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HugTheHag

HugTheHag

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HugTheHag
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  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376883#Comment_3376883

    Yeah that's fair, like i said it's more the concept numbers don't need to be set in stone.

    You could even say like 8% for the first hook and 4% for the second for a total of 12% to really incentivise first hooks

    I feel like that would probably be a bit too weak but it is true that you need to keep all skill ranges in mind

    Sounds more reasonable to me !

    Or maybe make it a long timer ? Like, for the next 120s after being unhooked, you get the efficiency debuff unless near a teammate? That way it can have a reasonably higher number (10% on first hook and 10%+5% on second hook sounds okay to me on these conditions) and will not last forever.

    Food for thought !

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376380#Comment_3376380

    Please refrain from spreading misinformation. This is not how the new Spinechill works, at all. Survivors are given a guaranteed 36 meter warning, period. No line of sight is required. It completely counters stealth players. Some stealth players like GF or Pig have to take their time to approach. This gives the survivor more than enough time to get to safety. A single perk entirely shuts down Ghostface and Pig (and T1 Myers). With Spinechill, it is impossible to ever be caught off guard unless you aren't paying attention to the icon.

    @bruhbba101 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376380#Comment_3376380

    Since when? spine chill will light up anytime the killer is within 36m, stealth or not.

    Hadn't checked the perk in a while, so no voluntary speading of misinformation. My bad ! Please continue your debating =D

  • In the notes that announced the Eruption nerf, in the english version, it said "yes, we are looking at a perk that rhymes with schmeruption"

    In the german version of those same notes, it said (translated back to english) "we are looking at perks that rhyme with schmeruption and schmircle of schmealing"

    Foreshadowing ! =D

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376700#Comment_3376700

    I went for pretty high numbers as it does push you in a ineffective playstyle

    For reference gift of pain gives you a 16% penalty if you heal after a unhook.

    That said it's mostly a concept, numbers could change

    I mean... plenty of people do very well while spreading hooks, so it's not like it'd be going too much out of normal gameplay, or like killers would be inflicting themselves with a dramatic handicap. At higher mmr maybe, but in lower and mid where you can get 4ks by sneezing a little too hard on survivors, it would raise killrates by a lot. (Exaggeration for dramatic effect)

    Gift of Pain is from 4 select scourge hooks on the map, not every hook. By comparison, 10% / 20% would be like an inescapable 4 stack Thana that can't be gotten rid of the later in the game you get.

    The reason early 3v1 are so punishing is precisely that those last gens are extremely hard to pop when killer deals pressure, especially since 90s gens. That's even the reason why people think on how to compensate losing teammates early to not make escaping impossible.

    A 3gen with this perk would be impossible to break. But more than that, when you have a few last gens to do, doing them without spreading out is exposing the team to losing all progress if killer comes to this one gen. Considering the natural efficiency debuff of 15% per survivor on a gen, it'd be a win win on the killer side : either 20% speed debuff alone or 15% speed debuff and only one presssure point.

    I get wanting an incentive to spread out hooks, but it's a moot point if gens take eons to pop and make reaching endgame extremely hard, all that by having killer play naturally.

    It could also incentive survivors to stealth instead of taking agro and sharing pressure, because their teammate having a debuff makes them less valuable as a gen jockey.

    That's why I'm skeptical.

  • They should absolutely work on making the weaker killers more viable. You don't like a killer because it's strong (unless your only notion of fun is winstreak bragging rights), you like them because they're fun to play for you. And if your favorite killer has been neglected and is now in a pretty bad spot, you can't substitute it with another killer as though they were interchangeable. All killers in the game should be fun to play as, and at least decently viable.

    I'm not saying every killer should be able to handle seal team 6s, it's okay to have some power variations, but every killer should feel good to play as and that means buffing them when needed.

    Compared to that, a singular uneven map is less important : there are dozens of maps and variations, so especially now that they've implemented map repeat prevention, you won't be too often bothered by that one map. (I'm in favor of removing of map offerings btw)

    Whereas people playing weaker or clunky killers are bothered every match they play.

    That being said, other reworks like maps, items and perks are important as well, but I don't think they're dealt with by the same team of people anyway, so it's kind of a moot point.

    Bhvr has the resources to work on several aspects of balance at the same time.

  • I think it's better (can't really argue that it's worse), and perks that make survivors aware of each other's presence are fun, but the numbers are too high. That's just my opinion though.

  • Some killers feel like they have quieter TR, especially when you're working on gens. Artist often jumpscares me, something about her TR is so progressively quiet to loud that I don't pay attention to it.

    I don't think I will play with this new feature though, it takes me a little too much out of immersion.

  • Great news ! =)

    Will probably be very useful for hearing impaired people, especially against some killers who have quieter TRs (Artist gets me every time!).

  • Fingers crossed for it not to be RE. I don't really like the franchise and it's already gotten its fair share of attention.

    I don't care for many horror licenses, so I'd be more than happy with an original killer, hopefully non-human or animalistic. We got Dredge last year, which is great for the cast diversity, now I'd love a Werewolf or Hag-type killer, humanoid but completely feral.

  • I'll generally try to score some points and hold out as long as I can in chase when killer finds me, so that my friend can get as much gen time in as he can for points, but I'm not expecting to win.

    If my friend was tunneled out first and there's 4 to 5 gens remaining, I'm not gonna put up much of a fight.

  • Spine Chill is a TR indicator. If the killer has no TR, then the perk doesn't show the distance.

    So stealth plays are still very much possible.

    Plus, if 1 perk out of more than 100 counters one specific kind of play, it wouldn't even be that unfair. You don't know who you're going against, so that's a blind choice you're making.

    Plague hard counters medkits and altruistic heals, a whole part of survivor gameplay, and that regretfully doesn't mean she should get nerfed.

  • Ooh, I love mercy kills! The killer's hatch ! =D

    As survivor, I go by "would I have given hatch as killer if the situation was reversed?" = if the killer didn't get a kill on anyone (especially if they've spread hooks, my love !) I'll give them the sacrifice. I don't know if there's a particular etiquette for how to go about it, so it's a mix of getting to the gate (to validate to myself that I could have escaped) and emoting "follow me" while going back to a hook, or just staying crouched in front of killer when they hit me. If they don't show up to the gate I am at I usually try and find them and get under a hook nearby. If they decline (which happens often, a lot of killers don't accept mercy kills) then I just get out, I don't waste their time any further.

    So all in all, doesn't happen that often because my lobbies rarely reach endgame, but I always give kill in the face of an otherwise 4E (except if the killer was rude like hitting on hook unprompted). I'll always offer friendly killers as well, they let me farm or have fun, I appreciate that.


    As killer, I've received my fair share of mercy kills ! I won't count the friendly games because they're not real game conditions.

    (Hilariously, I've had survivors I didn't see all game offer a kill thinking I got whipped on games where I was very obviously memeing with the other 3 and not playing seriously)

    I remember my first massive loss, against a flashlight squad when I was 2 weeks into the game, I gave up and tabbed out. Two of them stayed to die with me (not teabagging, just kinda standing there with me because they felt bad)

    I've had a few more, when otherwise I would have 4K'd. Notably a P93 I had an unexpected game against while I was trying Clown for a daily, got 8 hooks no kills, so she let the EGC take her after her teammates escaped.

    I don't 0K (without being friendly) often enough to really have mercy kill offers that often, and I haven't had time to play killer at all in a few weeks, so I don't have any more recent examples.

    But yeah, it's not that rare in my experience ! I admit though that I play excessively fair and have insane luck when it comes to good mannered opponents. Most people I meet on this game are really nice. (My duo friend, who's a BM-magnet as killer, hates me for it haha)

  • Wonder what that'll look like on lvl 50 webs !

  • Dead Dawg Saloon, both roles.

    It's bright, it's warm colors, it's small so I don't have to run around looking for a gen to do/survivors to chase. What's not to love ? =D

  • May I offer you a cup of coffee and a protein bar in preparation for the intense disagreements and debating that will no doubt follow ? =)

  • Hm... How about no ?

    Snarking aside, no.

    Planned 3gens are a problem to some extent (though if BHVR makes this strategy obsolete, they better make Hag a better chaser), but accidental 3gens by the survivor are absolutely a mistake that killers should get to capitalize on, and nerfing gen kicks would be unfair and harm killers beyond what's reasonable.

  • You can still report them ! The end game score board just has a horrible, horrible UI !

    To access the report panel, you have to click on the "killer" / "died" / "escape" symbol just right of the player's score. It will spawn a window with a "thumbs up/thumbs down" symbol that allows you to access the report screen.

    From there, you can report them for Griefing, Harassment, Cheats and Trolling. Reporting them this way will flag the match to BHVR support and save the endgame chat.

    For verbal abuse in the chat, this form of reporting is enough, for ingame griefing, you also need an actual support ticket with video evidence.

    So yes, it's possible to report streamer mode, the report panel is just extremely badly designed ! Plenty of players just don't even know it exists, so that's a very common mistake.

    Hopefully there won't be a next time, but if there is, you'll be prepared now =)

  • Preach.

    Early disconnects should be like killer and end the game, since at that point it's practically impossible to escape as survivor so the objective and the chances are skewed.

    OR, at any point, if a player disconnects, the rest of the players should have the option to surrender as a group with no DC penalty. No escape bonus, not counting as "escaping" towards challenges, guaranteed black pip for everyone including killer. That way it's not abusable since there's no real benefit to having someone disconnect in your team, you just get to be in a new fair match more quickly.

  • Also, Prestige still being displayed in lobby.

    Game went from "we don't want to display ranks in lobby, it doesn't accomplish anything but skew the appreciation of the game by shifting focus to something that doesn't even affect matchmaking" to "lol now every killer's gonna shake in their boots when they see high prestige and either dodge or feel like they need to play sweaty, only to blame it on the matchmaking if they lose"

  • Hag still being a 4.4 m/s killer despite having a billion counters that experienced survivors can use and being extremely map dependant. Put her on Red Forest against a good team and she's turned into the worst M1 killer of the game.

    (Half-joking of course, I know that the very best Hags are amazingly strong, but she is a bit of a noob-stomper but not much else for the vast majority of players)

  • Aftercare never leaves my builds. The amount of information it gives is AMAZING.

    Hex : Third Seal does more than you'd think to slow down the survivors' efficiency.

    Maps are actually really nice. I often struggle to find gens, and this is a portable Clairvoyance that doesn't take up a perk slot. Very good for gen spread awareness and 3gens too.

  • I didn't play enough with the old bloodweb to compare, but I do feel like we don't get enough items in it. Too many map offerings (which are trash for me as I don't use them), too many luck offerings (which are not only completely useless but promoting unhealthy gameplay), not enough items.

    So when there are items, and it's not the one you prefer, yeah, it's more noticeable.

    The items in themselves are not expensive, but when you take into account all the random stuff you'll never use, that brown medkit actually costs in the tens of thousands bloodpoints. Do I really want to take into a game an item that cost me more than I can reasonably make in that game, only to die anyway and lose it because I'm trash at surviving ?

    Anyway. Team Ace in the Hole, you don't choose, but you don't lose !

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374958#Comment_3374958

    They can't really buff killers much if tunneling remain as the best strat. It's even more common now so that might even keep kill rates high as before. The survivor effiency now mostly hurt killers who don't play optimally and play for fun.

    I don't know, I don't think it mostly hurts casual killers. I think the most casual might care less about a few losses since they're less invested in the game, whereas frequent players and (sometimes self-proclaimed) high mmr killers are invested in their win ratio. Those I expect to be hurt more for having to change their playstyle to "tunnel or nothing" when before they could express their skill through other ways without having to sweat it up.

    That's complete speculation on my part though !

    You're right however that they can't buff killers much if tunneling stays as prevalent, and as long as it's gonna be what's most efficient, it's gonna be popular.

    I do think though that they can safely bring QoL buffs to most lower tier killers (or older/outdated killers) without it making tunneling any worse or making killrates go too high (given a couple of months of getting used to the new changes).

    I definitely think killers don't need general base kit buffs, but more like, survivor synergy nerfs (like reducing the strength of self-heals and/or reworking some broken rare items). Their base kit is fine after 6.1 in my opinion, it's more, some powers being extra clunky to use (Clown's yellow bottles, hitbox issues with Hillbilly and Blight...) or other problems inherent to their powers (Nemesis's zombies, Hag having a billion counters and somehow still being 4.4, etc).

    Also, regarding the "might keep the killrates as high as before", from BHVR changing Eruption and recently Skull Merchant's 3gen potential, I think they can tell when something is "as strong" but not fun (in this case having to tunnel to win is not much more fun for killer as it is for survivor getting tunneled, even if they actually do get to play the game), so I'm optimistic that they would still buff killers (or nerf survivors) regardless of the tunneling meta, even if it means making some base kit incentives not to tunnel.

    Sorry for that brick of a response !

  • The devs' intention was never to buff survivors and leave killers hanging. However, it's hard to see the effect of one change (new UI) on the killrates if it's introduced in the same update as a killer buff.

    They have already said that they are monitoring the numbers closely and will buff killers (or nerf survivors) accordingly in the next few updates if the UI skewed the intended killrate too much.

    I think we can expect some buffs for killers (for the love of all that is unholy, please let those be killer-specific buffs instead of general buffs that don't solve specific killer's problems) in the midchapter, or maybe survivor nerfs. We did have that CoH nerf foreshadowing in the same notes that announced the Eruption nerf.

    Balance is on the way ! =D

  • Blindness is already a decently useful effect. As cool as what you're suggesting sounds, it doesn't strike me as the best idea for reasons already mentioned.

  • A Blight disconnecting because of two teammates who had Balanced Landing. On Léry. Got looped once in the main room, switched target, second surv also had BL, DC. Then raged in the chat about exhaustion meta and BL being a bullshit perk. It was surreal !

  • @Rickprado said:

    The problem with Hag is that she is too strong or too weak, depending on the survivors you are facing. If you are facing a 4 good survivors in a SWF, you will be in hell; if you are vs a 4 SoloQ randoms, you will stomp them.

    As someone who likes and plays Hag, i think she should be a 4.6 killer. This would give her some chase potential, giving some ground against good survivors that try to destroy your traps. Being 4.4 in the current meta feels quite outdated.

    Also, i think Hag should be able to trigger one of her traps every 20s (like the Mint Rag addon). This would give her some antiloop potential.

    Then, we could nerf the traps near hooks and Hag would be a more popular killer.

    I approve this message <3

  • It is, Blindness is a very cool effect ! I used to play a lot with Third Seal, and it's so good at making survivors lose time. They might have a general idea from the bubble as to where the hooked person is, but will they remember it ? Especially if you're putting pressure on them ? My experience says, no they won't, or not before they've wasted a ton of time !

    I stopped using it because it felt a little unfair towards solos, but I remember it fondly.

    People don't tend to cleanse Third Seal too, because "blindness is fine, just push gen". =D

  • Not really affected by it since I'm low prestige and only playing in duos, so I'm rarely dodged, but...

    If the killer dodges first, why should I have to leave the lobby ? It's annoying, it resets the timer which is usually a bit lengthy on times when killers can afford to lobby shop, and I delay the match of another 3 (2 since my duo would leave with me) survivors who were in my lobby, slowing down the process even more for everyone involved.

    I'm not the one who dodged, I shouldn't be inconvenienced for it, and I shouldn't make things worse for the others involved.

    It's kind of like saying if a survivor DC'd killer should DC as well to properly reset for all players, nevermind losing their hard earned bp/pips.

  • Honestly it could.

    Might be too powerful, but doing a separate perk for it would be too situational and therefore trash 90% of the time.

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374116#Comment_3374116

    If they nerf it like that, I'd 100% go back to using my Inner Strength perk and I don't want to hear any complaints of Mikaelas shouting "My precious boon!". I also don't want teammates following me and opening and shutting the locker I'm in preventing me from using my perk either, trying to get me killed because I refused to let them heal me under the hook when the killer was coming back. Knowing the state of the game now, the killer would have went for me instead.

    Now that I say it like that, that doesn't sound like a horrible idea... 🤔

    The perk as a whole though, may need a little tweaking with the stacking of healing speed perhaps, especially with poor SM power, she wouldn't stand too much of a chance. Actually though, playing a killer built around an anti-healing build is actually fun and amazing! Coulrophobia, Distressing, Sloppy Butcher, Unnerving Presence. Healing is near impossible with that build! (*Cough.... Inner Strength op perk... Cough*)

    Never used Inner Strength, but I might give it a go !

    I'm not a big CoH fan, hence why I wouldn't mind it being nerfed. I'm more of a We'll Make It / Aftercare person for fast heals and knowledge of where teammates are if I need another heal later. Or know where they're chasing. Or where gens are and what their progression is (Aftercare op too =D).

    Otherwise I usually take a brown medkit for one independant heal if I'm in a pinch. It can be super fun to mess with Bite the Bullet too, though that's usually with a better medkit.

    Right now I play item roulette with a chest build.

    But yeah, give us back our totems guys, survivors don't have too many side quests as it is that we can leave CoH users hoard all the dull totems haha ! X)

  • @Bwsted said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374151#Comment_3374151

    It doesn't look like it, although I hope so as well. They briefly mentioned it lin one of their posts not long ago as if it's still in the works.

    I know, and I'm sad =(

  • Hope not. I really wish they'd just drop the idea.

  • @RainbowKahn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373252#Comment_3373252

    Hey there!

    I stand by what I said. I feel like the ultimate way to show how much you excel at this game is to pip and rank up. That being said, and like I previously stated, survivors can double pip even if they die because their objectives are simple and they have quite a few in comparison to killer. I know if i happen to escape and only get one pip, i dont feel ive done my best. Id rather die and dpuble pip. Killers are not so lucky and won't pip if everyone escapes with hardly any hooks.

    That being said, the commenter after you mentioned how everyone has a different perception of what a "win" is. Some killers view only 4ks as a win. Some view 3ks as a win. Some view 2k with 2 escape in hatch as a win since keys are strong. (Again I took a decent hiatus so that last part could be different. I haven't even noticed the hatch spawn at all before the endgame, so I need to see if that was changed as well.) Some survivors view escaping as a win. Some survivors, like myself, view pipping as a win. Some survivors view not being downed as a win, or at least that's what all the dcs suggest lol

    Again, this all goes back to having an open mind and looking at the bigger picture. 😊

    Seems we all stand by our opinions, go us ! =)

    Also, hatch no longer spawns before endgame. I joined a year ago, so I have no idea how far back multiple hatch escapes were a thing. Game sure changed a lot since then haha.

  • The biggest problem is that they make Hag sad D= /j

    I'd be down for a CoH nerf, as long as it's not into the ground, because it should still be viable. Make it the same speed as Self-Care, make it only possible to boon once on each dull totem. Would still be useful, but not too strong, and setting it up would mean more idle time looking for a new totem to boon instead of going back to the same known location.

    (that's just spitballing, not actual thought-out solution, so not saying it's the perfect way to go lol)

    The thing with CoH is... The game is currently balanced around it to a satisfactory killrate.

    So if it really is this strong, and this prevalent, and really carries games this hard... Then removing it or nerfing it into the ground would make the game unbalanced killrates-wise, which would entail more adjustments on the killer side.

    Unless, of course, it covers around the same variation of killrates that the HUD icons have created. But we, players, can't know that, so it'll be BHVR's call as always.

  • Just because seal team 6 swfs, which there are extremely few of, can have that information (yet again, still approximately) doesn't mean every SWF does, or that every survivor should.

    The extremely vast majority of swfs, who play casually and aren't significantly stronger than their solo counterparts, don't have this information. And neither should they.

  • @oxygen said:

    I'd be fine with adding a lever in the basement that immediately ejects all living survivors. Make a funny animation for it and everything where the entity scoops them up no matter where on the map they are and just throws them out the gate.

    And at the same time let survivors crawl to a hook and put themselves on it when the conditions are right. Ta-da, both the big Pointless Endgame Timewasters now have a way for players to put an end to it without the "consent" of the other side (mostly relevant for survivors of course, if a killer doesn't want to hook them they can do nothing about it meanwhile angling the camera towards a gate and pressing W / pushing left stick forwards tends to make survivors leave)

    Actually good ideas, props to you !

  • Thankful for base kit Borrowed Time. Didn't play much before that, since I was pretty new to the game, but helped a lot.

    Thankful for new Lethal Pursuer, that perk is so nice to use now.

    For the bots too, they're great to have private games when you don't have a full lobby, despite their quirks.

    I'd say thankful for Reassurance but they nuked that one. Still, the intention counts.

  • Would probably be fine at middle mmr (maybe at low ? I don't know how low is low but I've always seen variety and I'm a trash survivor so maybe) but queue times would be horrifyingly long at high mmr where variety disappears like my will to live when I hear Deathslinger's TR.

  • Wouldn't only accomplish its purpose. Most times in my experience, when someone waits at the exit gate, it's to make sure their teammates are coming / escaping at the other gate and don't need any further help. This would punish that on top of exit teabaggers, which would not be fair.

    In any case, anything we can think of would punish fair players or be completely avoidable by people who truly wish to annoy you. For example, say we do implement something along the line of "if you stand for x time in the exit gate, x bad thing happen to you". They would just wait right outside of it.

    The game is rife with BM potential that can't be removed without punishing fair plays. (ex : hitting on hook, can't remove that without removing risky hook trades / slugging for 4K, can't remove that without severely impacting slugging as a strategy / camping, can't remove that without hurting endgame securing kills / holding hostage by trapping someone in a corner, can't remove that without severly impacting collision as a whole / spam crouching, can't remove that without removing a form of communication between survivors)

    This is just one of them unfortunately. Fortunately, it can be shortened at will, which is not the case for those other examples.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373427#Comment_3373427

    I mean if we were assuming gates auto powered or open without hatch then yeah I agree we’d have the same issue. I guess I was assuming them not making that.

    It’s a tough issue to fix. I don’t like the hatch mechanic and a lot of people also don’t like being slugged for the 4K but all the alternatives have their own issues.

    Gates powered/opened instead would cause the same issue. However not powered would basically mean the last survivor has no chance of getting the gen done so they’d just hide indefinitely. To be clear I don’t think there’s any “good” solution, maybe just trying to find the least bad.

    what would you propose?

    Honestly I'm right there with you on the "there's no better solution" squad !

    I actually like how the hatch works currently. It's no guarantee for any side, but also, I think the best thing about the hatch is that it plays a social function by creating a nice gesture that people can bond over, giving hatch, which soothes some of the frustrations and reminds everyone that the people on both sides are actual players and not bots. It's something that other pvp online games lack and part of the reason why, when playing casual, most people you'll encounter are actually quite chill. It's the little things.

    If I had to think of a rework on the spot, I honestly don't know. Nothing I can think of has no incentive for killer to slug for the 4K.

    (A "drop dead from blood loss" key when slugged as the second to last survivor would be a grand solution, that way you can do the equivalent to giving up on hook for your teammate to get hatch)

  • How can you do Legion dirty like this ? D=

    Agree on Hag though <3

    And on Deathslinger too, urh. Gives me depression.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373371#Comment_3373371

    I guess we’re assuming if hatch was removed they’d change it to auto powering gates?

    That's fair.

    But I still think, especially if the gates were auto opened, that there would still be slugging because otherwise it'd be a "free escape". Especially since it would be easier to track the gate than find hatch, so I don't think it would be better, honestly.

    That would just be removing hatch to put an equally controversial endgame that would not disincentive slugging.

    However, that's just my opinion =)

  • Nowhere near "good", but I get by and I have fun =)

    Good Hags have impressive knowledge of how to use the camera pull of the traps to use in chase to disorient and disturb the survivor's pathing long enough to get hits in.... and I'm not to that level yet. I don't have much time to play an improve that much, unfortunately.

    But I'm still much better at her than I was starting out ! Looking back I used to do such dumb stuff like putting traps right next to gens like "they'll never guess I put it there!", whereas now I do have at least some idea of how survivors move on certain maps (from playing survivor myself), which loops I should trap and which I should not, and I have some really great games. (I also have Corrupt now, which helps tremendously!)

    So that's still progress ! =D

    She still has a little too many counters not to feel overwhelmed when I'm in front of a team that can handle her perfectly, but I don't really care for losing a little. I let mmr do its own thing and I'm quickly back to more manageable games =D

  • I dodge ttvs generally. Never actually had a bad experience with them, but they give me performance anxiety and I'd rather not stress during the game from worrying if I'm doing enough to not have a grumpy teammate badmouthing me.

    I've also dodged 3 flashlight teams before as well, since I'm firmly on the "non confrontational" side and don't want to be caught in a crossfire between BMing survivors and a tilted killer who might think I'm with them or approving their behaviour.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373314#Comment_3373314

    It’s literally the only reason they slug at the end. No hatch, no slug. It’s pretty logical.

    Wouldn't those killers still slug for 4k if they didn't want to risk the last survivor opening a gate ?

  • Killers win by killing, survivors win by getting bloodpoints ?

    So... if the game had a 100% killrate it would still be worth playing as survivor ? Ok...

    I get that you don't have to escape to have a fun game, but that sounds a little exaggerated. I also don't need to get 3-4k to have fun as killer.

    I don't think survivors fun is inherently unfun to killer and vice versa. Toxicity comes from attitude and lack of respect.

    Most games I play as killer, I don't use tunneling or camping because that would single out players and prevent them from playing, and I don't find that respectful to them. I do play the rest of the game normally (unless I'm on a silly mood) and nearly always get respect from survivors in response, even after 4ks.

    Same as survivor. I don't bring busted things, don't taunt, don't try and make the killer mad, and same again, most times killers are super nice in endgame chat.

    Attitude is at the center of the issue in my opinion.

  • To play as, probably Legion or Hag !

    However, to play against, I LOVE Doctor ! His addons are very varied, it always takes me off guard. I don't play him nearly as often as I should, but I'm always hyped to see it's him I'm facing.

  • Might also be that your posts criticized named people ?

    Like if, say, you mentioned a well-known DbD streamer by name and mildly criticized them, that would fall under "reflects negatively on another person or people" and be removed, even if you just repeated something they said themselves.

    For legal purposes I am not speaking from experience. =D

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