FrenziedRoach
FrenziedRoach
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"You cannot choose to play casual games or competitive games, therefor the default goes to casual."
blinks
What?!
*blinks in confusion again*
Say again? NO..... dude.... There's no such thing as a "Casual" mode in any game. Just ranked and unranked. Sweaty players like myself can still play unranked. Soooo....... your reasoning is flawed.
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@ProfGameAndTalk said:
https://forum.deadbydaylight.com/en/discussion/comment/2084695#Comment_2084695
I used to run Monitor on Doctor religiously, but switched it for Distressing. The bigger terror radius made my Shock so much more powerful in finding hiding survivors. Either way, Doc is super fun! I main him with Spirit.
I used Distressing on the pre-rework doc, but started experimenting with MnA and Calm builds right after he got reworked. I typically run it with a red-stain addin or fake pallets for extra LOLs, but I may start running range extensions again.
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@LoolaHoop87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2084302#Comment_2084302
I'm not shaming anyone I asked where the fun went if you think I am then that's your own issue. Deal with it
Especially given how your second paragraph was basically complaining that somebody like myself shouldn't be on regular servers.
Even if you got your separate q's, what's stopping a sweatlord from sitting in the Casual Q anyway and ruining your fun? What you are essentially hoping for is objectively impossible to enforce
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Doctor
Usually run with at least a yellow level Calm or better
Monitor and Abuse, BBQ and Chili, Pop Goes The Weasel, Whispers
Will likely switch BBQ out in the very near future.
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Because some of us find it fun to always play wide open and there's nothing wrong with that.
You will never shame me into NOT always playing to win. It's just the way I'm wired, deal with it.
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..... OMFG guys.... can we stop it with the hate on our Console cousins already. This is counterproductive.
FFS, all these complaints about a toxic community and you can't even show decency to each other just because their choice of gaming platform is different from yours. It's an absolute disgrace that must stop!
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2083973#Comment_2083973
I agree. Sad thing it got 2 vote ups. Post like these is why I only check the forums when I'm bored at work. Nothing else to do so why not. Only value on the forums these days are BP codes.
Yah me too. Something to do between calls.
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Enjoy your break man. It's good to take a breather and come back fresh
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It's my understanding that if the survivor is occupying the space you're trying to blink to and they're hugging the object you're trying t blink through, the blink will fail. Expert nurses try to blink on either side of them.
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I'm willing to accept the OP's accertation that it's "EZ Mode" for him. Maybe he's just a prodigy at killer.
But balancing around Prodigies is a bad idea - so we can safely ignore him.
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0/10 Bait post is incoherent mess and obvious
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Yah... I'm not buying it dude. Killer is in a good position right now.
I don't play every day anymore, sure - but that's more because I realize when I can and can't handle the challenges of this game, not because my preferred role sucks. If you think killer sucks now, you'd be appalled at how it was in that first year....
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Enjoy your break and good luck
But if you think they don't care about their community, you're blind as hell man.
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If it's a map issue, let's discuss the map, not the strategy itself. Because quite frankly, more than once I've seen people mention it's just a particular corner of the map.
Discussing the merits of the tactic itself is a waste of time because despite what Peanuts said, I don't believe a ban on 3 genning is enforceable as any rules around it would be too ambiguous to enforce.
If anything, this whole thread should be giving rise to the discussion of matches having a hard timer that when it runs out the winner is decided based on certain criteria. Would solve so many issues if they'd just do that....
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2082093#Comment_2082093
King and Queen combo is actually quite strong due to King giving you long distance vision everytime a survivor hits Madness 3. Although Order would give you a bigger cooldown. And instead of Noed he could use Thana to add slowdown and instead of BBQ Disturbing Presence. With the way gen spawning works nowadays, you dont need Distressing to cover all 3 gens.
But this build is considered to be holding the game hostage if you focus on the 3-gen from the start of the match purely due to the sheer amount of time it would require to break the 3 gen. I mean, back in the day you COULD find all survivors hiding in lockers if you wanted to spend 45 minutes looking around the entire map for them. Making it possible for you to kill all the survivors. So I really dont understand why killer mains think a build that causes survivors to spend 40 minutes breaking a certain 3-gen isnt hostage keeping.
IN a confined space like this and not wandering the map, it feels like a waste of an Iri to me when I could be using interview tape to goose gens in the area I choose to defend.
It's only holding the game hostage if you have no intentions to finish the game. As peanuts said, if they are only downing and not hooking, ect. I will actually chase people as long as I feel I'm close enough to the gens to still guard them. In fact, I will actively try to herd them into the area to force pallets to be broke and so forth to make future incursions into the territory easier so I can eventually catch and hook them.
If the 3 gen is too powerful on certain maps, then they need to address that. But it's hard to accuse the killer of holdign the game hostage when it's in the survivor's power to step up and force the killer's hand IMO. If the killer isn't downing anybody while they are in his territory when they can - then yes, punish them. But if he's jsut guarding his terrirotry and the survivors don't come to him, who really is at fault here?
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2082088#Comment_2082088
They did add to it that it needs to last a prolonged time to a point where they can say with certainty that it's an intention to grief the game. Refusing to commit to a chase when there is obviously 3 survivors going for a gen is fine. But keeping people in Madness 3 essentially the entire time while only hitting them if they are within your area while only committing to that area from the start of the match? Yeah, that's griefing.
Essentially, if you're given the 3-gen, it's not griefing to defend that 3-gen, especially if you continue to down survivors. If you go into the game with the sole purpose of creating a 3-gen with addons and perks that make it near impossible to break that 3-gen? That's griefing and no different from survivors hiding in lockers for an hour in 2016.
I mean, preventing survivors from exiting the game to the point that their only option is suiciding is no different from survivors preventing the killer from exiting the game without a DC. We're talking a minimal of 40 minutes just to fatique the killer enough to make mistakes vs a minimal of 40 minutes of checking every single locker and hope you find a survivor here. Why is one not hostage keeping but the other is?
I don't believe he was griefing because in this case, he was actually hooking people. It was mentioned further up.
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@NVerde said:
https://forum.deadbydaylight.com/en/discussion/comment/2082032#Comment_2082032
I think you're right - I thought the game was about doing generators, running from the killer, unhooking teammates, evasion, mind games, finding cool items to use, teamwork, stealth, stunning the killer, blinding the killer with flashlights - if it's just about doing generators then it's not a game I'm interested in and I'll be giving it up soon. Shame on me for expecting a well-rounded game with some variety, I should have known better!
Dude, there are 4 of you. Killer can't be expected to chase all of you at once. You're going to be spending a lot of time on generators.
And frankly, if you don't have the right mindset to train these killers to play properly by punishing then I really do want you to leave so I don't get you as a teammate. Nothing pisses me off more than somebody running to my hook with the killer standing right there. Nothing gets my goat like some brainless idiot running around my hook with the killer in tow. Nothing makes me roll my eyes as a killer more than turning around after hooking somebody to find 2 people standing there behind a pallet 16 meters away then getting mad that I didn't leave because 3/4ths of the team is right there in front of me NOT giving me generator pressure while their teammate's life is tick ticking away. If this is how you play then yes, do us all a favor and quit.
And yes, the game is well-rounded. But look at what you are doing.....
- You hold M1 to heal
- You hold M1 to cleanse totems
- You hold M1 to do generators
Most of this game is about holding M1 at it's very core.... holding M1 till the next chase.
If you get a camping killer, you'll be doing it for less than 5 minutes... then you'll be out of there and in a new match that is hopefully more engaging.
If you can't look past these instances and do the right thing, definitely find something else to do.
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I've always found that a bit ambigious though. Because I know I never did it specifically to grief - I just understood how stupidly strong it was and intended fully to kill everybody.
I'm one of those wierdos that like long and drawn out siege battles where both sides are feinting and dualing over the same scrap of land for stupidly long periods of time. Eventually, one side cracks and and opening is found that ends it all... and I find that tension satisfying. So maybe this kind of tactic just pushes the pleasure center of my brain in ways that others just don't get.
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2082048#Comment_2082048
That would be a huge nerf to a perk that is only active at the end of the game & if a killer get more than 2 -3 down that mean survivor played badly.
It's a very small nerf and one I find reasonable as it allows for at least one instant down possibly more depending on how many totems are done.
Don't get me wrong, I don't think there's anything wrong with the current NOED, but this proposal seems like fair compromise that let's the perk keep most of it's power while rewarding the survivors even if they don't find all the totems.
Even if you get only a single insta-down, it can shift the entire momentum of the game. Just ask anybody who runs Devour Hope all the time and only gets that single insta-down from it before it's cleansed.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2081876#Comment_2081876
Play killer.
Survivor queue times are awful because nobody plays killer... because the killer experience is awful... because the game is survivor sided.
There was never anything in the center of Rotten Fields to begin with. All they did was make it smaller, mostly by bringing in the corners. And it's still an abomination that should never exist as far as I'm concerned.
But lookit who I'm responding too - a master of survivor-biased misinformation. You sure you don't work for one of the many crooked politicians out there?
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2082066#Comment_2082066
You make survivor work for their win and they scream your strategy is too strong or it was impossible to win
While you aren't wrong, if there is an issue with a map putting 3 gens too close together to make this TOO effective, that discussion should be had.
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@sad_killer_main said:
Thanks for the post, now I have a new build and strategy to try.
I wouldn't use that build for a 3 gen on a Doc. His build is actually kinda amatuerish if you are going for a full-on defensive 3 gen build.
If you are serious about doing a 3 gen, it's Distressing, Disturbing Presence, Overcharge, Surveillance. The Distressing and Disturbing Presence combo is really powerful in a confined space and guarantees all regular skillchecks will be half-sized on top of your already oppressive madness.
Stacking the Iri's is a waste, I'd go with one or the other then pop in an interview tape so I can shock the gens at long range and interrupt people on them. For the purposes of a 3 gen though, I'd go with the Queen over the King due to how it discourages survivors to clump together and spreads madness if they do. You won't be getting all the best benefits of the King running it in a confined space
Haven't done that since the dock rework though as Distressing/Disturbing isn't as effective for normal games without 3 genning like it used to be due to how his static blast works so you're much better off using something else.
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@Dragonshensi said:
Just had a match with a Huntress who just slugged all of us in the match and not even one gen was done. She wasn’t picking anyone up so I had to DC. That would have been the perfect reason to have a group surrender button.
at that point get up and make yourself a snack, cuddle a loved one, or do something more productive to wait out the 4 minute timer. 4 minutes isn't that big of deal. Quitting is just rewarding the behavior and penalizing you.
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2082044#Comment_2082044
Seem like you were talking about my post but I'm not sure...
this is in reference to the original post at the start. It's a great idea. NOED still keeps it's power, but every time the killer gets a hit, the totem breaks and migrates to a dull totem. So the amount of free downs the killer gets will be tied to how many dull totems survivors get done.
I have no comment about your post
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This actually is a pretty decent idea...
Rewards survivors for doing the totems, helps the solo survivor, but keeps the power of the perk.
I'd modify it though... have it break the Hex totem, but let the totem migrate to the next available dull totem until they are out. Do that and I'm behind this idea 100 percent.
The change I propose is more in line with how things like Undying work,
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Old news... been news since forever. Sorry you have to deal with it.
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@NVerde said:
https://forum.deadbydaylight.com/en/discussion/comment/2081834#Comment_2081834
The issue I have with this is simple - 'doing the generators' just isn't fun. If the only valid way to counter a behaviour in a game is to do something that isn't fun - what's the point in playing at all?
Gen rushing might work but who wants to spend the majority of every game holding a button down and pressing another button periodically, rinse and repeat then leave? Come on now, you must realise that this might make sense logically but in the context of a game that's only existence is to provide fun it just doesn't make sense.
Then you're in the wrong game mate. Because if you aren't spending half your game on a generator, you're half the reason you keep losing as a survivor. There's nothing wrong with that and I'm not telling you this to be mean - it's just a fact. This game's gameplay loop doing it properly is to spend most of your time as a generator holding M1 while looking around nervously. If that's not you idea of fun, this game's gameplay loop is just not for you.
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2081986#Comment_2081986
Overcharge skill check are not that hard to hit & no Hex: Huntress Lullaby. Surveillance doesn't pressure gen and let's be hones on a 3 gen that doesn't change anything since without it you either SEE survivor working on gen or HEAR them.
Like I said, it take time and patience but it's doable, beside walking up the stairs of the house take away some precious time which give you more time to work on the furthest gen. There were 4 survivor alive, two for healing and 2 pressuring the furthest gen apart and voila.
To be fair, missing an Overcharge when the perk is at level 3 is 16 seconds lost. That's the same time it takes to cleanse a totem. And those overcharge skill checks WILL turn backwards due to the Doctor's innate madness abilities (moreso given the addins he's running)
Still doesn't change the fact there was 4 of them present. They should of still been able to overwhelm him.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2081843#Comment_2081843
And what if the survivors leave one gen untouched or hold the game hostage? That exit gate sure isn’t going to work then. What if there is only one gen left and the survivors then decide to hide for salty reasons and don’t continue working on gens?
Then get your ass out there and find them or disconnect. Those are your choices. That's a decision we can't make for you. While I don't advocate quitting mid-game, killer dropping a game has less impact than a survivor dropping a game, and they do make allowances for you to quit every once in awhile as long as you don't make a habit of it.
Hell, even I drop a disconnect from time to time. But I personally make it a rule to only do that if I'm done for the night... because if I'm incapable of dealing with opponents kicking my ass, I have no business playing anymore.
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@Shadow_Da_Bagel said:
So I was playing a game of Myers with Save the Best for Last and I heard an Adam hide in a locker after saving someone. He was my obsession and so I took him out thinking, "Nice, I'm keeping my stacks because of this." He DC'd on hook and I thought, "Even better, I can't lose my stacks now!" However, I didn't gain any stacks throughout the match after that and simply kept the ones I already had (I didn't even really notice a difference in my cooldown since I only had two and couldn't gain any more). So here's my question: If the obsession DC's on death hook, do they effectively disable my ability to use stbfl and if so, why?
Yes. There isn't a particular reason for it, my guess is it's tied to the fact the perk disables when the survivor is dead to discourage you from outright killing the obsession (obsession perks typically make you want to keep the obsession around as long as possible). And since a disconnect marks the survivor effectively as "Dead", it disables the perk.
Not too big of a deal in most cases. If nothing else, the fact he disconnected saved you time and did you a favor anyway.
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Have people just outright forgotten the killer can open the gates themselves once the generators are done? Do they not understand that this triggers the End Game Collapse and puts a hard 2 minute timer that ends the game if they do nothing else from that point forward?
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@[Deleted User] said:
How about a two game modes ranked and casual?
Or nerf killers ability to pick people up while they are unhooking. That way theres a way to combat camping.
There is a secret technique to combat camping. Here we go.
DO THE GENERATORS
I'm going to lay down some cold-hard facts
- It takes 80 seconds solo a generator
- It takes 120 seconds to fully die on a hook
- there are 4 survivors.
If a killer is camping, killer should lose at least 2 gens, preferably 3 before that first person is dead. If people just gen rushed in response and stopped rewarding the behavior, you'd see a lot less camping killers.
Besides, the killer is already encouraged to leave the hook by various perks added to the game. But the devs said repeatedly it and tunneling is an allowed tactic.
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@spiritsLeftball said:
https://forum.deadbydaylight.com/en/discussion/comment/2081719#Comment_2081719
I hear and understand what your saying. My problem with your defence of cracking the 3 gen is.... On the preschool maps a lot of the gets are 1 and two man gens.
We tried diligently to break it, I was playing solo q and we were all pretty much on the same page. His 3 gen must have been sent from the gods. A single man gen on top of the stairs in a house, a two man gen directly outside the house only separated by a pallet and another two man gen to complete the triangle.
As a Dr main you should recognise and know what each of the iridescent add ons do. Soon as you come into contact with another survivor both would scream. Dr would turn up hit one and then rinse repeat hitting one or two survivors, kicking a gen and shocking. Added with surveillance and over charge.
He did not need pop at all. The most we got one of the gen to was half.
I would rather get tunnelled than go against this play style again. This was literally a match of whom would crack mentally first, which he had the resources to win as he designed.
Question... Do you find it fun or amusing playing like this? Do you leave thinking, “yes I won that”.?
Then it's a problem with the map not the strategy and that should be addressed. And frankly, I've had worse builds cracked so I'm more inclined to blame the map and not the build. (I'm talking the pre-rework doc builds that would make people want to insert hot irons into their eye-sockets)
Do I find it fun or amusing to play like this? - It's a strategy, nothing more, and I will use whatever means necessary to meet my goal of making sure as few people walk out alive as possible.
Do I leave thinking "Yes, I won that?" - Depends on the result. If everybody dies, then yes (my doc has all the game perks, so Bloodpoints per minute are meaningless to me). If everybody gets away, my thought is "good team, gg"
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Okay.... first of all, you aren't wrong about hypocrisy. But let's not pretend that street doesn't go both ways. I've seen plenty of killer mains tunnel happily saying "it's okay" then in the next breath whine about the gen rush. If you want to call out hypocrisy, I'm all for that and let's do it. But let's not start this "us vs them" mentality as both sides do it.
This is why I play hard and advocate that others should do the same if they are inclined but not ######### if the other side does it. If they can't handle that, they have no business playing PvP games.
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As a doc who often uses this strategy, I fell the need to offer my experiences defending 3 gens. This guy played a lot like I would of - not committing to any chases outside the territory of the 3 gens (although I typically don't pick out 3 gens from the start and camp the corner, it's something I develop later as the game progresses).
Every 3 gen can be cracked, it's just much more difficult. Sounds to me like you didn't spread out his attention among the 3 gens well enough. I find it's typical of survivors to just focus 1 gen when they are in situation like that when I'm hard camping a 3 gen.
However, if the survivors are actually really good about working the two gens furthest from each other, they will eventually crack my 3 gen and pop one of the gens.
He wasn't even running pop, so kicking the gens shouldn't of been getting him very far. And time he's spending on that gen or shooing people off is time somebody could be using on opposite generator. If you hover the gens aggressively, especially with 4 people, you are going to eventually overwhelm him and come out on top. He can't defend all 3 at once.
Not an ideal situation, but totally beatable. You just have to risk more skin than you are probably comfortable with. I'm often cracked if I percieve a survivor is in a weak position and I think I can get them down fast enough. So you may need to spill some blood and make yourself inviting prey and hope his greed takes over.
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Then play killer or take a break from it man. Nothing wrong with realizing you're wasting your time and taking appropriate action
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@fatbabyslayer said:
I had downed a person and the other survivor was right there injured of course ima hit her and not just pick up the downed person but thats slugging, I see a person and hook them the one survivor takes them off the hook, then they run and run and I stop the chase as I wanna patrol gens, then I see the still injured person that was recently unhooked... am I meant to just let her go??? End game I hook a person see nea and the silent hill girl around the area I go to nea and the silent hill girl goes I go back and forth I get hit off on nea down her pick her up hit the silent hill girl put nea up and IM CAMPING??? do they want the win handed to them? I literally am not aloud to win under any circumstance or else I am being toxic/scummy when they are running meta perks and im running "fun" perks. then the post game is the red rank nea "slugging, tunneling and camping." wait so its ok for you to use ALL OP PERKS but I am not aloud to try to win the game.
You should only ask one question - "Should I care if they don't like how I play?"
Seriously... just ask yourself that. Because let me tell you something - no matter what game you play, the mediocre players are always going to call out strategies they can't work around rather than trying to get good. Question you must ask yourself as a gamer is if you want to humor them or not.
I used to be among those players. Then one day I realized the reason I was mad is because I wanted to use those strategies but was shamed out of doing them and I wasn't having fun. Once I let go and started playing how I wanted, the games got a lot more enjoyable because I no longer could get mad when people did the same thing to me (as that would be hypocritical of me to be that way). I was forced instead to find a way to beat those strategies. And if I found I couldn't and still wasn't having fun, I was able to let go of these games and accept they weren't for me.
Besides, best way to find a strategies weakness is to use them yourself and observe how others beat them
If you ask me, my answer is "No, as long as you aren't blatantly cheating or engaging in exploits the devs have expressly forbidden, you're 100 percent fine. All you are doing is annoying people you'll probably never see again anyway"
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*looks at the information he gets from non-meta perks like Bond, then back at the original post*
######### you on about man?
Hell, I personally run a rule where every survivor I play must have one perk from their personal set and challenge myself. I'm finding it a blast. Sometimes I get away, sometimes I don't, sometimes I get teammates that ragequit at the slightest challenge and remind me why I'm a killer main.
Frankly, the only meta-perk I run is consistently Dead-Hard. Only time you'll see me run DS is when I'm on Laurie or I'm leveling a new survivor and I haven't run into any other perks I'd rather run.
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I have one that I can remember - and that was the first night I picked up Nurse. Survivor walked out the gate to a hook and pointed to it and let me hook them.
But that's the only time I've ever been obviously given a kill.
I've tried doing the same thing with killer's who have been really having a hard time catching us or were playing especially altuistic. But half the time they refuse it and just carry me back to the exit - it seems those types were just trying to depip but still get bloodpoints, so they didn't hook anybody at all.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2076156#Comment_2076156
And, as I mentioned, the reason it hasn't killed the game yet is because there are enough good killers that don't camp. And you don't want to punish good killers by hard genrushing.
Putting it on the survivors to just 'deal with it' is going to create far more hostility because there's no immediate way to tell if a killer is camping, aside from running kindred all the time.
Which is why the 'you can see the killer if he's X meters from a hooked survivor' should probably be baseline.
And even then, good luck instructing the other two survivors to not bother playing the game.
Bad playstyles encourage more bad playstyles. Bully swiffers make killers camp and tunnel, campers and tunnellers make survivors genrush. It's a harsh negative spiral that just breaks the game down.
And as I said, the reason that the game is still alive is due to players' intention of having fun. Lots of killers don't camp or tunnel, lots of survivors don't genrush or go into bully swiffers.
The ones that do are the worst parts of the game.
"you don't want to punish good killers by genrushing"
Excuse me... WHY?!
It's your objective. If the killer can't pressure you hard enough, that's too ######### bad.
You are the very definition of what Sirlin is talking about - shackling yourself with all these nonsensical made-up rules that don't matter. This is a PvP game, bring it or go home.
It's noble that you want to care about others... but when the other side is out to beat you, this isn't the right place for it. As I said, bring it or go home.
I'm the worst part of the game according to you...
######### hell man - the person who has to get over themselves are people like you who think that people who like to play wide open are obligated to "dumb down" or "play with kid gloves" because somebodies feelings might get bruised.
FFS - your expectation is unrealistic and is just setting yourself up for disappointment.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2077500#Comment_2077500
Then why has she only got one nerf that was mainly to her add ons?
That wasn't the only nerf she ever had. Previously she had collision with survivors when phasewalking which was really OP and made gen grabs stupidly easy when paired with Spirit Beads
Additionally, she used to not have window vault animation either (this was actually by design) so she was able to try the "stand still" mind tricks in the same manner she does for pallets. That idea was scrapped and they gave her a normal window vault animation.
It used to be you could hear her phase walk when in chase with her, but they found that made mind gaming with her absolutely impossible, so they ended up removing it. So all suggestions to give her a tell while phase walking are likely going to be a hard sell given it was already tried.
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Man, I've turned my back on lots of games with a lot of grinds. Eventually you learn to just let it go.
But I hope your return works out for you. Just be willing to put it down if the stress gets to you.
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Nope. Losing the ability to gen tap is the price you should have to pay for using this perk effectively. It's bad enough gen tapping takes so little effort to stop regression that takes the killer considerably more time to even get started.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2073717#Comment_2073717
Okay, all that high-and-mighty talk about the scrub mindset, let me explain something...
The goal of any given game is to be fun and engaging. If this game wasn't fun, it wouldn't draw and retain players. And guess what the problem is with camping and tunnelling? It's not fun. For anyone involved.
You mention that camping and tunnelling 'add' to the game, and I ask you: What? What does it add? Because compared to ordinary play, tunnelling is practically indistinguishable on the killer side of things, and massively reduces gameplay for the survivor. Camping is even worse, because it cuts out all gameplay on both sides of the fence.
Survivors don't enjoy getting camped and don't enjoy getting tunnelled. I'm pretty sure killers don't get any enjoyment out of camping and tunnelling that they wouldn't get out of playing a match in a normal way.
Yes, it's 'balanced' (Only if the survivors hard coordinate, in other words: Not in solo queue), but if every killer were to camp and tunnel and every survivor were to play the hardcounter to it, this game would be dead within a week. No one wants to play DBD if its entire gameplay plan is going to consist of:
- One survivor spending some time in a chase and spending the rest of the match on a hook.
- Three survivors moving to gens and holding M1.
- The killer chasing down one survivor and then spending the rest of the trial staring him down.
'Fair' doesn't mean something is healthy for the game. It would be very 'fair' if the killer couldn't get more than 2 kills in any given match, because then it mostly breaks even. But every killer could quit if, after two kills, the other two survivors are fully invincible for the rest of the trial.
Camping and Tunnelling suck the fun out of the game for both sides. Camping is by far the worse offender of the two, but the nerf and subsequent disappearance of DS has really brought tunnelling back into the limelight too. The only reason they haven't killed off DBD yet is because a lot of killers DO abide by a certain 'code of honour' and refuse to participate in these strategies. I myself immediately put distance between myself and a hooked survivor and try to look for someone else. And if I keep catching the same survivor, I'll often refuse to kill them off in favour of chasing someone else. It creates healthier gameplay.
And what you "less than ideal" players don't seem to understand that is if everybody properly punished the mindless campers, it would disappear or you'd outlevel them.
I'm sorry if you can't handle the truth of the situation, but that's the way it is. There's nothing high-and mighty about pointing out that your gameplay encourages the very thing you hate going up against. And as I've pointed out time and time again - if you don't find it fun and engaging, don't play.
This game has retained it's player base for almost SIX ######### YEARS despite all the pissing and moaning about camping. You all can stop acting like what's happening is going to kill the game
What you need to accept is that it's just not for you and there's no shame in that.
@Euphoricjustin said:
https://forum.deadbydaylight.com/en/discussion/comment/2074406#Comment_2074406
THIS! Completely agree and I’m happy to see other people think this way also. Tired of people responding to us survivors with these compliments as “oh you’re just a scrub, player better”
But it's not wrong. See above. If players would respond properly to camping every single time, you'd see a lot less of it.
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1972525#Comment_1972525
No, the solution would be simple. If someone turns on their flashlight, turns it off, and then back on in less than 1 second, there will be a 1-2 second delay before it lights up again. Epilepsy is about the speed of flashes, and im not sure what the flash rate threshold is to be safe, but they can make it so the flashies can't toggle quickly.
Takes about 20 flashes a second for most people with photo-sensitivity epilepsy to get a response based on my own quick research on the issue. Although personally, just give it a half second cool-down between the on and off's just based on my own layman's research on it.
I think our best path forward is just asking BE to look into it as a possible concern we have and they can consult with the medical professionals on it. And we can reduce another annoyance at the same time.
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My own solution, offer BP bonuses for playing the side of the game that needs numbers.
If the ratios are off by a certain amount, give the side that needs numbers a BP bonus for playing the needed side.
For example
When there are 5 survivors for every killer, or 3 survivors for every killer, offer a 20 percent BP for picking the under populated side.
This is what a lot of dungeon-matchers will do in some MMO's when a certain class like healer or tank is missing - they'll offer an exp bonus for playing the needed class.
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@mintchapstick said:
https://forum.deadbydaylight.com/en/discussion/comment/2075864#Comment_2075864
Whether or not you'd be opposed to it doesn't matter. What matters is that it literally can affect the health of some players. That far, far, outweighs the 'strategy' of flashlight clicking & there needs to be a way to bring this problem to the devs so that they can figure out a way to implement a fix to this strobe effect.
That was my intent - I will admit I probably should of worded that differently. I apologize.
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Only reason killers are having a "field day" right now is because people have overeacted and stopped running DS. I guarantee that most of us will not pick you up right away if we still see an obsession in play - just sayin'.
In only 1 game out the past 2 days I've played killer, I've lliterally only had 1 game were the nerf actually affected the survivor I took down. Cheeky little Claudette that just got unhooked and I got led back to by her rescuer sitting there doing a gen injured. I see somebody on a gen, I don't even need to check of as obsession at that point, I know they're fair game now.
Damn straight I hit that. I put it on a hook too. Thanks rescuer for being such a great teammate!
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I mean... it could be worse - could be the Suffocation Pit basement that's in the Mine. Literally strongest basement in the game right there with The Game being a very close second.
@therealcroissant said:
https://forum.deadbydaylight.com/en/discussion/comment/2075866#Comment_2075866
Nope, two games ago Freddy with agitation and iron grasp took me from the middle map straight to the basement, I wasn't even close.
Just means that half of his perk slots are taken up for that one thing, making him considerably weaker in the chase and gen pressure. Seems like a fair trade to me.
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@Ilyrana said:
https://forum.deadbydaylight.com/en/discussion/comment/2071029#Comment_2071029
honestly i would but i already lack games both my bf and i enjoy.... i really just cant understand why strobing is even a thing ;-;
Niether do most of us to be honest. Given the flashlight's limited battery and the fact it annoys so many people (and it's a good way to attract attention), the behavior seems to be encouraged by both the game's design and human nature.
Frankly, I would be opposed to a 1 second cool down between clicks myself.