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FrenziedRoach

FrenziedRoach

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FrenziedRoach
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  • Do casual players ruin the game?

    I've been debating this in my head since the release of World of Warcraft and I can't find a satisfactory answer for myself.

    The thing is, my first games were on a Magnovox Oddessy back in the 70's. I was an early adopter. Getting my dads quarters ate up at arcades and so forth. I was the wierd kid at school that was actually good at these things that were balanced to hard difficulty as that was the only difficulty devs were familiar with. I'm used to the challenge.

    I'm not mad games have been made more accessible to a wider audience. If anything, I welcome having more people I can enjoy my hobby with. I'm not mad that in some games there may be a "kid brother" mode or what not to let the lesser skilled play with you. I don't look down on somebody who likes a puzzle game or a farming simulator. I enjoy the fact the genre has something for everybody.

    What I take exception to is the attitude that these so-called casuals expect the rest of us to play down to their level. I really get annoyed when a game company, as part of their vision, produce a "Dark Souls" or similarly brutal game that beating actually means effort; and these people demand it get made easier for them. It really ######### annoys me because I'm sitting here saying "Yes, keep making easy games for my lesser skilled friends to play!" but my wish to have a few challenges tailored to my taste that people like me can enjoy in our corner of the world is somehow "elitist" or "ablist"... complete BS.

    And it's really ######### annoying when we get demonized in a PvP game for playing wide open. I mean... seriously, #########? I get that you want a specific difficulty - I'm the same way. I get bored AF when I get a baby team that is clearly outmatched, so I want out ASAP and take the steps necessary to end that game and move on. I try to make their demise swift so that it's over with and they can get busted down to a killer more their skill-level... but somehow I'm the bad guy? Really?

    It's times like this... when latecomers come to my hobby demanding I put on the kid gloves or that the difficult games I enjoy get neutered I start wishing I was still just some social outcast that nobody understood the passion for games I have. Because at least then, I wasn't vilified for playing hard against my peers.

    Deep down, what I want from my fellow player is the understanding that not every game is for them - not every experience will be for them. What I want from the casuals is a bit of self-awareness and understanding. I want them to know themselves well enough to realize that they don't have to play a game they don't enjoy. I want them to realize it's futile to rage at the people who beat you because most of us aren't going to stop beating you. It's futile to expect random people you know to play in a manner you desire. Rather than frustrating yourself over something you have no control over, take command of that you DO have control over.... yourself. Make that decision to either tighten your gut and tough through the rough parts in a game you love enough to do it for, or make the decision to take a break or move on.. There is nothing wrong with either of these decisions and I support you either way.

    Remember, I may be part of the old-school when it comes to gaming, but I really do like seeing more people in the hobby as it gives us the choice we have today. I may not be a fan of the Sims games and I find sports games boring - but I still consider you my gaming cousin no matter which platform you choose. Just please be as accepting of me as I am doing my best to be of you - even if we don't agree on gaming philosophies.

  • I get the impression that most of the playerbase is completely incapable of noting behavioral patterns then adjusting accordingly.

  • @PureDoctorMain said:

    I feel that we doc mains are rather nice. I have no clue why a doc would be toxic I mean you get to hear that amazing laugh every time you shock someone how can that not just fill you with joy.

    Well, first off - no killer is toxic IMO, so this whole thread is kinda silly. But that aside, I wonder if you were playing pre-rework? Because pre-rework, most of the builds centered around his ability to passively raise madness and bring forth the frustration of random skill checks... then turn that up to 11.

    And no, we Doc mains do not usually have a reputation for being nice as a result.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124822#Comment_2124822

    You clearly missed the point of my post.

    There is physically not enough time in a match to do all 5 gens and all 5 totems unless you're literal gods to prevent the killer getting a 2k. Minimum.

    um.... there actually is if everybody is pulling their weight. there actually is with time to spare. Especially if everybody is rotating hooks and not playing immersed

  • Myers, by far. The way he just stares into their eyes as the light fades... then he does the killer version of a "mic drop" and tosses away the corpse.

  • I dunno - I enjoyed my time on him and look forward to returning to him when I catch up my other killers.

    About the only thing I've wished he could do was just reel in a little faster. the reload time never bothered me given how he can pull people to him - but he loses so much time from misses and his slower speed. I feel like that if I could reel in just a little faster, I could make up for lost time.

    Problem with that idea though, is I realize the chain would need to break faster to compensate. And I'm not sure I like that idea - because I was starting to understand how to manipulate his ability around certain loops when I managed to connect a shot.

    The ADS spam does feel a little cheap and I wouldn't be opposed to seeing it adjusted.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124765#Comment_2124765

    Yeah because me who cleansed 4 totems hoping my team cleansed the last is fair for me to get hit by it. Noed punishes solos mostly.

    @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124765#Comment_2124765

    Yeah so glad I have time to do 5 gens and 5 totems when the killer facecamps someone gets a Noed proc facecamps that person and we physically don't have enough time to do all 5 totems and gens this is a very good take

    You have two choices....

    You can accept that your team will let you down sometimes, or you can carry harder. It's up to you. But it's not NOED's fault randoms are going to random.

    Me personally? I can't deal with teammates that don't pull their weight and I got tired of trying to carry harder, so I just play killer.

  • I have a personal rule when I play survivor to find at least one totem and cleanse it. If every survivor did at least one totem, that's 4 out of the 5 gone every single time. I don't understand why this is so difficult for some people.... guess it's just easier to complain

  • I sometimes get the impression that many red-rank survivors exist simply because people are too damn nice and rank them up when they don't deserve. So there's no real way to really gauge if you are going up against that top percent. All you can do is judge based on sheer numbers.

    I really need to go back to spirit one day and see what the fuss is about.

  • Doc and Trapper are about the only 2 I run it on with any regularity, and I'm actually considering dropping it from Doc

    I don't use it so much for finding people as to help with using my power more efficiently. When it comes to the 4ks... ever since the hatch rework I've cared less about slugging for 4ks. In fact, I've kinda cared less about escapes through the hatch in most cases.

    There's just so many other clues you're given to help find people....

  • NOED is not rewarding the killer for doing nothing - it's punishing the survivors FOR FAILING TO DO THEIR OPTIONAL OBJECTIVE

  • @Ecstasy said:

    It's a matter of perspective.

    As others already pointed out: if you don't think that gen-rushing is a thing, then clearly tunneling and camping aren't really things either. When a team can't work around those strategies, that's always their own failure.

    If you genuinely never complain or care about that stuff either--given all relentlessly pursue your own objectives in the most logical & optimal fashion for the circumstances, even where it denies other players a chance at fun--well, okay, that's fair.

    As long as you're consistent with your logic, it's not something anyone can definitively argue as right or wrong beyond their own POV too.

    My own POV?

    When your match strategy is totally contingent on pressuring gens as quickly as possible with some expectation of cheesing the chase/altruism points needed in the end-game where you're free to swarm the killer in relatively safely... you're absolutely gen-rushing. It doesn't take BNPs. It's about mindless, robotic efficiency even when you're thriving. And it really does suck. It's no different from killers denying you the chance at any real game by tunneling you right off the hook. One side guarantees the other to de-pip from that loss too, while they still usually (but barely) secure their own pip from the win.

    Personally, I want the games to be games. I find that occasional sub-optimal (aka fun/fair/empathetic) decisions tend to create far more enjoyable games even if that sometimes costs me games I'd otherwise win. Hell, that's kind of the point: letting the scales tilt back a bit to provide more interesting matches.

    As a survivor, if we're making great time and in a good position, sure, I'll take some time to open a chest or do dull totems. As a killer, if I've got some serious pressure built up, yeah I'm going to ignore the logical targets to go after someone I haven't hooked yet. Sometimes I'll even avoid death hook and just slug so they've got a chance for recovery and more gameplay while the slug will still buy me pressure since someone's got to lift them up. (Especially if its a game where I came out hard and heavy--double hooking them early--where I could've played more relaxed).

    I don't demand that everyone else plays this way, but I get zero value out of relentlessly winning as quickly as possible just for the sake of it. Might as well be doing any arbitrary thing for the sake of doing whatever arbitrary thing quickly. Dishwashing speed champion here I come. That's the sort of value winning alone holds to me.

    So I tend to play this game with the goal of double pipping when I can. It makes sure I've got to balance how well I'm doing with giving the other side a real chance at playing this game. It's a challenge of its own. As frustrating as the emblem system is in some respects (and the your vulnerability of depending on other players participation), it's also something I greatly respect for how it strives to push players towards making the game itself more enjoyable.

    The part that bothers me is the "even if it denies the other players a chance at fun". You explain yourself in a great manner that tries to be fair to those of us who play hard and don't complain when people play hard back - but then you say something like that which can be interpeted as a passive-aggressive attempt at demonizing those who beat the snot out of their opponents by playing hard.

    Look, I understand your POV about wanting to get the most value out of any game and there's nothing wrong with wanting to be nice to people even if I disagree (I feel that going easy on people just defeats the purpose of a matchmaker by boosting players who shouldn't be moved up a rank). I feel that in any game that has a failure, state, you need to be prepared to get your ass handed to you sometimes. And if people can't handle how a game will occasionally kick their butt, they may be just (and I don't mean no disrespect when I say this) they are in the wrong game for them.

    I purposely avoid certain games that getting my ass handed to I find no fun. I love Tanks and ships, but I don't play World of Warships or Tanks simply because I learned that getting my ass handed to me in those games is just no fun for me. I've come to terms with that and have moved on. I harbor no ill-will to those people who still play them and do well in them - they found their place and that's fine. Coming to that conclusion has led me to believe that DBD may just not be for certain people - and there's nothing wrong with that.

    But I take exception to these people who feel like they HAVE to play this game and people MUST play the way they deem is right.

    I don't find playing with kids gloves on a group that's clearly outmatched fun. I find it boring and I want to be so done with it so I can at least find a team that has just enough teeth to make me work for it. Why does MY fun have to come second to that of total strangers who are likely just going to take advantage of generosity, get ranked against a better killer that will likely destroy them anyway? I mean, I don't see this often recipicated from the survivor side? How many times have you been on a survivor team that totally decimates a killer and denies him ANYTHING then let's him have fun by offering a couple hooks at the end?

  • @MeltingPenguins said:

    At the emblems, you'll lose points if you've been standing round the hook for too long. However, if you are chasing a survivor in its proximity or damage a nearby gen, break a wall or reload (huntress and clown) and then move away (past proxycamping) you don't get the minus.

    So, why is it impossible to have a direct mechanic that punishes camping directly?

    Because there are perfectly valid reasons to defend the hook while not being in a chase. IE - I just hooked somebody and can see 2 other survivors nearby - 3/4ths of the team not doing gens takes away any need for me to leave the hook at that point.

    Let's also not forget that the hook is supposed to be risky which is why it's such a huge scoring event for successfully unhooking somebody (and a denial of points if you don't do it safely). to directly punish camping goes against these very design principles. If you took away the risk of unhooking somebody, the points awarded for doing the rescue in the first place would have to come down to compensate.

    Besides - as the devs have said time and time again - camping is considered part of the game and will not be banned or directly punished.

    The most that will ever be done is offering incentives for the killer to leave the hook through the emblem system and certain perks.

  • I can accept the proposal the Breakdown breaks one hook and one hook only on the condition they revert Hangman's Trick to counter it.

  • Like all strategies, there's a time when to do it and not to do it.

    I voted necessary because it's tactically sound to hold position when you know at least 3/4ths of the team isn't doing gens or there just isn't gens to defend.

  • This is going to be strange coming from a killer - but I refuse to use Hex perks including Ruin. I just hate the idea that my perk can be destroyed in the opening seconds of the game. So I just fight through it without them.

  • I mean, it's their objective. It's on the killer to juggle them from that objective.

    It's one of the few times I found myself agreeing with Tru3 this past month - he mentioned that the Trickster's problem is it's hard for him to split the pressure. Something higher mobility killers are really good at and others who's very map presence does passively.

    But when it's their only objective and the killer isn't really pushing people hard, it's not the survivor's fault.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2121417#Comment_2121417

    Then they have a hell of a lot of explaining to do about the issues with Console Optimization and the enormous amount of bugs.

    I've been getting the impressions from listening to the war stories of the few coders I do know that optimization is not as cut and dry as us outsiders would like it to be. Sometimes you look into it and quickly find something that gives you a couple dozen milliseconds back per cycle. Sometimes you dig for hours and hours and can only find a way to shave maybe 10 milliseconds off your cycles.

    I'm not saying BE is perfect - we have plenty to roast them for. But let's not pretend that some content creator knows more than the devs.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2122361#Comment_2122361

    The problem with this is that people have the ability to get better at the game while killers have hard caps on what they can physically do.

    You balance for bad players and you slowly destroy your game. There is a reason people complain about queue times and it is because people have stopped playing killer and either move on or play survivor only.

    The Q's are long because the matchmaker is garbage, not because of population. Population is actually been stable for years now. if anything, it's slowly growing overall

    An ongoing analysis of Steam's player numbers, seeing what's been played the most.
    image.png

    Balancing around the lowest common denominator is working and has been working for most of games for a very long time now. The so-called "top players" need to just accept that and stop it with this rhetoric already because the numbers don't lie.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2122196#Comment_2122196

    Thats totally it, it isn't like we don't have multiple "tournaments" and the depip squad proving otherwise. nah.. ignore that "nobody" plays like that right?

    Simple callouts like who will save and general killer location change nothing at all and 2 people on gens at all times is the killers fault and nothing else.

    You're talking about players who know what they're doing.

    2/3rds of this playerbase doesn't play at this level so it's irrelevant.

    I am just good enough at killer to realize how bad I am at it and I typically run very little generator defense if at all - and yet I can kill 3/4 players I run into without putting much effort into it. Unlike the people you are talking about, I'm not expecting to win every game as killer and that's fine. These people... these people who started this conversation about gen speeds often wipe out most of the teams they run into. I don't know why they're complaining.... they obviously beat most of the playerbase.... seems to me they're just making excuses for that small bit of the playerbase that's better than them.

    If you mess with the generator speeds, the majority of the playerbase will suffer, PERIOD

  • Every time I see him running around, I'm reminded of Sonic Spinball for some reason.

    Yah, that's all I got.

  • Poor players always blame mechanics they don't understand. Survivors yell about tunneling, bad killers yell about gen speeds, bad battleship players in World of Warships whine about torpedos, bad heavy players in World of Tanks whine about artillery, bad players in Blackwake whine grapeshot volleys just as you grapple a ship, people who stand still whine about getting headshot by snipers, mindless rushers whine about corner campers in your favorite FPS

    Bad players deflecting blame to game mechanics is just as certain as death and taxes.

  • @FastestVirginia said:

    https://forum.deadbydaylight.com/en/discussion/243869/yeah-people-are-abusing-breakdown

    Its funny how many killer mains complain about breakdown now and using pallet stun glitch at the same time. Nearly every killer i got since pallet glitch tried to use it for their favour and hit me through every single time, so im not even sad that people are abusing this for you guys.

    You have no way of telling that they were trying to abuse a glitch. They might just be people who have no issues diving pallets. You need to stop reading malicious intent behind what your opponents are doing.

    I'm not even sure what this glitch is - but I've been diving pallets for years because you sometimes get that hit anyway, so it's worth taking the risk.

  • I did try putting TTV in my chat for awhile back when I did stream regularly and it was interesting to see how many people came into the chat. As a survivor, I mostly got follows and GG's - it was rare I got any salt or anything. As a killer - people would come in usually to try and get me to change my play style and I was happy to engage in a conversation with them.

    This is where you really see the difference between me talking on stream and the chat you see from me here on the forums. Because a lot of things I would say here that you'd think are hostile, sound completely reasonable when you see me look straight at the camera and say it calmly and reasonably. There's no room for misinterpetation - they can see clearly that I'm not out to ruin their day or be a troll - I just play hard and pull no punches because it makes sense to do. And while I don't change many minds, at least they walk away acknowledging I wasn't out to ruin their night and respecting my viewpoint even if they don't agree with it.

    Occasionally though, you get some salt-spewing half-wit and my moderator shows them to the airlock...

  • Dude, you lose so much speed and time just using tombstone anyway....

  • Why do you even care what some rando says about you?

    Hell, I used to have a screenshot on my old machine from back when Doc was freshly released and his shock didn't stop actions - so I was using it to check hiding spots through walls.... guy actually had the umitigated gall to say "I was only finding him because of using my lame power".

    .... dude.... like... back then that's about all the power was good for.

    It was around that time I realized people are going to complain no matter what you do... so just do you and let them rage.

  • So bring back the slugging meta. That's what we used to do during the dark days when our hooks were sabo'd permanently. If they want to exploit a glitch, give them hell in return.

    @Judgement said:

    https://forum.deadbydaylight.com/en/discussion/comment/2120499#Comment_2120499

    It’s pathetic that when a potentially game breaking bug is discovered the first thing that the DBD community does it spread it around and exploit it for the lols.

    Dare I mention OchiDO?

    BHVR need to step the ######### up and tell people immediately what to not do and the consequences of doing it whenever a bug like this goes around. The News section in the game and all forums is there for a reason, not just to tell people about the next cosmetic drop.

    Ignoring it they are offhandedly telling everyone that they are allowed to exploit the issue in the game, and the same is true for everything else that has happened and that will happen.

    It seriously cannot be that hard to disable perks. They already have that for offerings and the excuse that it’s ‘already built in to only those offerings’ is feeble because that literally screams “We don’t know how to fix our game so deal with it.”

    NEVER MENTION HE WHO MUST NOT BE NAMED!

  • I don't want to take away it's affect after hooking - this gives killers an excellent tool to use against hook farmers and I'd rather not remove that. Hook-farmers are scourge that MUST BE ERASED FROM EXISTENCE.

    My problem with the perk is that it makes all other anti-body block perks obsolete. While it works well with Mad Grit for those inclined to build around it, it completely renders "Forced Penance" pointless to take (to be fair, Forced Penance is so utterly mediocre that I'd forgotten it existed till I took up Pyramid Head)

    Personally, I'd make it NOT activate until the person is hooked so that body blocking is still possible, but still give the killer the means to punish aggressive hook farmers.

    As for making it a hex perk - I don't think it's strong enough to warrant that. It's cooldown is just high enough to be noticed when you are completely steamrolling a team, but it could probably be made higher to curb it's power.

    Survivors already get a notification when they are exposed - it's on them to realize Starstruck is in play and act accordingly.

  • I'm all for giving survivors temporary strong positions as a lot of these guys couldn't loop their way out of a wet-paper bag. But even I'll admit there's a couple of these doors that have me scratching my head. The one at Wretched Shop makes no sense to me - that's already a really strong landmark - but now they have a 100% free escape until you break that door. It's the same with the new Torment Creek that hasn't dropped yet.

  • I see TTV in the name but they aren't streaming, I question if they'd be worth watching to start with. I mean, if you can't even put forth the effort to change your name when your not streaming, you likely don't put much effort in anything else.

  • Feh, let them run it. I'll just bring back the old slugging builds to compensate - then we'll see who gets the last laugh.

    Knock Out and Deer Stalker anybody?

  • @Kebek said:

    I main him and I win significant majority of my red rank games. If you learn how he works and get really good at him, you'll have pretty good chance to beat even the best survivor teams.

    Good perks would be Surge, M&A, Corrupt intervention, STBFL, BBQ, etc. He has a lot of synergy with basically all perks, some more then others but whatever build you make can work as long as you play him well.

    Corrupt Intervention does work very well with him, I can vouch for that.

  • Only as absolute last resort (IE, all the gens are done, everybody is at the hook already before I turn around, 2 people are downed nearby) In those situations it's the best tactic

    However, if I literally don't know where anybody is, I'm going to go looking for somebody to chase because chasing somebody else while somebody else goes for the rescue ties up 3 people.

    But I'm not going to walk away from the hook if the survivors don't give me a reason to leave.

    If you got a problem with that, I don't particularly care. By being a little ragequitting, self-centered little prick and not being the least bit apologetic about it, you've shown me I made the right choice staying away from survivor.

    I'd pity you, but the fact you're so proud of it makes you worthy of nothing but contempt

  • He's not my main, but he has a few things unique to him that make certain perks work in ways people don't expect.

    Basically, when you melee somebody off a chain, it counts as a "basic attack", so perks that work off basic attacks will behave normally after you reel them in.

    So things like Starstruck, Dragon's Grip, Make Make Your Choice, ect - all proc after reeling players in and connecting with a melee attack.

    However, you better be on point with your snap aim and ability to lead, because he's not as forgiving about hits as the huntress is.

  • @HuDawg said:

    Being face camped isnt exactly fun so i understand why one would suicide on hook because of that. So i say it is justified in this case.

    I'd call it selfish and short-sighted because you just freed up the camper to go after your teammates and rewarded their behavior which means they'll do it to the next guy

    It's literally 2 minutes of your night to stick it out. Area you really that impatient?

  • My research into the issue has been mixed. Given this is something done outside the game, I have serious doubts it can be fixed directly.

    Unreal seems to have a way to force aspect ratio in their camera settings, but I have yet to find info to confirm if this overrides the NVIDIA control panel.

    THAT BEING SAID

    The changes I've seen to the farm maps seems to indicate the devs are aware of the issue and are seeking it to address it by raising the height on the haybale tiles themselves.

  • I thought I smelled necromancy. This post is from like, last year.

  • @RenTheCat said:

    https://forum.deadbydaylight.com/en/discussion/243459/this-is-beyond-ridiculous

    That actually sounds funny. Body blocking and protecting teammates is not abusing mechanics. I am going to say using BT to protect others is bullshit, the perk is meant to be to help someone escape if the killer is camping, not for 12 seconds of invulnerability to do as you please. People with BT can jump right back on gens

    I don't know why people get upset at BT being used to tank a hit. Frankly, I think it's a bad play most of the time. but if you can prevent a down with BT, then by all means do so. Having that deep woulds effect just guarantees the killer got something out of it anyway. Because you can ignore being injured to do a generator - but you can't ignore Deep Wounds.

  • Only abusive part of that was the chat. The rest of it was just playing the game.

  • Wait, there's a meaning behind it? I just figured everybody had issues with their crouch keys sticking and they were trying to unstick it.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2114893#Comment_2114893

    I've been here for close to 3 years, I'm either insane or insanely optimistic at this point.

    Just admit it, you're a masochist like the rest of us XD

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2115262#Comment_2115262

    https://forum.deadbydaylight.com/en/discussion/comment/2115243#Comment_2115243

    No it's not, that's awful xD

    No perk should be deleted because you did too well that's ridiculous.

    That would be like saying if you ran a killer for 20 seconds with decisive strike, it is removed from play.

    If you safe unhook survivors in a match borrowed time is removed from play.

    If you heal 3 people with we'll make it, the perk is removed from play....

    and so on; and god forbid you have to slug someone too at any point.

    That is like, one of the worst ideas I've seen for the perk to date.

    If you can't capitalize on 3 insta-down you're doing something very wrong and deserve to lose IMO

  • Naw, I liked another change somebody suggested.....

    NOED destroys itself every time you get a down and migrates to a new dull totem. If there are no dull totems left, it gets removed from play.

    That way every single dull totem destroyed helps do something to curb a potential NOED at the end of game. Seems like a fair compromise to me.

    I wish I could credit the guy who came up with it - it's a brilliant idea.

  • If you want to have a serious discussion and not play word games, that's fine. But I'm getting the definate impression you want to play the religious apologist regarding camping and just play word games.

    If that's what you are here for, you can just clear off.

  • Um... no. Camping does not delay the game like cornering somebody in a corner can. If somebody is camping, then the survivors have the means to progress the game anyway by doing the gens. However, if a survivor or killer blocks a survivor into a corner - then that is most definately bannable

    Nice try though. Devs have said time and time again camping is allowed... for the past FIVE YEARS they've said that. So move on please.

  • tanking a hit is not bannable. In the unlikely even I'm wrong and it is, I will uninstall this game and never come back.

    What the guy said above me is the truth. If you corner a survivor more several minutes and do nothing - that's likely what will get you banned. But blocking killer hits or blocking the killer's path is 100% allowed.

  • Then there was tonight. After several games I got into a match where I was clearly outmatched. Felt myself getting frustrated. Then decided "you know what? I'm done for the day. I clearly am not in the right mind for this anymore"

    And so I walked out. I'm done for the night. And likely for the next few days as I don't ragequit lightly and punish myself harshly for it.

    You have to know your mental state. And tonight, I pushed it one game too far and that was wrong of me. I should of realized I wasn't in the right mood to get beat and I shouldn't be playing anymore tonight and probably the next few days. I don't pretend to be perfect - early 1/3 of this playerbase can probably walk all over me and that's fine - they deserve their win.

    The occasional "I'm done" is fine, but always realize you're probably going to get your ass clapped from time to time. And if you aren't ready for that, try your best to realize that and not log in to start with.

  • Christ, I'm so sick of being demonized because I choose to give it my best when I'm up for playing, you all need to ######### off.

  • If they can't handle a brutal game, they should leave, PERIOD

    I refuse to hold back FOR ONE SIMPLE REASON.... because me ranking them up just means the guy above me is just going to beat them down anyway. Better they learn from me that they aren't worthy of ranking up

    If they can't handle it, fine - they weren't meant for this game and there's nothing wrong with that.

    It's a ######### PvP game - nobody should be holding back. If people want a chill game, they need to find something coop not DBD which is PvP

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