FreddyVoorhees
FreddyVoorhees
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@Icaurs said:
These ideas have been suggested multiple times.
How would this work on indoor maps?
How much is the buff % wise?
Applying pressure off hooks would be borderline impossible.
How would this stop killers who camp for no real reason? Not every killer camping to win.
Indoor maps would have a horizontal detection range for the players. If you are on the upper floor it would not activate. It might be abused near stairs and drops but that is a minor evil.
Percentage would depend on devs and ptb. Pretty much enough for an average team to finish all gens if killer remains in camp mode the entire time.
Its not supposted to stop killers who facecamp for the sake of it but it would deny them the remaining 3 survivors. They would escape. The fix would mainly greatly discourage and diminish the prevelance of face camping in general.
I do not think it would affect hook pressure because if a survivor enters the radius the buff is dead that very instant. With grace period of 40s more or less the killer will never be around enough to activate the buff , which only begins to build slowly.
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@TDtheDoc said:
A Gen can already go in 45 seconds if running Gen build,that’s not fast enough for you?How bout survivors just tap gens to complete them?Guess that would be “Fair” right?
Tell me how my suggestion gives you a problem and how it would impact you as a killer .
My suggestion does absolutely NOTHING in matches where killer is not a face camper. The buff never activates. Read above words in bold , I made them bold do people would notice them if they are too lazy to read.
Gens are slow. Too slow. You can ALWAYS facecamp one survivor out of the game even if you play against gen rush team. In the time a sacrifice is to be completed 3 people will never finish 5 gens. Which is why many killers camp one survivor to make it 3v1. Because it works. And it will keep working so why not tunnel and facecamp ? And people will continue to get frustrated when they log in to play only to be held hostage for few mins and kicked out of the game. Obviously they will DC if they get hooked first , it becomes tiring to stare at a screen where you can do nothing. These things will continue to be problems as long as you all negate everything instead offering fixes and solutions.
So please , if my suggestion is busted , say why and then tell me your solution that fixes all this and works.
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@AbsolutGrndZer0 said:
I think they should bring back the YELLOW map offerings and get rid of the green ones.
This would work but with a small change. If you use the yellow offering it wont be consumed if someone else uses theirs. That way it guarantees that you will end up using it. But it will be more rare.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3261697#Comment_3261697
Yes they will.
Players will absolutely absolutely abuse that to force themselves into easy matches.
It even used to exist in the form of an external program WAY back in the day
Do you know how many players they will need to first play against and then block to actually affect their playerbase ? DBD has over 200k players and MMR is very very loose. There is a video on this. The skill gap is massive according to datamined numbers. You would have to block thousands of players before you start to even notice any effects. And even in order to do that you would have to first play against them. And by the time you do that , new players will enter the mmr range and negate it all.
But if toxic players are blocked by most who the play against , they will be shunned by the player base. A good effect.
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/354424/block-a-player-from-future-match-makings
No because people would just block players that were better than them.
And how will that help ? How is that an issue ? If they block better players then they will simply have smaller player base to be matched with. They shoot themselves in the foot. Which again is pointless since over 200k people play the game. Even if they block 1000 players the effect will do nothing , even to themselves.
But not adding the button to block toxic players will only enable the same ones ending up and ruining more of your games in the future.
If someone is toxic they will get blocked by many and thus have harder time getting matches. And harder time spreading their toxicity. Harder time creating other toxic players.
Good players will not block people for no reason so their player base will always be healthy. Only the bad actors will suffer from this.
It's logical even. When you know someone is a bad person you will choose not to play/spend time with them. Practice applied everywhere and a major trait in human nature. Should be no different in online games too. If you know someone is a bad person would you invite them into your swf group ? Same applies to soloQ.
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@NerfDHalready said:
https://forum.deadbydaylight.com/en/discussion/comment/3259714#Comment_3259714
you can't use a rare offering every match can you? plus i'm certain people don't burn jigsaw pieces or springwoods just because they miss the maps, sadly
Funny enough i have burned every springwood I had on all my killers and survivors because its my fav map lol. Same with rpd. Elm street and RE are my fav licences in the game. Other offerings I rarely ever use.
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Did you see the stats devs have shown ? Freddy is 2nd place by kill rate in the game and in the middle for top 5% mmr.
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Just use the offering to deny any map offering. The green hand one. It is literaly made for such a purpose. Or use your own offering and hope you get lucky against theirs. Maps can be boring sometimes with some rotations. Sometimes I feel like I want to play on a certain map for fun. I do not wish to wait for weeks before it shows up so I just use an offering. I never really cared which map is balanced and which is not. I often won with the killer on very survivor sided maps.
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It's good that they get destroyed , it diversifies the gameplay. More risk , more thinking etc.. A bit of a deadzone is good because survivors have a teammate less. Given the number of hooks in a map I would not consider it a major issue. Often if not most of the time one can reach the next hook. Also the basement hooks are permanent too. So putting folks in there makes sure that deadzones will be less prominent whenever available.
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They all say that against us ... when they lose ... (insert Freddy's laugh)
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He is a sprinter tyrant , often running faster than the protagonist. It would be bad to reduce his speed. He is fast in canon. Now I wonder if the old "3 zombies are too much" is still valid considering that the knight can spawn multiple killers now. Maybe the game can handle it now.
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@Mooks said:
I don’t really see Freddy getting new music tbh, as the license holder doesn’t seem too interested for new things generally
also wonder how Leatherface and Pig didn’t get new music already when BHVR clearly was in contact with the license holder about other stuff
Did behavior ever mentioned that they have trouble with the licence for Freddy or that the licence holder is unwilling to cooperate ?
Or is it just a fan theory ? Maybe they are absulolutely capable of enhancing Freddy even though its the reboot one , but are not having the time for it atm.
It would be nice if devs said something about it. The char has been bare bones since they added him.
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Those are the most effective places to trap , he is an m1 killer so he needs to hit at loops. But with traps at pallets , vaults and doors you do not have much room to loop in right ? Not all traps need to be hidden , many of my traps are obvious. Each tile has at least one of them. With proper add-ons I do not even need to re-arm the traps as well , every 30s one opens on its own. As for disarming , there is the bloody coil that injures a survivor who tries that. Often that survivor becomes a target to down easier so they won't continue to disarm the rest without penalty.
It is much harder to escape the trapper when you need to guess which vault or pallet has a trap , you can't remember where all of them are , especially as I tend to move them during game play unless I use my bag. Running towards a pallet only to change direction because you see a trap is almost as bad as getting trapped in it as you lost too much loop time. And since I know where the trap is I can try to control where to chase someone and adjust the mind game.
At least several of my traps are intentionally placed at very unpredictable places . Like in grass near a gen but several meters away at an odd angle. Strangely these work quite well.
I once used bloody coil with honing stone and locked off 4 out of 6 houses at Haddonfield... Every possible door and window .. Not only did they could not disarm them without getting injured but I would immediately know where they are , and I was standing in the middle of the street , barely 15s away from all the houses . If they did injure themselves and disarm one of them , I would be right there and they would have nowhere to loop as most houses were inaccessible. With a single health state they were one hit away. The survivors had no chance in that game.
I tend to use a lot of gen locking / regression perks too. Corrupt Intervention , Thrilling tremors , Overcharge and Eruption for example. Corrupt gives me time to place traps while guarding the 4 available gens at the time, overcharge for regression and info if they miss the skill check . The remaining two work together , when I down someone those who work on the gen get incapacitated and those who let go before that get their gen locked . I get informed of their location either way.
Trapper may be somewhat troublesome when facing very organized teams but that is the case for all the killers. I really think he should have the bag as basekit. That would get him into the high tiers easier. I find playing as him quite fun because it has a lot more complexity and randomness to it. The other killers just chase but playing as a trapper is like playing a puzzle game.
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@Marik1987 said:
If this goes live, u have the most stale gameplay for killers ever. Chase, Down, Hook, Chase, Down, Hook. No strategies, no pressure for different survivors anymore. Killrates (more important: Hook-Rates) would drop rapidely.
Over 40s is still a nice chunk of time to slug a person and use strategies. If someone brings UB , they would have gotten up anyway if slugged. No harm done. Even if it is increased to 60s , the killer has no excuse for being a whole minute away from someone who needs to be hooked. They should make it that the survivor who is recovering should not be able to move unless that is already a thing. That way they will not cross the whole map and then get up.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3255686#Comment_3255686
I've said as well that letting survivors bleed themselves out would be a better solution to the 'two survivors left, keep one slugged to prevent Hatch'. I even have a build I meme around to mess up that strategy or any 4 person slug strategies (Low Profile, Unbreakable, WGLF) which would be pointless with the new changes and Deliverance has helped me turn a 4 survivor down situation to a 1 to 3E in different matches.
Sure, they're rare but it's kind of like getting a halfway across map down with Huntress. It doesn't happen often but it's so much fun when it does. The proposed change to Moris stops that and encourages more no hook playstyles most likely involving Starstruck and any Killer with high mobility and/or a large TR.
In a situation where there is only one person standing (or no people) just give the slugged survivors the option to bleed themselves out and there is no need for a Last Man Standing/basekit UB system.
They should not punish the player for lying down being forgotten by the killer. They should heal rather then suicide. If the killer leaves them like that than the killer should accept the risk for it. The person might get up and escape or heal themselves. The killer profits/is rewarded for skilled downing by hooking them. If he choses not to , than he loses his privilege for being skilled enough to down that player and the player should have the next move. Even when downed the player is still an active player in the match , they should not be held hostage on the ground so the killer can max the points. The killer abuses the hatch system by bypassing it completely if one player is slugged. Just hook the player and play the hatch game with the remaining person. It is not the end of the world if one manages to find the hatch first. It literally the next stage of the match that is meant to happen.
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Either they add basekit unbreakable or remove penalty from DC when lying down. Nobody is going to watch their character or whole teams lie on the ground for 4 minutes. A solution is needed to ensure that all players are playing the game and that nobody is held hostage unless they are on the hook.
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The very reason I no longer give hatch or mercy. Everyone dies in my game. After 6 games of mercy the first one they won they did this and they won because I was trying out a joke build.
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Played today on it as a Trapper. Bloody Coil + Honing stone traps on all 3 doors. Guess what happened next when I placed a survivor in a basement.. Not to mention I rigged all nearby tiles as well .
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Just use bloody coil and honing stone. They cant disarm and they cant escape. All matches I play in I cannot keep up with picking them up to hook them as they keep getting trapped. Most loops are disabled , 4 out of 6 buildings on haddonfield are locked out.
Get 4 gen locking or regression perks and that is it.
Either the team gives up half way through the match or I give the hatch every time.
Though I tried a different build once as a joke and they all got away and mass teabagged. When they lose they all act depressed but when they easily win they go toxic ez mode.
From now on no more hatch.
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@Bot_Salvo88 said:
I will have a nightmare when I'll go to sleep.
Just hope its not Freddy.
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Freddy main , nemesis backup.
Freddy is my favorite licenced character while Nemesis is my favorite video game villain. I still have ptsd from the old ps1 days. You'll never know from which direction those heavy sprinting boots are coming from :P.
Both killers greatly use oblivious and it makes surprise chases quite tense . Survivors being able to hear his footsteps is a weapon not a weakness :P
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Once universe experiences heat death and all matter is gone , so will life and entity itself. But considering the thing only bothers several humans at the time from a planet of 7 billion I would say that chairs and bath tubs are a bigger danger to humanity as they kill more annually. Entity might as well be ignored completely , it is not even relevant enough to be a pest to a small town.
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@Nun_So_Vile said:
Until you reach the minimum post limit not much you can do from the website. Wait it out for it to appear before the edit, or just pre-write a response in software like word or notepad. Then you can freely edit your terrible rough drafts live like me :)
Strangely this does not happens often like when I was new at the forum. Several previous edits appeared straight away but the last one did not. As if the approval decided to return for some reason.
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@HarlockTaliesin said:
There isn't a problem with zombie AI, from a code standpoint. It's that it's tuned way down.
When Nemesis was first introduced the zombie AI was great. Downright vicious at points. Insert enough whine/#########/moan and it was nerfed. Now it's tuned down so far that they're barely above pieces of environment.
I think it's just path-finding or way-points. Maybe they use some kind of way-points and when devs change placements of objects when updating maps the zombies might bump into them as they do not appear in their outdated paths. I think they just aged and need fixing rather than suffer from a nerf.
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This is when tunneling becomes mandatory. Why did you not tunnel one of them out of the match ? It becomes 3 man then , tunnel out the second , only two escape.
If I notice that I am against a heavy swf squad , like fast gens or last gen with barely no hooks , one is going down fast. Otherwise I play for fun.
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@Akumakaji said:
Tbh, Demogorgon would make a pretty good Werwolf with his shred and killer Instinct. The teleport could be reskinned as more generic "stalk through the bushes/woods".
But of course, Demos current state won't allow him to be made into a legendary skin, not to speak about a non stranger things franchise. I guess that would be the biggest hurdle, as the rights holders want to be recognised, not be generalised. But Demo would be a really good Werwolf fit
He could fit indeed , portals would need rework as you say. But given that the werewolf is my favorite monster I would hope they would give him the complete treatment and make him a separate killer :P. Not to mention that he would sell well as many would like to main him. As long as they make it look like the werewolves from Van Helsing . Add a tail and it's perfect. More monstrous one would be a bit less interesting as classic is classic :D
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3239737#Comment_3239737
Dr Jekyll creates a serum that turns him into murderous Mr Hyde that kills people with a cane.
Talbot Grimes uses serum that turns him into murderous Blight that kills survivors with a cane.
Seems like same thing to me. 😂
Ah I see :D. Then Hyde is off the list too then :P
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If I was the killer and saw this .. she would be in a long tunneling sequence. lol . Many killers I faced though never bothered with any sandbaging.
Except one Legion. I accidentally dropped a pallet on a teammate who was in front of me and went all the way around to end up behind me with the killer close by. He did not like that at all. Went into lock on mode on me. Gave her the hatch at the end , though I explained it was not intentional.
Today I was fixing a gen and a David led the Clown to me , we both ran away but he dropped the pallet in front of me and I was finished (was stage 2 hook) , the rest escaped. Killer saw this but did not care.
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I had a chall for Nightmare to kill a survivor. So I used a basic mori item to kill the last survivor. But it did not count it. Had to use a purple mori offering and kill the entire team to ensure it works.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3239718#Comment_3239718
Last years Doctor event cosmetic is a Frankenstein monster cosmetic.
Edit to add - isn't Blight basically the DBD version of Jekyll and Hyde?
Hmm we could then check Frank off the list too then. I did not know about this skin :D. As for Blight , not sure , might have to check his lore a bit. But he does have some cosmetics that can result into something looking like Hyde. Like :
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@Mooks said:
Isn’t there even a charm that depicts Doctor as Frankensteins Monster?
Dracula or a vampire generally I could see being added as one was featured in a tome story already.
Werewolf I could see either original or a specific licensed one eg Quarry?
Yeah , it's called lil monster. There is one for Medusa called Gorgon too. Considering that , medusa would be a cool killer too.
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RPD is one of my fav maps. It would be lame to see it less often. We need Racoon City Streets map too. I wonder why they did not bring it with Weskuh ..
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What would be fun is to give Jason weapons as addons. Each makes him play differently. He would also have quite a few cosmetics , one for each movie.
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My zombies often block me at the doors instead of downing survivors. They need buffs , big buffs. Maybe they can facecamp a hook while doing MJ's Thriller dance.
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Beside optimizing and adding another zombie they could also add two more addons :
Zombies are replaced with a pair of faster zombie dogs that do not injure but cause mangled and try to hold survivors in place unless shaken off .
Zombies are replaced by 1 Mr X. He is slow but always knows where survivors are and instadowns them on hit.
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Reverse blast mine. When a survivor interacts with a kicked gen , they get stunned.
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It's a living walking haunted armor ! I hope :P
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@Peanits said:
I won't tell you how to play, but against an actual good group, that strategy can and will backfire very easily. The start of the match is by far the most important time for Killers. All four Survivors are healthy and have nothing to do but generators. You need to give them some reason to get off the gens and go save each other. If you decide to tunnel one guy at the start of the match, the other three healthy Survivors can go back to doing the only thing that they can: Generators. If they really are co-ordinated, the Survivor being tunneled can even run by the generators to let their friends take a hit for them and prolong the chase.
A 3v1 will make generators go much slower, yes, but only if there's generators left to defend. Ignoring an average group that are bumbling around the map wasting time might work, but a good group is going to get right back on gens unless you give them a reason not to.
That said, as others have mentioned, play the way you want to play. If you throw fun out the window and play purely to win, you'll just end up against tougher and tougher opponents until your strategy stops working, at which point you won't be winning very often and playing in a way you don't enjoy.
Perhaps a better strategy would be to hook a person and then go after the one who abandoned the gen to save ? That way the hooked person is progressing towards stage 2 , the savior is being chased and maybe downed while the remaining two survivors need to decide whether to abandon gens and save/heal the hooked one.
Or the other way around , hook a survivor and then leave it to be saved by the second while chasing the remaining two off gens. The first two will waste time healing and if they don't , they will be easier to down.
I think this might work even better but the biggest issue in my gameplay is that coordinated survivors are glued to the gens at every possible opportunity.
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@I_am_Negan said:
Honestly just play fair if you turn it into a 3v1 get 3K-4k's every match you're just increasing your MMR.
Which is giving you tougher teams which seems to be why you are upset.
But if you must win every match then by all means turn it into a 3v1 as fast as you can.
So I should just aim at 1k = good enough ? I kinda feel like this too . If I get at least one person down I can say they did not full win. But getting mmr even higher might not be what I want .Maybe loosing a lot might pay off soon enough . Though if I reach 1 gen left with all of them alive I guess a bit of tunnel will not hurt.
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Like it was said before he needs Trapper Sack to be base kit but without the penalty of not being able to pick up traps. Do this and he will be a very good killer.
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They can add a flip off the killer emote that will instantly kill the survivor that did it and add 24h DC penalty. It should be called "Toxic RageQuitter".
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I just saw it in my perk list. Must be a bug on your side or something. It's still in the game.
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Most people would have that turned off . Both voices from others and their own mics and just play as it was.
Voice chat would open a pandora's box of toxic hell that would be realms above the toxicity that is currently present in dbd. Friends wont insult firends but randoms on randoms ... the voice chat would become battlefield. I would make sure its off for me for sure. Just add buffs to the killer for every friend pair in the survivor team. It's easy to check as the friend system is how matchmaking works.
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Edit..Nevermind , I figured out why my chars were not affected.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3218928#Comment_3218928
If you need to adjust what to say is because you believe is wrong.
At least for me, "GG WP" stands for "Good Game, Well Played" and if my english is not wrong this is not an insult.
So If this is enough to offend someone, then the problem is not really on my end.
It would be a nightmare if people were forced to do an internal mental analysis of whatever word they use to find hidden meanings to whatever person it might reach.
Look at the post of FinestFantasyVI . It is very easy to know what to say and how , no mental analysis is needed at all. A proper example and a thread ender IMO.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3218891#Comment_3218891
People need to be tolerant or mature enough to take a "gg wp" for what it is and dont overthink an ulterior evil mastermind motive behind it.
And if you truly cannot muster any tolerance at all, then for your own mental sanity you should avoid reading the endgame chat
But that is the problem. Is our world full of tolerant and mature people ? Big no would be the answer. Which is why I think that folks should take an extra step and reduce toxicity by being a bit more clear.
Being the bigger man is the point. Most people cant be helped. But they can be kept chill with an extra word or two if needed. Then this forum whirlpools would happen less often.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3218877#Comment_3218877
Wow, i think you should really not read the endgame chat if something like "wp" gives you this much thought.
It doesn't. But a third of the commenters in this thread not being able to understand the message of the post does.
I'll help you understand it better :
"Saying ggwp after a stomp will be often missunderstood and give you toxic replies no matter what you think you meant ".
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3218842#Comment_3218842
Bad analogy considering that the only equivalent situation to this in DBD is when a cheater teleports to the survivors and kills them in 10 seconds or autocompletes the gens and bails.
In a match, even if you lose, you still have the opportunity to make plays. Those plays can individually be good even if you got outplayed or factors beyond your control were stacked against you. Or is it rude of me to say the survivor led me on a good chase if I eventually caught them? Is it rubbing salt in the wound if I say the killer jumpscared the crap out of me and I never would have expected that mindgame if I ended up escaping in the end?
I think reading insult into the standard "gg wp" is either hypercompetitive bruised ego or paranoia. At best, ggwp is sincere politeness; at worst, it's routine.
It depends on what people consider "well/good play". On situations and norms too. One must not be self centered and oblivious on how their message will be understood. People have died in real life because of this.
What do you think would happen most of time if I got downed 3 times within first 2m of the match and got sacrficed only to later post that i played well in the chat.
I may think that I did some nicer loop tricks , killer might think that too. But the teammates will hurl slurs for ruining their chances and being s****t in this game.
Its not about paranoia. Nor bruised ego. Its about making sure your message is "well understood". To avoid missunderstanding. A common plague amongst human kind.
What if after the 2014 world cup (germany 7:1 brazil) you went to the brazil ultras and told them that brazil played well ? You would be surprised after looking at your medical bill. You may ask yourself "But why, I was being polite?".
The reality is that they misunderstood your words as sarcasm and mockery.
If you want to be nice to a team that just got destroyed AND make sure they actually understand what you are trying to say , be a bit more specific. Many have suggested above , mention a player that did someting good , wish them luck etc.
gwwp is for not meant for domination matches. It will be missunderstood most of the time. Use it when they have done at least a few gens looped you decently enough.
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A boxing match starts , within the first 3 seconds one boxer hits and ko the other one with a single hit . He then says well played to the unconscious one.
Politeness or mockery ?
Bonus question , how do you think the oposing fans will understand these words ?
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Too many gaslighters in here.
If one side wins too easiliy they should avoid saying gg or wp as it is absolutely mocking no matter what they themselvels think. There is no sensitivity here , just logic. Gg is for a game where both sides had fun and wp is for a game where both sides displayed a good amount of skill and effort. It's common sense really.
4k at 5 gens left is humiliation not gg or wp unless they managed to make crazy looping and saving events that dragged out the match.
I recommend just premanently turning off the chat and avoid all and any toxic issues one can come across. After many insults and childish behaviors I came across I did just this and had great time in the game ever since.
/thread
