Avatar

GonnaBlameTheMovies

GonnaBlameTheMovies

About

Username
GonnaBlameTheMovies
Joined
Visits
0
Last Active
—

Comments

  • @ppmd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789854#Comment_3789854

    Killers have gotten a bunch of basekit stuff, were you not here for 6.1? What about hooks respawning? What about improved regression on gen kicks? Also do you realize I could do the reverse with your logic? We can't give killers basekit buffs because then Nurse and other S tiers will have them!

    (I do think S tiers would be better off not existing and of course allowing for buffs that are healthy for the weaker killers)

    Also for your strange question about bloodlust, I am threatened by bloodlust basically every game I play as survivor unless the killer is using their power constantly. Most loops are bloodlustable now but even if I win a mindgame I am dealing with that very potent mechanic quickly so I cannot loop anything for long. I don't really know what the point of saying this was though, do you also wanna ask how often I am affected by the window blocker?

    The rest of your post reads like you are frustrated at your experience playing killer. I suggest you play some more 1v1s or watch competitive events or get coaching or ask someone to practice/improve because there are lots of killer players who are eating insanely well right now.

    No, I wasn't here for 6.1. I joined the game in 2022, this has always been the state of Killer to me. And no, I am not frustrated at playing Killer, not a single thing I said even remotely suggests this… but you certainly sound frustrated with Survivor since you typed paragraphs for my one paragraph. Please don't put words into my mouth and assume just because you're frustrated with your experience. :(

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789997#Comment_3789997

    I mean they balance around a 60% kill rate, the game definitionally is Killer-sided. That being said, I think OP's issue is recently reaching the topcap of MMR, or playing with really bad friends.

    I tried playing with a newer friend, and found it equally impossible. The Killer too easily could massage that weak link for free wins, and my friend is still ratting in lockers randomly. I can't help them learn quick enough for them to deal with actual Killers playing normally. They need to practice against similar level baby Killers.

    Alternatively any player recently reaching the topcap is going to be in a bad situation if they don't want to actually spend more time to learn how to play. In a normal match, the Killer would be 50, and the Survivors 40/45/55/60. That means each Surv is taking turns being the best and worst in the lobby. Once they reach the topcap, the best case for Survivor is the Killer is 75, but far more likely is the Killer will be better than them. They can no longer occasionally be the best player in the lobby (and most commonly are the worst player in the lobby) until they bring themselves up to at least 85ish.

    For both problems combined, SWFs use the highest player's MMR. That means if you play with a 75/50/50/25, the matchmaking treats you all as 75s. To make things even worse, when playing in a SWF, you get artificially inflated MMR gains, and deflated losses. That means if you have a single person at the topcap in your SWF, you will take even longer to drop below the topcap than the normal loss prevention to drop below it, so it takes these 10+ losses before you even dent the 75 down to 74. If they get a win, they go right back up to 75-80, and have to lose another 10 games before they get another 'playable' match.

    Basically SWF MMR adjustments are the largest problem, and an equally large problem (that also ruins Killer experiences) is the topcap loss prevention. Allow people to naturally drop MMR when they lose, and they will get playable matches again.

    You're absolutely right about all this mizark and yeah, the game by definition is supposed to be Killer-sided. The Killer has to be a threat, so a 60% Kill Rate is feasible. This doesn't, of course, mean you're getting a 60% Success Rate.

    If you try to pursue winstreak after winstreak, you will eventually hit the MMR cap and then, you will be stuck and suffer until you lose a whole lot of rounds. This is true for both Survivor and Killer. But since Killer is a bit easier to control a round with played well, Killer is easier to hit th cap with faster. I think we should make MMR gains and losses be similar.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790482#Comment_3790482

    Ehh still isn't that good of a killer. Only marginally better than base myers.

    Also a Ghostface Main over here, and a Myers secondary. Myers is a mid C tier played correctly, and Ghostface is a Low B tier played correctly. If you truly believe what I just quoted here, you either play at way too high MMR and play too sweaty to make these Killers work, or you simply aren't very good at stealth gameplay. And that's OK, not every Killer needs to be Blight or Nurse, and not everyone is good at everything. :)

  • It really is the new version of the old DC before bots.

    It's not okay.

  • That second one, the keyword is "toils". it translates to "HE IS ON MY TRACK".

    Try that one in the game store.

  • Sometimes you go on a cold streak. It happens. That doesn't mean the game is Killer-sided.

    SWF isn't supposed to be a wonderguard against losing. It's just supposed to help you even the odds in a round through teamwork, that forgotten fifth Survivor perk that too many people forget.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789955#Comment_3789955

    penti is usually used as camping tool since survivors in comp arent allowed to use antifacecamp system or perks to combat camping/tunnelling.

    so you can get penti totem near hook and secure 2nd / kill easily.

    obviously this just doesnt work properly in normal games because it's way too easy to deny it or trade. unless, of course, survivors are terrible which is usually the case.

    Non-comp games in pubs are where everyone is both terrible and amazing apparently.

  • I like Ghostface and didn't want the same Ghostface avatar everyone else here uses. :)

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789868#Comment_3789868

    It’s too powerful against killers yet a 4-man swf occurs 4% of every match and has on average a 40% escape rate. Meaning killers still win more against 4-man SWFs than 4-man SWFs win against killers.

    At the highest levels of play SWFs are approaching a 50% winrate.

  • It's not the Killers, it's the way their playerbase plays. I will happily take any number of Skull Merchants over the ways people play Plague or Deathslinger any day.

  • I don't understand.

    Really weak M1 Killer that badly needs love in the form of some kind of rework or retooling of their kit uses a very off-meta and easily handled hex build, and people are… mad about this?

    Is the Killer ever allowed ANYTHING to control gens at all ever? If not, why are Survivors then allowed all these generator progression perks?

    Why isn't Killer allowed to defend gens at all even with niche perks?

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/425487/solo-queue-is-such-an-incredible-nightmare

    Yeah… DBD has become 'SWF or perish" in some ways. There's very little joy in Solo'Q atm.

    Unfortunately this is what happens when everything changed to make SoloQ better just accidentally powers up SWF more.

    You get a version of DBD where the Devs frankly HAVE TO start balancing around SWF… because teamwork, good coordinated teamwork, then becomes much too powerful against most Killers.

  • @RozeChrimzon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789726#Comment_3789726

    Glad to see other killers can understand how problematic the range/constant aura read can be :)

    Well that would be because I play both sides and want the game to be the best it can be, Roze. :) Play a lot of M1 Killers like me AND Survivor, and you tend to get a more nuanced view.

  • @Seraphor said:

    BL1 is a pretty important equalising factor. Chase/mobility killers don't need it and don't use it, M1 killers do and it makes them more viable. It has nothing to no with map balance. You simply can't account for the disparity between chase powers like Wesker/Blight/Nurse, and slower killers like Trapper/Freddy/Dredge without it. Maps could be 100% perfectly balanced, and without BL you'd have nothing but Weskers because all the M1 killers would be impossible to play.

    It is not intended for survivors to be able to loop killers indefinitely. It's a 4v1 game, the 1v1 scenario is supposed to be in the killers favour. If looping for 5 gens was reliable the game wouldn't work.

    Wiggle is not meant to get you off before you get hooked. It would be pretty infuriating to play killer if half your downs never made it to a hook. It's only there to pressure the killer into going straight to a hook, or provide an avenue for a coordinated play using multiple survivors to deny the hook, after all you're spending repair time to deny the hook so it's a fair trade off.

    This is all better than I could have said it and exactly true.

    Survivors aren't supposed to win 1v1s. Period. You are not supposed to never go down and not supposed to win a 1v1. if you could the game would be unplayable for most Killers.

    Wiggling is not a get out of jail free card. If you want it to be, there's perks to help with that. Wiggling is there to waste the Killer's time if they don't go to a hook, it's a way to prevent Killers from holding one Survivor hostage on their shoulder all round. It's not meant as anything more.

    Survivors are not intended to beat the Killer. They are intended to avoid the Killer, by any means necessary, for long enough to do all the gens as a team and get out. You are not supposed to beat the Killer, because the Killer is meant to be stronger.

  • @ppmd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789476#Comment_3789476

    I can see where you're coming from, but let's do the reverse for fun.

    Okay so killers get all regression basekit and super slow healing and items nerfed etc, and survivors get full anti camp anti tunnel anti slug and killers all get super nerfed in chase.

    I'm pretty sure this is not a deal you'd want to take.

    To answer your question directly, besides basekit endurance off of hook survivors haven't gotten any perks basekit at all. There were new features added. The situation is different.

    To be less literal about it, both sides have gotten basekit changes and much of the ones survivors have gotten have been due to killer players using incredibly simple strategies that have little depth. Yes you could change old skull merchant 3 genning, but then another killer could do it extremely well and not wish to engage in normal gameplay from the start. So they made a basekit change. This change doesn't impact most games even, but I think you are comparing this to having lots of regression basekit which is odd to me.

    To fully address the logic I used, survivors did not get anything they ran before made basekit and so therefore they still need to run things like anti-tunnel or anti-slug and so on to be effective against the best killer strategies. If killers got their absolute best perks basekit that would be super massive, it'd be like if survivors got DS or UB or OTR or an exhaustion perk basekit which would indeed change the game quite a lot.

    This is why it hasn't happened and why BHVR is focusing on making maps weaker for survivor while buffing each killer individually. I think they could go about this better personally but I don't think making regression basekit is the solution.

    I do not see a single reason why Survivors can have a bunch of basekit stuff, but Killers who are low mobility can't. You do realize bloodlust is the only basekit catchup mechanic Killers have right? When was the last time you felt threatened by Bloodlust? Never, right?

    Now when was the last time as Killer you had to watch out for basekit Borrowed Time, coordination, fast gen speeds, repeated clustering around the same gens, unhooking super close to you, complete denial of pressure tactics, etc?

    They just do not compare.

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789545#Comment_3789545

    5th in world for marked downs, thanks.

    DH counter: Don't activate it.

    DS Counter: Don't activate it.

    OTR Counter: Don't activate it.

    Did… did you just counter your own earlier argument?

  • @Oxah said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789720#Comment_3789720

    If you get into a lobby and you see that your mmr is similar to teamates, they wouldn't dodge.

    That's really bold of you to assume that it means the KILLER would not dodge in that situation.

  • I've done more thinking on this and changed my tune a bit about Weave. I run a lot of aura perks myself and I've liked this perk in general on Killers that already do well with aura perks, Killers like Pig, Ghostface, Wraith, Huntress, Dredge. The problem is it becomes much too easy to read Survivors in situations they can't control with this perk, and I think that Human Greed, the Dracula perk, will have the same issue eventually. I think it's fine to have an aura reading perk that procs on stuff like items, chests, etc. Aura reading existing isn't the issue, not even full aura builds are an issue. But I don't think it's fine to have a perk that can give free wallhacks because an item is at a loop.

    I think all Weave really needs is to show where the item's at or have a range reduction, or maybe a cooldown between reads. The unlimitedness is the issue. No other aura perk really does that. Do not break its synergy with Franklin's because I think that's totally okay - Killers are allowed to have strong aura and anti-shenanigan builds too just like Survivors are. DO however, make it have some sort of limit to how it is used or at least give it some way to help Survivors counter it, because when it procs on something like a dropped Key or a dropped flashlight on a dark map it feels really, really bad and you genuinely will never find the item to counter the perk. Nobody is going to hunt for a lost Key on MacMillan's while being chased by a Killer, or bother to pick it up later. The little debuff indicator does nothing. It's fine if it's a medkit or toolbox or even something like a Bloodsense map because those are large and quite visible. It's not fine on other items.

  • @ARTRA said:

    Nemesis: CAAAAAAMP.

    And where does Nemesis like to camp?

    Under the STAAARRRS of course. :)

  • @まうっす said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789473#Comment_3789473

    Please take a moment to think about why murderers use knockouts in their fights.If you don't like being knocked out, we recommend using VC to form a SWF. The killer is constantly forced to fight against the SWF's unreasonableness.At least for some people, Knockout makes playing the killer fun.

    Please don't assume I only ever play Survivor, or that I only ever play SoloQ Survivor. I play SWF almost exclusively and I play a large roster of various Killers of different strength and ability, about 10 or so to various degrees last I checked. Trust me when I say I know exactly why Killers use Knockout in builds.

    To slug. It's to slug.

    It's used only in slug builds and that is literally its only use. It doesn't do much else, it doesn't synergize with any actual perks except those pertaining to keeping Survivors downed, like Deerstalker. Its only purpose is to make it harder for downed Survivors to be found and thus, make them die faster by bleedout due to being slugged. It's just what the perk is build to do. SWF does not counter it unless you are on comms. SoloQ is even more affected by it. It's a perk that is there to make slugging even more viable against everyone, but it hits SoloQ a little harder.

    If I wanted to slug for a challenge or need to keep multiple people down for a challenge for some reason, I'd run Knockout. If I wanted to slug everyone at 5 gens as say, Dredge, I might run Knockout. I don't want to do those things so I don't run Knockout, because its only, literally its only purpose, is to make leaving people down for a long time stronger. AKA, slugging.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789477#Comment_3789477

    My example is about what happens to everyone else in the match if a survivor DCs. If a survivor DCing invalidates the match, and causes the 4 other players to be unable to gain or lose MMR that game, then the other 4 players might want to DC if they consider it to be a "worthless" game.

    MMR isn't a prize to be won, you can't even see what your MMR is. This situation alone that you mention here is exactly why visible MMR shouldn't be added.

    Thought echnically, this doesn't even really solve lobby dodging - just makes the biggest reason why it was done a non-issue. Sure people won't dodge based on prestige anymore, but now they will dodge based on cosmetics, vibes, items held, etc. The issue has not changed any.

    I still think the prestige removal was a step in the right direction, just to eliminate targeting p100s or people in Surv lobbies dodging p0s.

  • I am anxious too, especially around Killer.

    For me, it helps to play with music. I know the basics enough and know that with music I am handicapping myself, so that sets my expectations low. Then I do what I need to in order to get at least a kill or two.

    The other thing that helps? Don't follow what the community says a "win" is. Set your own goals. The game doesn't have a definite wincon no matter what there being MMR, grades, etc. say. Define what a win is for you. For me, it's a 2k + 10 hooks that I count as the start of "winning as Killer", enough to pip me every round if done correctly to hit Gold IV which is all I ever care to play for if I want the monthly BP anyway.

    But, if I only 1k with any number of hooks, no biggie - it's just a minor win, because I got SOMEONE out and the whole team did not escape unscathed. The only time I feel like I lost is if I 0k, which is rare. This keeps my MMR low enough to not worry playing this way, and it also means I can use whatever perks I like, play how I want and who I want, and still feel like I achieved something. I do still typically 3-4k most rounds, but having my wincon set lower than the community says is the goal makes me feel less anxious. Maybe that will help you.

  • Commenting to boost.

    No Killer, not even the strongest most overpowered one, should have a bug that impacts the game for them, for years and years and years. That simply isn't acceptable. If it were any of my Mains I'd be livid and the fact this was left so long is dumb.

  • I thought this was fixed, is it still bugged? I did not notice it on his other cosmetics but I can check.

  • I feel like BHVR just really needs to get rid of the high number of filler pallets and standardize map size across the board. Tiles, not filler pallets and vaults.

  • I think you should get crows if you don't touch gens, get in chase, open something like a chest, or otherwise help another Survivor for a certain time. And no, picking up and putting down items should not be enough to remove the crows.

  • I have a feeling the Devs will add the Killer bots from 2v8 on a Killer DC eventually, and nobody is going to like it.

  • I also am autistic and I 100% feel you… but blocking played Killers isn't it. We can't just say people can't play some Killers and get in your lobbies due to blocking them just because a Killer affects you badly, that sort of tool can and would be used to just deny some Killers from ever playing the game at all. Like Skull Merchant, how is that fair to her players? Or Pinhead, lots of people hate versing Pinhead, how is that fair to someone who likes playing Pinhead like I do? It would mess up MMR for these players and result in long queue times; it's just a really bad idea.

    A better option is just to tone down the sound effects and brightness, or have a sensory friendly filter option that does that for the player. No actual comp player would want to soften these cues, but for people with sensory issues such a filter could help.

  • Perks involving gen hold and gen regression were already nerfed. Killers are allowed to affect gens to have a shot at winning.

    This really sounds more like you just never want some Killers to have a shot at a full game while you and your friends get to do all the gens really fast.

  • And before Dredge was too loud and got almost no benefit from the part of its kit that was supposed to be stealth.

    It's big, it glows white in Nightfall. It makes lockers go bang when it teleports. I think we have enough cues without the sound.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789442#Comment_3789442

    You know how the official stats don't use games that have a DC? What if games that have a DC are considered invalid for MMR, and the other players don't gain or lose MMR in those games? If that is true, and that knowledge becomes public, then if someone DCs in a game, it might cause the other players to feel like the game is worthless, and they would be more likely to ragequit as well.

    It's stuff like that, where people would get upset if the MMR formula doesn't match what they personally feel should be MMR gains or losses.

    But I don't see how DCs actually affect matchmaking aside from lobby dodging. Don't you neither gain nor lose it if you DC or are DCed?

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789352#Comment_3789352

    What's the counter for DH, DS and OTR if you play Ghostface or any other M1 killer? The counter is that you don't play for hooks like a novice.

    The only skill issue in this case is being granted god-mode and then acting like you were good at something when the hit literally didn't count.

    Speaking as someone who plays Ghostface, the counter to those as Ghostface isn't slugging.

    The counter is 99ing people and downing them before they can get their endurance up, then hooking them, then downing and hooking the other people you presumably also 99ed, because you actually know how to stealth.

  • Knockout is a terrible perk that only serves to enhance a really unfun and boring style of play, and ruins the game for four people. It's obnoxious, it's frustrating to deal with, and it's only ever used to slug. That's all it's used for.

    Say what you want about Franklin's, Weave Attunement, aura read, gen slowdown or regression, or all four in one build. None of those are remotely as problematic as this one singular Killer perk. I don't bring it. Ever. Nobody should. Ever.

    It needs a full rework.

  • @Nephil1682 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788904#Comment_3788904

    well the ghost face got me on one at the end of the marked timer 😭 it just seems like an unfun perk. It doesn’t have to be strong just don’t make a perk that makes me feel like I’m screwing myself over yanno? Like it wastes a bunch of time and needs all this extra stuff just for it to not work at all.

    I'm not sure we should be getting upset that some perks are useless on some Killers, as long as perks don't totally invalidate an entire Killer's power. Not every perk will get value all the time, and that's OK. When perks get too much consistent value on either side they get overused - see Adrenaline and Pop.

  • @Ayodam said:

    It’s an awful idea.

    How do survivors “permanently remove gen progress?” Only killers can do that.. by regressing gens. Survivors renew gen progress when they’re chased away from gens and the killer regresses progress with either a perk or an action.

    If you mean a reverse BNP or some such, killers can handle that too. By killing all survivors (or at least most of them) before all 5 gens have been completed. Remember survivors have two hook states before they’re dead. Permanently. And there’s no way for survivors to permanently remove death in this game, is there?

    Wait… so BNPs do not permanently change how fast a gen takes, and Pop now permanently makes you unable to do 20% of a generator?

    Anyway, I do not think offerings should counter anything but the map. Period.

  • "WHY IS SURVIVOR SO HARD NOW KILLERS HAVE IT TO EASY WHY CAN'T WE WIN"

    And then people DC the second a Killer they hate comes in. Welp.

  • Ghostface: I follow people around, snap photos of them, and then eventually jump out and murder them in one hit. Then I take photos of the corpses and sell them to the newspaper for money.

    Nea: I go do sick sports kickflips with my new actual skateboard skills. Maybe go pretend I'm the Entity.

  • @Ayodam said:

    There is currently a bug going that doesn’t allow survivors to unhook or heal other survivors. That, I would say, benefits killer. Where’s your outcry? 🤔

    That bug actually also made it so Killers couldn't pick up Survivors sometimes, I'm not sure that this example says what you think it does since that bug hit everyone.

  • I… am not sure if you understand that doing this is more annoying to the Killer than Survivors… People doing this to grief will always exist; report them and move on?

  • Nobody likes offerings besides the BP offerings, everything else is basically just used to sweat or unfairly tilt things in your favor. Or, they aren't used at all.

  • I'm struggling with my gaming machine running hotter than normal and lagging sometimes this patch, just sitting in the lobby. I haven't played any matches yet since Dracula dropped because I'm waiting for some bug fixes, and also for the sweat and hype of the new chapter to die down. But this is really intense and crazy; I'm concerned this could be a new trend. I've heard some have had graphical issues too.

  • @LadyOwO said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789265#Comment_3789265

    i mean wraiths ALWAYS tunnel and camp iff hook. Haven't met one that doesnt tbh.

    To be fair that's kind of all Wraith is really good at.

  • @SkeletonDance said:

    He's very underwhelming, completely unplayable on high mmr sadly

    But most Killers are pretty unplayable at high enough MMR…

  • As an M1 Main, we genuinely need bloodlust. There's enough Survivor chase perks to cause us issues, and enough of them stacked together means without Bloodlust or chase perks of our own, we struggle. And we can have four of these a match. On maps that could have too many pallets or areas we still cannot deal with without slugging, like Badham basement if the hooks do not spawn there.

    I'm not sweaty, I wanna play Myers and have a shot at doing OK. I like low Terror Radius builds. I should be able to have a fair shot at winning on most maps running my low TR Myers without struggling to catch someone because of a bunch of stuff out of my control, because people like OP want higher level stronger Killers "to struggle more" so they can get their five gen loop compilation for TikTok.

    We are seeing Killers hit BL 1 70% of the time. This catchup mechanic is currently so necessary it's being used as a crutch because most Killers just want to chase, but chasing too much means a loss against a decent team. But Killers want to chase, so what happens? Multiple gen slowdown to allow Killers to chase longer and also maybe do well. Because the game doesn't reward anything other than kills.

    As someone else stated, make BL occur sooner or make Killers 120% speed, THEN we can talk removing BL entirely. Until then it is a necessary evil for some Killers.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788836#Comment_3788836

    No. I think it’s much more likely that the MMR formula is doing something controversial, and players would figure it out if they knew their MMR numbers.

    Also, it would cause streamer drama, as it would prove that some of the streamers are keeping their MMR low, so they look better in the games they stream.

    I really do not see what they could possibly be doing with MMR that is so controversial, it's just a number used to matchmake…

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786953#Comment_3786953

    I got the game free on Epic and I would not accept a Steam version in exchange sorry. Luckily Bhvr. is not stupid enough to entertain such a ridiculous suggestion. You guys that complain about cheaters try playing hunt: showdown for a bit. Dbd will then seem like an oasis in comparison.

    I'm sorry, but something has to give to get rid of the cheating problem. If Epic is where all the roads point, it's clearly an issue with Epic.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788864#Comment_3788864

    I feel like you arent understanding the macro of this decision though and thinking only about the lobby dodge. This creates more problems then solves.


    What will happen now, and is happening, is more people giving up. A problem that is already large enough to begin with.

    Load into a game with someone lasting 4 seconds in chase, where you would recognize that happening because they are 0 prestige?

    Too bad you get stuck with someone that has p0 or only their teachables.

    Load into a game with an Adept David? I guarantee the first time he gets downed hes giving up on hook, or someone else is, OR BOTH!. (Which happened today, so wonderful)

    Or the example i gave with sable above.

    I would beable to spot this crap in the lobby and get out of there.

    I dont want to play with them though. And I am entitled to actual teammates.

    But don't we have SWFing to solve this? You don't have to play with these people. Grab three friends. There's many places online to find groups, from Discord to Reddit to streamer communities.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788838#Comment_3788838

    No I disagree I dont deserve, and my teammates dont deserve to get held hostage in a game with someone whos just going to abandon the entire team so they can get whatever stupid challenge/archive/achievement.

    Gameplay first. And systems need to be put in place to combat crap like this:

    https://us.v-cdn.net/6030815/uploads/2IM1FZANS9GC/idiotdbd.png


    If someone is going to load in with a key, and I see this kind of crap in the end game? That means the match was decided before it even began. Same with some David trying to no mither achievment as well.

    What's the matter, Sable was just going for the hatch achievement where you have to open it with a key. There is nothing wrong with going for an achievement this way. In fact her being anonymous probably saved her from abuse at the hands of people who, like you, seem to believe that everyone has to always play optimal all the time or they're a problem. The thing is… those people are intended by the game, though. They're genuinely not a problem… but the entitlement of being mad they play that way sure is a problem, and it ruins the game with elitism.

    Maybe this isn't the game for you if you don't ever want random teammates to play any other way besides the way you want them to. Or maybe you should just run a 4 man SWF exclusively. I don't know what to tell you, but the fact is people are allowed to play suboptimally. You will sometimes get them in your lobbies. You alongside everyone else that has this happen to them need to be mature and skilled enough to allow them to do this, then move on to the next game.

    Not a soul is actually holding anyone hostage over an adept. You can't hold someone hostage while also going for adept. You can throw for hatch going for an adept, but you can't hold someone hostage in a round. That simply does not happen, it's never happened, and I am inclined to believe you're actually just angry you're losing because someone is trying for an adept with less than optimal perks. The proper play if you see someone doing an adept when you're in a SWF especially is to… protect them and ensure they can get out so they get their adept. Use teamwork instead of prioritizing only your wins, wow! It's that simple. :)

    No matter how annoying it is, the fact is that not a single shred of anything you just said is any good reason to say we need prestiges to show in the lobbies again when the benefits of not having prestiges in the lobby greatly outweigh any downsides. "I don't deserve to lose because my teammate wants to play a different way than me" is a really, really entitled take. Because it implies you believe you are entitled to a win. Nobody's entitled to win.

  • I just really like Moris, they are fun to me to give and receive. :) I feel rewarded when I secure any sort of a Mori and I wish all Killers had a means to, after a certain condition is met, basekit Mori the way Onryo and Pyramid Head can. In fact I think Myers should be able to basekit Mori the Obsession only - or whoever becomes Obsession if there is an Obsession changing perk active. I am also all for the basekit yellow Mori but I think it should instead be the green Mori so I can choose which of the four I want to Mori instead.

    I play Myers as part of my roster of about 9 or so Killers. I run him with double shards and low Terror Radius and stealth perks, not vault or chase Myers. I don't really use Scratched Mirror, but do occasionally run Vanity Mirror. It's fun to see how much I can do with less. I very very rarely use the tombstone addons and believe they should change, 100%. They're too powerful for what they do. That said, if I do use them, it's Tombstone Piece only and I am only using it because I am in a bad mood and just want to swat mosquitoes, with Survivors being the mosquitoes. It's nothing personal, I just angy and need to knock heads.

  • This weirdly enough sounds like it would be a fun theoretical Doctor Addon.

1 … 9 10 11 12 13