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Johnny_XMan

Johnny_XMan

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Johnny_XMan
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  • It is and it isn’t.

    Sometimes RNG is not on your side and map set ups are against you. So no matter what, it will feel like they were “genrushing”.

    Problem is that word has been thrown around on here like every time 3 gens pop means you are being genrushed, which is not true. Often times the player is just bad with that killer because they have no experience with them or simply are bad in chases. It then becomes much easier to blame gens being rushed rather than take fault for how poor they did.

  • The only change I thought was weird was his TR change. It is what made him menacing in a way. The problem I find with Deathslinger is that you have have to hold W and rush gens against him. Because in a 1v1 the survivor can't really react to his power.

    That has nothing to do with survivors "crying", more like a huge oversight by the design team. They are at fault here, and will continue to be if they don't start to understand how map is a huge component to killer's powers and how they work in-game.

    Also,

    "BHVR stole money from us" I'm sorry, but what? I don't care how much anyone agrees or disagrees, that line is cringe especially when you know that they can change ANYTHING within the game, regardless of how anyone feels. They own the rights to do that.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2562667#Comment_2562667

    Probably Swf one who revealed how easy it is when u have advantages over SoloQ.

    None would complain if there were no differences between Swf and SoloQ. And if u are from suicide/potatoes squad it doesn't change there are more than enough good players.

    Communication isn't the reason why SoloQ is different than SWF. They also aren't reliable most of the time.

    A friend is more willing to take a hit, work on a gen in crucial times (instead of healing in the corner), not be afraid to come down to basement and unhook. The list goes on.

    So this "gap" that people keep talking about doesn't exist because of lack of comms, but rather the survivors just not being smart and efficient. THAT is people's main complaint with Solo Survivors, their efficiency and competence.

  • LOL

    Grow up. Not everyone is playing this game to make others "suffer". Those survivors aren't going to change their attitude because you slugged them, they will move on to the next game without even acknowledging you.

    The fact that you have to post about it not only shows that YOU have an issue, not them...but also that clearly you don't enjoy this game.

  • TLTR: I lost a match so nerf survivors.

  • Very interesting take.

    Thing is these developers don’t take issue with how Camping while tactical, is also ruining their game’s experience due to it creating ‘no counterplay’ scenarios. Especially with killers like Hag and Bubba.

    I play a lot of Twins and tbh I get a lot of hate for it, but I also get a lot of people thanking me for not playing like a jerk by placing Victor at the hook.

    I had the same exact thought as you did with the whole Spirit/Deathslinger changes. Maybe next time they should stop using language like “no counterplay” because for me, it’s not the no counterplay issue they should worry about, it should be how can the killer still be effective and fun without creating them with no counterplay.

    Especially Deathslinger, his Terror Radius did not deserve to be nerfed at all IMO. Saying this as someone who only found him boring to vers because I felt the need to hold W and rush gens the whole time, not because he isn’t interesting or scary.

  • I don’t understand this post. Especially the last sentence.

    What is bad about working on a gen with a bunch of randoms? Furthermore, what does the killer bringing Tinkerer with it have to do with it?

  • Because not every killer is doing it because they have 0 choice.

    I always hate this argument because it is so situation-specific. It's as if everyone who facecamps is doing it because there is nothing else to do. No. Some players do it as a form of BM to make sure that one person has a bad time in a match.

    You have the ability to facecamp the moment you down your first survivor, so regardless of the reason you are doing it, that doesn't sound fun. Even if I was playing killer I would find that extremely boring.

  • If a game is affecting you so much that it affects your real life, I'd argue that maybe PVP games aren't for you.

    This community is toxic due to their behavior, not because of some of the things you listed. Some of them are part of the game's own mechanics.

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558476#Comment_2558476

    Well of course having info doesn’t outright win you the game but that’s besides the point. A player using “hacks” to fly around the map doesn’t automatically win the game either.

    When you play DBD, by default you’re working with limited information based almost entirely around game sense. Voice comms aren’t even a feature of the game and if you want to use them you have to do so via a third party.

    Survivors have four perk slots. Some perks provide intentionally limited information at the expense of a slot. You have to make a choice between information or a second chance / utility perk, thus information is seen as a gameplay-specific enhancement within the confines of the customisation system, just as an exhaustion perk is.

    Being on comms circumvents this and provides each member of your group with the bulk of these info perks for free, no slots required, allowing each member to use second chance and utility perks they otherwise wouldn’t be able to equip. 

    To me it’s clear that DBD wasn’t designed with comms as the primary intention, and that it wasn’t designed with the implications of comms in mind. 

    (Note I’m not saying the developers never expected anyone to use comms.)

    If it was designed around comms it’d have them built-in and information perks wouldn’t be gameplay-specific customisation options at the expense of other gameplay-specific customisation options. They’d instead be built into the survivor’s toolkit, no slots required, and they’d provide a level of information that rivals comms instead of being intentionally limited. The game doesn’t even have a ping system. 

    The example of informing your team that “the killer is on you at shack” provides them with valuable information that could easily change the tide of the match in various scenarios and can’t be matched by information perks.

    You can say you do just as well without comms but frankly those are just words with no substance, no offence intended. Perhaps you do, but this is again besides the point. 

    Now, as I said before I’ve no issue with people wanting to play with their friends. Sure, it’s not a fun handicap to come up against and it does hurt the balance of the game notably, but it’s just a game after all and people play games with their friends. It’s still technically cheating though because of the how the game is designed, regardless of whether or not the developers envisioned people using comms with their friends.

    I wouldn't compare comms to a player being able to fly around the map by hacking. In fact, yes there is a higher chance a player flying around the map would win the game than a person on comms.

    As I've already said, I understand there is a slight advantage, but it's not enough for me to accept it as "cheating". As cheating constitutes as something that is A) Against the rules B) Altering the game files in order to receive an advantage. Both of which the developers have already confirmed do not apply to SWF on comms.

    I can get behind the idea that perhaps they could buff certain things like totem spawn locations, Terror Radius mechanics adjustments (which they have already done via creating perks that give the oblivious status and things like that)...

    The reason I point out that my friends and I would do good even without comms, isn't to say if we can then so can you. It is to point out that the game isn't busted with comms. Which is what a lot of complaints are making it out to be. Comms isn't not some "magical" elixir that gives people the ability to stomp killers.

    So when people talk about SWF communication advantage vs Outright hacking/cheating, I consider those two VERY different things.

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557832#Comment_2557832

    The game is designed around working with limited information. That’s why there are perks to alleviate aspects of this to a limited degree, which take up valuable perk slots. SWF get most of these information perks for free and usually in a more powerful form, freeing up their collective slots for much stronger second chance perks in addition. It’s a huge advantage that breaks the game.

    I get that people want to play with their friends and that’s fine, but it’s still technically cheating no matter how you try to slice it.

    But you do understand that having information alone doesn’t win you the game right?

    Also, I am not going to agree that the game was designed with solos in mind, because I’ve never read anywhere that this is the case. From a developer’s perspective that is.

    My thought has always been that they created those perks for solo players, because imagine if it had been the opposite and the ‘survive with friend’ was the first option in the beginning… leaving those with no friends to play without perk options. It’s also kind of stupid to think that a game company never expected anyone to play with a friend. This game wasn’t made in the 90s where telecommunication applications were not a thing.

    Also, I want to reiterate. Saying “Killer is on me at shack” is not the same as being able to see the killer’s aura as they appear in the match, as an example. In high ranks this information while it might be valuable to a new person isn’t as much to someone who is much more experienced. I can tell you my friends and I could turn off comms and still do just as good if not better because many times we aren’t talking about the match… meaning we are not 100% focused.

    This is why calling it “cheating” is a bit of an overstatement for me. Because there is a gray area where as a competent solo survivor you can still coordinate and win, and as an experienced survivor you can still find the hex in a specific place once you have gathered enough map knowledge.

  • Pig stun squeak.

    It’s just too freaking cute.

  • @El_Gingero said:

    I understand people wanting to play with their friends, but at the same time SWF is cheating by overriding the game mechanics which is a shame. But then again it seems to be acceptable for people to fly around insta-popping gens and flashlight saving from out of bounds so it’s whatever floats your boat.

    Which mechanics are being overridden? lol

    The minimal advantage they get alone, isn't enough to sustain pressure if the killer is good, let alone call it 'cheating'. Dare I say you can have a better coordinated SOLO team than a team who is purely relying on information, because that at their core they understand the concept of Looping, Timing, and Taking Aggro.

    The problem is that this community has become so set on thinking that Solo Queue sucks because of the information they "lack". Which isn't the case in many matches. More than 95% of my own matches consist of people who cannot loop a killer more than 5 seconds (meaning that even if I am being efficient I cannot stay on a gen to save my life), somehow act like touching a gen means committing a crime, aren't willing to trade one hook or take a hit when it matters, the list goes on. These are traits of bad teammates, NONE of which have anything to do with communication.

    Maybe when there weren't as many perks and nerfs I would have said communication mattered, but now I don't believe it matters to that extent anymore.

  • I disagree.

  • @Rhoska said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555461#Comment_2555461

    Does it really matter to Killer whether a Survivor is Hooked or Slugged? Sure Hook has its minigame, but Hooks also can also by that by jumped off by RNG, whereas a slugged Survivor cant get up from RNG.

    So arguably, slugging is better, except that you dont get BPs or perk tokens for Hooks if you have such related slotted.

    The rough net effect is the same, in that they cant do anything until someone comes help them, and those that do, are pressured thus off gens.

    Its almost impossible to have 3 survivors hooked at once, but its far more possible to have 3 survivors slugged, and with tracking perks, you can find the 4th, and just reslug whomever they pick up.

    Plus whilst slugged, they literally are dying via bleeding, whereas Hook mechanic just looks at what hook stage they are in.

    So slugging kills Survivors eventually, same as hooking.

    There is still RNG involved with Slugging because as part of the meta, many survivors opt to bring Unbreakable, or one of them could bring syringe, WGLF, etc.

    Hooking survivors kills them faster without any trade off. So if you leave someone on the ground, yes you will pressure others to pick up but also if they are successful at it you’ve just reset their hook. Meanwhile 2 gens were finished because you were trying to apply pressure via a slug.

    Slugging when not done excessively promotes healthy fun teamwork. I do it sometimes and sometimes it’s just not worth it. I never slug for the 4K because I’m not that invested. I’d much rather have fun chases and get my hooks in.

  • My personal view is that Slugging (while annoying) in some instances it does make sense to do it.

    Generally I tend to hate excessive slugging because some players choose to do it at the beginning of the match and that just isn’t fun IMO. Yes, fun. Because as much as it is very easy to just choose to leave someone on the ground, nobody should spend that much time on the ground.

    If they were to add more slugging perks, I’d argue that they should buff survivors’ anti slugging perks because they aren’t very good atm (aside from Unbreakable).

  • I don’t think there is a perk that “pressures” survivors with you yourself going to pressure said generator. Sure some perks can deter a survivor from the gen but if they do not feel threatened by you, they will continue to repair.

    I would say instead of relying on a perk alone rely on your senses. Your ability to see and hear. In terms of using perks, If you have Corrupt Intervention then it should be obvious that the first place you check is where gens are blocked, that’s normally where survivors spawn. Alternatively pair it with either Lethal or Whispers. I prefer Whispers because it last through the whole match.

    I myself have never had any problem finding at least one survivor trying to look for a gen that isn’t blocked. They can only hide for so long.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2552282#Comment_2552282

    It wasn't reworked. They just changed some numbers. Hatch works same way.

    So 4 people can still escape with one key?

  • The fact that he was mocking those survivors who are actually efficient at this game by saying they fixed 10 gens (when there is only 5), healed for 98 health states (I wish, half of the time I can only get 1-2 people healed), looped for 7 hours (no boo the match only lasts 5-15 mins) in a single match, just shows his arrogance.

    But we like to screw around right? 🤡

  • Don’t things being reworked take time?

  • Why would they add different game modes when they can't even balance the current one they have?

  • @[Deleted User] said:

    I don't see a problem with either one. Gens usually go fast because the killer isn't downing survivors, and camping/tunneling succeeds when a survivor is weak in chase and teammates aren't prepared for a camp or don't counter it correctly. There's an answer for everything.

    I don't mind being camped/tunneled at all. It will cost the killer every gen if I'm playing well and my teammates are actually doing gens.

    Why is the killer not downing survivors fast enough though?

    Sometimes it boils down to them not choosing correctly and overcommitting to ONE survivor. At that point they have made a choice, which is to sacrifice gens over their inability to catch someone, because (for whatever reason) they cannot break chase.

    I just don't see how spoon feeding kills because you are technically bad in chases is in any way shape or form a "tactic". I don't care how much they allow it or how much people want to give it a term. It is still technically the result of the killer doing poorly. Especially when it only makes the current meta even more predominant. That is where the problem is for me.

  • @slendermansmoom said:

    nope the creators of the movie said they don't want chucky in the game

    You couldn't be more wrong.

  • Am I the only one who has never legit ran Ruin/Undying? I personally find them to be overkill. They kill the challenging aspect of playing killer for me. I’d rather run Plaything + Lullaby so it feels rewarding to make gens more challenging for survivors.

    Just curious.

  • Threads like this one is exactly the problem with this community.

    It’s like one side can’t wait for the other side to have something of theirs nerfed, so they can act like they went back to 8th grade and make fun of them.

    I understand keys were unfair but at the same time they weren’t always unfair. Just like with Moris… not everyone tunneled off of first hook. Some people were already using moris as they were adjusted to.

    It’s like you guys aren’t happy in Victory or Defeat anymore. Gotta just bash each other as much as possible.

  • I’m sitting here wondering why BHVR, but more specifically the person at BHVR who thought “Let’s design a killer who can shoot survivors and reel them in with a chain” but literally doesn’t think about the downsides of having a killer like that and how it affects the interaction with survivors.

    It’s like they are catching on late game. I am not a killer main, and I didn’t find Deathslinger particularly “fun” to go against, mainly because there was a lackluster interaction with him. So you felt forced to rush gens instead against really good Deathslingers.

    With that being said, I fully support the people who feel his changes are unfair because decisions that were obviously overlooked in his design. I am getting to the point where I feel like the game’s lack of core mechanics are hindering the possibilities of cool designs for powers for killers.

    He could be a cool character, but instead they are turning him into another “killer with potential”.

  • I’m sure many will share your opinion after seeing how often this gets brought up on the forums, but I don’t agree.

  • Upstate Michigan.

    /s

  • @VexTheHex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524676#Comment_2524676

    Don't forget people been lobbying for Survivor's W button to be nerfed as well. Don't be surprised if they think Green Key is broken to.

    right?

    “Green keys boost survivors confidence too much they need to go.” 😂

  • Lol I don’t think there is anything else to nerf.

    They’ve already nerfed med kits and toolboxes before.

    Maybe instead of nerfing they could focus on buffing useless items like the green key. Which for some reason exists in this game/

  • Try this one on top of a hill. Might as well have a giant arrow pointing down at it too. 😂

    CF93B0AF-2096-488E-AA0A-D1E1ED2495C6.jpeg


  • In what sense?

    Like, as in a speed buff on the bar that you get to solve it?

  • Finishing a gen in front of the killer is toxic?

    Huh. Who would have thought.

  • Love how people are trying to give context to a topic the OP never did.

    Not all Camping and Tunneling is the same. In certain circumstances Camping/Tunneling is a strat, in others is just the player opting for the easiest thing to do, even though they will still lose because they couldn’t even do that part right. In which case that is the result of someone being a bad player, just because some survivors want to be mean about it doesn’t make it any less true.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2520904#Comment_2520904

    That's an interesting take but let's imagine the following:

    The killer plays fair for the whole match gets some distributed hooks and boom endgame but no one dead. Now the killer opts to tunnel an injured survivor out and camp them for the kill. The other three come in and save with BT, block the killer after the BT hit and survivor has still the DS/UB combo since there was no tunneling or slugging up until this point. Doors are normally 99% or open at this point normally.

    Now tell what a killer in general is supposed to do in this circumstances which aren't rare given the killer would play fair and distribute his hookings and survivor run preemptively meta perks?

    If the killer only opts to camp/tunnel/slug at that point then they might as well go afk.

    Not that any of that concerns me since I don't even try anything more than aiming for 2 hooks each and 4 escape in general.

    Of course there are exceptions, that is why I said it depends on the situation.

    I am specifically talking about those killers who opt to Camp and Tunnel and only use that as their strategy. This means they never bothered to engage in a chase (other than focusing on the same survivor), did not kick a single generator as a sign of In your example they aren't doing that, and if it is endgame, at that point anything goes. There is nothing else for the killer to pressure really.

  • @Animal_Mother said:

    This public service announcement is brought to you by your local killer main.

    No it does not mean they are a baby killer just a bad one. Though it depends on the situation.

    If you camped and tunneled and couldn’t even get 1 kill (for an example). That is pretty bad IMO. You did not bother to chase/apply pressure (where it mattered)/did not mind-game because you never chased/You never hooked more than 1 survivor.

    I would never not call someone an amateur if they opted for the cheapest tactic in the book and couldn’t even get that survivor killed.

  • The clickers are like the pawns in chess.

    Usually the ones you see a lot of, but the weakest. 😂

  • @AnneBonny said:

    I genuinely don't understand the whole "survivor/killer sided" argument, both playerbases are equally important to the continued functioning of this game and it makes no sense to actively discourage the other side from playing.

    It honestly just reminds me of children. Fighting over which sibling gets more/less attention.

  • My advice would be to focus on using Victor more against already injured survivors rather than those who aren’t. This is where you as the player have to strategize because that is their way to keep Victor away from the other survivors.

    So depending on my build, if I can track that a survivor is on a gen I will use Victor to deter them from continuing to repair, meanwhile I will use Charlotte to apply pressure on the other survivors.

    If you’re chasing someone while they are holding Victor and not gaining anything from it, like they aren’t wasting pallets etc. or if the area is too safe. The best thing to do is leave them. Because at that point they are kiting as a method to keep you away from gens/teammates.

    A lot of what you can do is dependent on the match situation. So if it’s the beginning of the match and someone takes him hostage I wouldn’t sweat it, if it’s in the middle, pay attention to where you saw them last, were they in a safe spot? Were they with someone else? Etc. I say this because they will be looking to heal soon so this is where perks like Nurses/Sloppy come in handy.

  • This is right up there with all the other “yay they nerfed x thing” celebratory posts level of cringe.

  • Not unless it comes with licensed characters.

    Or is somehow beyond fun like we’re never seen before and well polished.

  • Funny how I main Mikey, play Twins, Trapper and dabble with Freddy. None of which are anything like Nurse, and yet I have no issues.

    Take the one I am frequently right now (Freddy) my build consists of Corrupt/Play Things/Lullaby/BBQ. Not really focused on gen slow down build but providing my totem doesn’t get found at the beginning of the match I end up getting all my hooks at 3 gens left. That’s not accounting for when I bring add ons that work with the build.

    So when people tell you that maybe you are taking too long downing someone, they are probably correct.

  • @scorpio42084 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2517307#Comment_2517307

    I really don't understand what point you're trying to make are you disagreeing with me or just trying to argue yes every killer is capable of tunneling and face camping that's not what this post was about if you would read the whole thing

    But it is what you are making it about. You are claiming that due to "nerfs" in the new MMR, survivors are just going to face Campers and Tunnelers? Are you not?

    To which my response is very simple. Basically the same thing they were facing before, only now more frequently.

    Camping and Tunneling are not exclusive to only certain killers, just because you have a stronger killer doesn't mean THAT player won't opt for that playstyle. It just makes it worse.

  • @scorpio42084 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2517234#Comment_2517234

    I never said I was having problems and I never blamed characters for my skills I didn't say anything about my skills so I don't really know what you're talking about all I'm saying is if they keep nerfing the good killers all you're going to see is tunneling and face camping at high MMR

    So basically what we saw in lower skilled killers pre-MMR. Gotcha.

    Because guess what? Those Campers and Tunnelers you speak of, are also Spirits, are also Nurses, are also Blights.

  • Or maybe you are just a really bad killer.

    So tired of people assuming everyone is having the same problem YOU are having. I don’t play Nurse, I don’t play Spirit and I do just FINE.

    Stop blaming the character for your own bad skills.

  • First off, why would solo need a buff?

    Most of my gripes against solo has nothing to do with swf "advantages". Nothing to do with coordination.

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