah, my best bet was hag with mint rag, or demo... almost anyone that can teleport to a totem. Gotta get to the totem before they can be cleansed! Spirit could work too, iwth the yakoyuki amulet and mothers ring.

  • @chieften333 said:

    I've recently come back from a break after getting extremely [BAD WORD] with the game.

    Currently stuck in red ranks and I'm extremely rusty when it comes to playing killer.

    What are the best ways to avoid getting tilted besides not playing the game?

    Learn to control your emotions...? I mean, in all honesty it's one of the best things anyone can do, even outside of gaming. It's not too hard, either, it just requires you to pay attention to yourself, and sort of keep an eye on your own behavior. You will catch yourself getting angry about things, and if you make a note of them you can stop yourself from getting angry at the same htings in the future. It takes lots of practice, and it's forever a challenge, but it will make you a better - and happier - person in every way in the long run.

    Another thing that can help is learning to see everything that happens in life as 'phenomena'; like, when you hit your toe it hurts, but that's what's supposed to happen. Or, when you throw a ball, gravity pulls it to the ground. It doesn't frustrate you that these things happen (at least not all of the time). If you can learn to look at bad things that happen as just 'phenomena' you won't respond to them emotionally anymore.

  • @BattleCast said:

    This could be another case where they don’t give us the full details of the changes. What if they made it only 60% longer, but now your speed also increases too?

    They did the same thing with mindbreaker. In the patch notes they said they just up’d the exhaustion # but they also removed the 50% restriction.

    Same with Thanatophobia - it also affects totem-cleansing speeds. Haven't tried it yet, but have wanted to try Thrill of the Hunt + Thana + Undying + Ruin ... -50% totem cleansing speed when all 4 are injured and 5 totems active. Might be more of a meme build, but... anyways. Not to change the subject.

  • @senki527 said:

    I think, testing no bloddlust in game, is really good. Killers still have too high average kills and come on, everybody knows, bloodlust is a gimmick mechanic for poor-skilled killers. It's like a hack, bad killers need to be good.

    Additionally, they can create new killers, with new mechanics, which dont need bloodlust in their toolkit to be strong.

    So please, stop complaining about testint this.

    Maybe it is, but forcing people into testing and collecting data on the live servers without giving them an incentive to do so just forces them to do something else. I agree with you regarding bloodlust - I really only use it to know when I've been in a chase too long, or when I don;t care that a long chase is going to make me lose the trial. But, why is it ok to make newer killers have to deal with facing harder mechanics on a game they purchased, just because they like playing a role that the devs feel like testing? Not only that, but accepting this kind of treatment sets a precedence for future testing. I don't know, maybe I'm just being dramatic.

  • @Mandy said:

    Changing things like adding in BP is going to affect the data because people play differently and the data needs to be collected when people are playing regular matches. When double BP events are on for example, people farm more etc etc

    Add a minimal token system on the backend, where if people play killer matches they gain a token. For every killer match played and completed, give that person 5000 * <number of tokens earned> the following day when they log in.

    This will prevent people from farming, as the bonus BPs won't be awarded based on performance but based on participation. If you're still worried about people just AFKing in the trials, set a condition for qualifying as 'played and completed': require that during these trials the killer needs to earn at least 300 xp and at least 10000 BPs to gain a token.

    If you're still concerned about skewed data, then you've probably considered how not having an incentive will also affect the data? Most people who regularly play killer might play a match or two, but will likely feel like now is a good time to start working on all of those survivor challenges that overrun the chapters of every tome. That's what I'll be doing.

    If you're asking players to just collect data for you without any kind of incentive, you're doing it wrong.

  • @Unseen_Force said:

    https://forum.deadbydaylight.com/en/discussion/comment/1762746#Comment_1762746

    Is this a game about "playing properly" or is this a game about having fun? There are so many unwritten rules in this game, most of them being rules that survivors have for killers. Its getting ridiculous. Its almost xenophobic - "we only want players that play properly!!"

    I understand what she means. Basically, if you're farming you're not playing in the way the game is meant to be played. I mean, maybe 'properly' isn't the right word here, because there's no 'correct' way to play DBD. However, there is a way the game is meant to be played, and things like farming don't really meet those requirements. Also, xenophobic is a bit dramatic, I mean... they've never even said they don't want people farming, in fact I'm pretty sure that they've supported it if everyone in the trial is ok with it. However, in the case of data collection, there isn't going to be very good data collected if people just milk chases to fill survivor chaser BPs, you know?

  • @BumpEmOff99 said:

    I've noticed that players that don't like losing demand new perks added to the game instead of just trying to think of a strategy or play style to help them out. Am I just in denial, or is the dbd community just whining about nothing most of the time

    Nah, I think you're pretty spot on. It must be pretty common with the whole human population, I guess, because a really smart dude once said, “The reasonable man adapts himself to the world: the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.” So, as time goes on, our world and environment seem to be exactly what all the unreasonable people have wanted, and I bet you they still aren't happy!

  • Whispers is a great counter to this kind of behavior. So maybe they could give the killer Whispers for 30 seconds whenever all survivors not on the hook, or in the dying state, fail to accumulate 15 seconds of interaction with an objective, for every 5 minutes that passes.

    So, say two survivors are left and they are cycling around the map trying to fix gens while the killer patrols. In 5 minutes they would easily accumulate 15 seconds of interactions, which would also create opportunities for the killer to stumble on them. Whereas, if survivors are just hiding, they won't accumulate interaction time without at least giving the killer some information. If they don't interact at all, the entity helps them.

    The only case I can think of that could be abused is if two survivors allowed one survivor to stay in the dying state for 5 minutes while the other two hid. But, if the rule excludes people in the dying state and on the hook, it would work. Even if it did include people in the dying state, they would bleed out within 5 minutes.

  • @TheeSpongeman said:

    Just knowing the killer is looking in your direction is a huge advantage in of itself. Always knowing is just ludicrous. It basically renders stealth characters useless. You can't stalk someone that knows they're being looked at.

    If anything, there should be some sort of refresh. It could still work the same way, perhaps give it a 5 second duration, and a 10 second refresh.Anything at all is almost welcome at this point.

    The whole reason it's currently a meta perk is because it makes it too easy to know if the killer is coming for you. Soon as that thing goes off, survivors run away to some sort of infinite loop place. (the shack is preferable to them of course)

    This is a great perk for new players to get the feel of the game and have some sort of way to make up for their inexperience. Problem is, we got experts who still use the training wheels.

    I agree with this. I had a similar idea that, when the killer looks in the direction of the survivor for 3 seconds, the perk stays active for 10 seconds; or have it activate for a duration of 5-10 seconds every time it activates. This leaves the survivor wondering if the killer is coming, maybe get off the gen, or stay on it.

    As it is now, Spine Chill is a little too strong. It doesn't just give the survivor the inuition to know the killer is coming, it essentially allows them to read the killers mind, like an inverted aura reading perk... so maybe the perk should be renamed Clairvoyance?

  • @AskingForHelp said:

    Survivors just get whooped on. I play red ranks as a rank 1-3 survivor and it’s seriously the most consistent experience where everyone just dies even in high rank play. Survivors just don’t get the gens done in the majority of my games. I think it all boils down to just how easy it is to find survivors in this game given the available perks and abilities given to the killers. It doesn’t help that some of these maps are insanely small. It really makes me wonder if the devs are paying attention to win loss ratio for each side and balancing it accordingly. The least they can do is make it fun to die like Friday 13th. It’s not fun to do gens or die in this game but rather boring and frustrating.

    The times I've played survivor recently, my teammates have been throwing the match. They either play too altruistically, or they run around just dropping pallets in a chase. I assume they're doing challenges, or a lot of survivors are new to solo queue.

    Although, I will admit, the recent trend of people playing leatherface and just slugging everyone til everyone is down has been mightily effective. Otz recently showed this being done - it's always been possible with leatherface, but most killer mains avoid slugging everyone from the get go because it's no fun. There are a new breed of killer mains that don't care who suffers, and it's kinda lame. I sense a leatherface nerf coming.

  • @KrazyKatFTW said:

    Franklins is a ######### perk, if a killers uses franklins I will take it as an indicator of how they intend to play the game and get out asap, I don't want to play with players like you

    Both sides have to deal with crappy/annoying perks/items/addons from the other side. When you encounter them, just gotta deal with em. This attitude is lame.

  • I really only watch a few streamers when I need some insight on playing as or against a certain killer, so if I did I probably didn't realize it!

  • Derp. The charms aren't technically cosmetics, as they don't alter your appearance. Charms are accessories at best. For some reason I thought the Dwight thing was an actual cosmetic.

    Another thing that is counter to this point, is that there ARE exclusives, they just come from the rift, now. Like, the serum vial charm I believe they said would never be re-released.

  • @AskingForHelp said:

    I can understand a need for the DC penalty to prevent people from disconnecting on purpose. But I don’t think it needs to go to 48 hours or beyond to get the message across. A few hours is enough to keep people from doing it or at least give them a clean slate after a period of time. I don’t appreciate not being able to play the game I’ve never felt so stomped on as a player in any other video game than this one. Even those with DC penalties at least allow you to rejoin and avoid the penalty in the case that it was on accident. I think if there was a way to compensate the killer for being gone it would totally be doable. For instance maybe start depleting the sacrificial timer until the survivor returns to the match. Once that timer is up then the survivor is completely removed from the game and that’s where the ban would then go into effect.

    How in the hell does one accomplish this?

  • @TheeclumsyNinja said:

    EVERY F*****G KILLER IS JUST TUNNELING, CAMPING, AND SLUGGING BY THE HOOK CAUSE THEY DONT CARE CAUSE THEY GET A SH!T TON ON BP ANYWAY... only thing keeping me playing is double bp.

    Im sick of the “just do gens” crap, ITS NOT FUN GAMEPLAY FOR ANYONE.

    I dont play killer anymore cause its dumb af at high ranks and survivor i only play cause of friends... we didnt need graphical updates, or minor changes to useless perks making them still useless.... make the game play good, change the meta, add somethings to the game to add some variety to the game play for survivor cause its the same boring gameplay once you get good at looping and time management.

    I'm earning more BP as survivor than as killer because of how quickly I can get into and out of matches. This would be different if playing as killer I was using 100% xp offerings, too.

    But, are you sure it's not survivor mains playing killer, trying to get more BP, getting frustrated and then just cmaping/tunneling everyone for getting more BPs than them? They might figure, if I can;t have the BPs then no one can! Considering most camping/tunneling is a result of frustration... killer mains I know don't camp or tunnel unless they're being trolled. Even then, camping is a losing battle. You're better off dominating and saving the would-be-camped for your last kill.

  • Heard a knock at the door just as trial started, had to take care of what was on the other side of the door - that sounds oddly creepy. Anyways, by the time I got back survivors were using my lifeless character model as a BP generator. I picked up the controller, and commenced a dance party. We just seizure'd ourselves for a good minute or two, then because I felt bad they didn't get a chance to actually play I farmed with them for a bit. Before they finished the last gen, they let me hook them all twice. We all left with 25k+ BP and permanent exhaustion from the dancing.

  • @SweetTerror said:

    Ten matches (10!!!) in a row with the sweatiest Killers that I have ever had the misfortune of playing against. Every single one that me and my group of friends played with tonight has either tunneled or camped. What's worse is that clearly they're doing this for the double bloodpoints, but because of these ridiculous tactics, most have walked away with less than 20,000 (before double bp), which in turn makes the survivors earn even less.

    I'm game if you want to farm, but if not then for the love of God don't be a dick and just play the game normally. You'll get a hell of a lot more bloodpoints that way!

    In my experience, most people have bad definitions of camping, like thinking that hard patrolling is camping. Sometimes, tunneling happens because unhooked survivors make bad decisions when they get off the hook, like sprinting away to the fringes of the map where their scratch marks are visible and there are no vaults or pallets to protect them. Killer has no target, hears notification for unhook, goes to see whats up, sees scratch marks, pursues to find lone squatting survivor near a wall, surrounded by neon orange glowing scratch marks.

    If that's not the case, whenever I am camped/tunneled I assume it's a survivor main playing killer. Time and time again, survivors I go against as killer, will be absolute jerks when I run into them playing killer while I'm playing as survivor. I don't use NOED, and I avoid camping/tunneling where possible, unless the survivor is trolling. So, I know they aren't camping/tunneling me because I was mean to them.

    I just think that survivors tend to get frustrated more easily while playing killer, because they don't play killer often, which in turn results in them camping/tunneling. Most camping/tunneling is due to rage/anger.

  • @The_Bootie_Gorgon said:

    I remember them saying something about the rift being the replacement for events

    Right? They did do some of that, but I don't see where the streamers fit in, I guess.

  • I agree with a lot of your sentiments here, and you bring up issues that have been gone over time and time again, and don't ever change. I mean, you should have seen the lead up to Ruin being changed, which was done unannounced - just appeared in a patch. So many people I knew that played killer quit the game, tried to return, but ultimately found it boring.

    A lot of what you will find over time is that the developers constantly do things to keep survivors just slightly, VERY SLIGHTLY, stronger than killers. Whether it's making killer audio louder, or making survivor audio fall off faster (which they seem to have done recently). Sometimes they do it more directly, like when they removed old ruin from the game, without giving any kind of compensatory solution.

    As far as I can suss out, and my theory is that survivors bring in more revenue. The most popular streamers are survivor mains that take advantage of their strengths, and people watch because the game is advertised as if killers are to be feared, and are strong. So, it makes survivor gameplay look more special than it actually is. People want to try it out, and they want to troll the killer with their friends. So, they come, and they buy cosmetics, and other outfits, and generally make the company a lot of money.

    I mean, if dead by daylight was true to the horror genre, you would be able to take the balancing from the game and see it at least mimic horror movies. Dead by daylight is the complete opposite of horror movies.

  • @maderr said:

    https://forum.deadbydaylight.com/en/discussion/202115/tunneling

    This game will die pretty soon i guess.

    Last update, the devs got a huge backslash, first time i saw this.

    More and more players (killers and survivors) are complaining about :

    • unbalance
    • optimization
    • game design choices

    Developpers continue their way into mediocrity, this game becomes terrible, more and more. Players become frustrated. If you check every forum threads (official + steam), most of them are complaining ones.

    In other games, it's not like this. The community has had enough... If devs don't fix what is ruining the game (unbalance for the most part), players will quit.

    I don't know if this is true just for DBD. The video game industry is now larger than the movie industry. Every kook and their mother is jumping on the bandwagon. Once you get a market this large, you see things fall apart all over as people try to pinch every last buck they can out of a product. That goes for DBD, and just about every other game I've played. I mean, is there a multiplayer game you know of that doesn't have micro-transactions? Games are the way they are right now because the industry is booming, not because it's dying. However, all industries eventually rob themselves of value over time, which is what's happening to all kinds of games. The ones that get too greedy will extract too much value from their product and eventually go under... and maybe DBD is doing that, maybe they aren't, maybe it's just symptoms of the industry.

  • The perspective of the start screen is from a stalking perspective overlooking the camp site. It would be kind of weird for a survivor to be standing in the distance watching the camp site. Also, even though survivors are the power role in this game, they do need to present killers as being in the power role. So, keeping them as the 'stalkers' from this perspective contributes to the theme of the killer being the feared one, or the power role.

    You can see steve any time you click on the. 'play survivor' icon :o

    EDIT: As a side note, the sequence of survivors you last played are sitting on the log to the left near the campfire. :D

  • @stubbornDwarf said:

    Yes, I know that the devs said before that this is a valid strategy but honestly, at this point, I don't care. Lately every single killer that I play against spend the whole game near the hooked survivor until they are dead. And yes, I know that if the team plays right the other 3 can escape but it doesn't matter it suc*s for that one player, it is extremely toxic, and it is the opposite of a fun match. Ruins the game for *at least* one person. So please do something about it if you want us to stick playing, because at this point we are just pissed with the game.

    Before someone says anything "smart": I do play as killer too. And look, you don't need to punish the killer to do that, you can offer incentives, similar to BQQ and Chilli (and the opposite of Devour Hope). And let me be extremely clear: it is not about losing and winning or about making killers weaker. It is about one type of strategy that is just ruining the game because killers are abusing it.

    I main killer, and am not a very good survivor. I was able to empathize with this sentiment when I first started. Once I got better at survivor (only took a couple of weeks to loop red rank killers) the camping and tunneling actually made my increased skill that much more rewarding. Honestly, the best times I've had as survivor, and the worst as killer have been when survivors manage to save their friend AND escape a camping/tunneling killer.

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