KateMain86
KateMain86
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2694042#Comment_2694042
The killer being unkillable in DBD is what stops them from being a complete joke in my opinion. If they could be killed i feel like there no point of even playing killer anymore.
The whole point of the idea is that it would not be easy to do and give survivors another means to escape. It could make matches last longer and give something for the killers to be worried about too.
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2694042#Comment_2694042
Are you serious?....you cant be serious...thats one very dumb idea. DbD its about survivors "trying" to escape the killer or be killed, this isnt VHS...you want to kill the killer go there. Its not ridiculous, it was never meent to be a thing, the whole core of the game its to escape the killer or be killed... thats it. No you shouldnt be allowed to, again core of the game, doesnt make a lick of sense. How moris are toxic mind me asking? the survivor has to be on a second stage hook meaning the killer has to work to get to that point, tis not given for free out of nowhere, how do moris allow to troll and harass? sorry but you make 0 sense with those coments about moris, old ones? maybe, new ones? not at all. Sorry but survivors have quite a lot more things to bully the killers with, and thats an actual fact, go to youtube, you can find a disgusting amount of videos of survivors squads all about bullyng the killer out of the games. For you perhaps, for the mayority of the player base not really, and given your track record of wanting to overly buff survivors and overly nerff killers...i would be weary of your ideas
I am absolutely 100% serious when I say survivors should be able to kill the killers. It makes sense and it doesn't have to be easy. Its not about being able to "bully the killers." Its about giving survivors another means to win. Killers can hook, mori or win by the entity when time runs out. Survivors get the exit gate and hatch as a means to escape, which often means only 1 survives anyway.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2694042#Comment_2694042
Weren't you going to leave the game behind?
Yes, if change towards camping and tunneling doesn't come in time. If you read my post about that, you would know that and wouldn't have ignorantly said this as if I said I was quitting right after saying that. Now if you don't mind you would do well to stay on topic and stop trying to derail this one.
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Before they do anything new with killer moris they should first allow survivors to kill the killer as well. The fact this isn't already a thing in the game is a bit ridiculous. If the killer can win the match by killing all of us then we should be able to escape for killing the killer. Its also usually how horror stories end anyway where the survivors end up killing the bad guy except if it was a thing in DBD then conditions would need to be met of course before this could happen. I've always been of the opinion that moris are just a toxic thing killers can use to further troll and harass survivors and would prefer they weren't in the game to begin with. I know why it makes sense they are there but to me it just seems like a very bully thing to do. Since they are in the game, make it fair for both sides. Allow survivors to kill the killer. That would make the game a lot more interesting for me.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2692332#Comment_2692332
Sure buddy and let's just cut gens down to one and that is just completing itself and 8 health states would be nice to oh oh and since we are in some kind of strange feaver dream just let the killer lose when he is didn't sprint away from the hook and when he tunnels he just loses the game by default anything I didn't mentioned
Nope. You pretty much made it very clear you don't know what the hell you're talking about. Pallets are just about the only thing casual survivor mains have to buy them mere seconds. Most survivors aren't pro loopers who can run killers forever and are just trying to have fun in a scary game. What sucks is the scariest part of the game now are toxic killers.
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@MrCalac123 said:
Now give us back old Undying until you nerf Boons.
Yea but you see we really don't. If by chance we do find one and have a boon perk then maybe its a good idea to bless it depending on where it is but as far as the time goes thats a big no. Most of the time I go on full totem duty my entire team dies before I find all 5.
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@douggie123 said:
The pallets on maps need to be halved and loops need to be cut
Is this an opposite day joke or something? Sorry I'm not trying to be mean, but this game severely lacks in pallets. There needs to be at least double the amount of pallet spawns on every map.
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@Hex_Ignored said:
https://forum.deadbydaylight.com/en/discussion/comment/2691331#Comment_2691331
Goodbye. I sincerely hope you find what you are looking for in another game.
If I quit it won't be because I found something better in another game. It will be because this game is no longer fun for me to play due to the toxic play styles of many killer mains. I won't need to replace it to make this decision. That isn't the point. I'd rather this game get better and something be done to greatly discourage killers from doing these things.
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Yea I'm actually willing to wait more than 5 minutes for hopeful change regarding this. Do I think it will happen? Probably not. But like I said, I don't see myself playing this game much longer if something isn't done about camping and tunneling. And don't take my word so lightly. I've quit games before that haven't even crossed my mind for years. If you don't think I won't quit this one too then you're wrong. Camping and tunneling is a problem. I am not the only person that feels this way. It is causing some survivor players to not want to play the game as much because I personally know people like this.
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@CowabungaDude said:
I understand that tunneling feels awful but if BHVR hasn't done anything about it in 5 years can you really expect anything from them anymore?
Well they did change the old ebony moris which were so incredibly unfair. I was very close to quitting back then too until they were changed. I'm not sure how long they were like that in the game but I know they were there when I started playing around 2 years ago. If they are willing to make changes like that then I think they can do something about this too. Time will tell. All I know is I don't want to be a part of this anymore if this is going to continue to be the norm. I've been tunneled to death I think 4 times tonight already and have only been playing for a couple hours. Its out of control.
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The game needs things like this to lessen tensions and let players know its not all about the sweat. Survivors definitely should have emotes in this game. Voice lines would be amazing too. Its a harmless thing that would add more detail to the game.
At the very least we should be able to wave at the killer in the lobby and do other emotes. I think it would help make people realize that its not all about the sweat.
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I've decided to quit the game if something isn't done about camping and tunneling soon. Its not worth the frustration and having to go through the unfair advantage killers have of getting kills and points they don't deserve because they decided to play in a toxic way. These playstyles have to be recognized as things that have no place in this game or its just going to make more survivor players frustrated with the game. I've tried to be patient and hope that something would be done to greatly discourage killer players from doing this but they still do it all too often and I am done with it. I'm not going to go into 2022 and keep playing this game if killer players continue to do this. I've had my fun (and lack thereof) but its not worth continuing something that causes me this much frustration every single time I play the game. I want to see change that greatly discourages killers from camping and tunneling. If it doesn't happen soon, I'm moving on.
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Just a reminder that this perk still needs to be nerfed or removed. As I've said, it grants the killer way too much power and way too much advantage in the end game. Instant down effects in general just make this game very unenjoyable for me.
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/2689251#Comment_2689251
thats a 10 min ban at most and if asking you to play the match you queued for is too much to ask I think its time to find another game.
I think thats probably what a lot of people who do d/c in matches they deem unfun to play eventually do. You don't get any points or experience if you do d/c which means you won't be able to get blood web items and perks to progress your character. I'm of the opinion that most d/cs would stop if killers didn't camp or tunnel. Also hitting survivors on the hook over and over has to go too.
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God forbid survivors try to have a little fun in this super serious competitive pvp game. :/
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How do you know they left? What if it was a power outage or game crash? Either way, the DC penalty should never go past 5 minutes anyway. If someone doesn't want to continue a match they shouldn't have to without fear of a stacking penalty.
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@TheBigGopher said:
https://forum.deadbydaylight.com/en/discussion/comment/2686906#Comment_2686906
Yes, you should. Becsuse this is a TEAM game. You're not Rambo, You're a survivor. If you and your team failed that miserably where you need the hatch to escape then thats on you. Survivors have enough free escapes as is.
Oh good lord you have to be either the next coming of Sluzzy or a moron, how the hell is this game remotely killer sided?
Pallets are spammed all over the map and have no counterplay unless your kit is based around screwing over looping or the survivor is an idiot.
Hook placement is dependent on the map, Haddonfield, RPD, and Springwood have terrible hook placement. Gates open quickly without any perks and if you're still having trouble then just bring a key. The simple fact is your idea is horrible. It'll only encourage people to play Nurse because she's slower than the survivors (therefore making them move at a snails pace) and push them to slug and only slug.
You're not meant to survive on your own, you absolutely can but you're not supposed to. Get used to it.
Pallets are becoming increasingly more useless as more killers are added to the game. I don't even try to use them against Nemesis or the huntress anymore as well as several others. Its just asking to get hit or downed. Survivors do not have enough means to deal with killers during a chase. It may work out in some situations but most of the time I just see people downed within seconds of the killer finding them.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2686919#Comment_2686919
Your inability to be objective is clearly showing here. The advantages described by me you even flat out ignored, most likely because you have no counter argument.
The manner in which the killer outplays you is irrelevant to the fact that they managed to kill 3 of the survivors. It just shows that you do not play the role. Regardless of whether you believe there should be an fundamental change to the game as a whole doesn't actually justify the change of the hatch mechanic. Just calling the other side focusing on their objective toxic is pure entitlement.
The fact that you don't believe the spawning and option of the hatch is in favor of the survivor, also showcases the inability to understand the mechanic. If there would be no hatch, that means the solo survivor would need to complete gens and lets be clear that would be a far bigger disadvantage to them, nearly impossible challenge. The hatch replaces that and provides a true chance of escaping. Seems pretty fair and great to me.
The assumption that the killer will find it first is invalid, as that is based on multiple variables. If the hatch is closed, it is all about where the survivor was positioned, where the gates are and how well they play it. There are enough cases and times that survivors escape in these cases where the hatch play begins.
Most of your other arguments have literally nothing to do with the hatch mechanics. If you want to use those perks, you can seeing they are 3 and you have 4 slots. Pallets are plentiful and how many are left is based on how many were used previously. Hooks are supposed to be able to be reached at any location to place you on it, else killers would need to rely on bleeding you out and that isn't a good development.
I advise you to actually play killer for a decent amount of time and see how the game is truly, because you are just coming across as an entitled survivor which just wants an easy time.
I'm not entitled for feeling like there are things in the game that are unfair for survivors. That is my opinion In solo que, there is nothing I can do but play and hope things go well. Even when I do SWF we get many matches where we literally just want it to be over. I have said and will always say that if my enjoyment of this game is always going to revolve around my ability to run the killer in a continuous skillful way then I'm just going to quit. Its not worth turning a game into a job. The rank incentive ruined this game in my opinion. It should be about the scare factor, not how well you can play mind games with the killer. Running from the killer isn't scary anymore. This game isn't scary anymore. Its the rare game where I feel like I did when I first started playing. Its frustrating and annoying most of the time now.
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@Thunderfrog said:
https://forum.deadbydaylight.com/en/discussion/comment/2686927#Comment_2686927
Survivors should be pretty proficient at holding M1 for gens already. I don't see what makes Sabo an issue? Use it when you can commit.
Right... because we know how every single situation is going to turn out. You made a non argument to something that should be a non issue. This perk should not go on cool down unless it was actually used.
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Yep. I stopped using this perk the very moment I noticed this. Its completely unfair, as well as a long list of other things in this game for survivors.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2684259#Comment_2684259
The hatch itself shifts the game in favor of the survivor, they don't have to complete the gens.
If you run at the same speeds, it shifts it more. You vault quicker, can obstruct the way of the killer, have a better viewpoint in 3rd person and if you meet the killer, the survivor is the one running infront.
It isn't at all fair what you are suggesting, the survivors are in a team versus the killer and so yes their fates are bound to each other. Your argument that their performance should not negatively impact you, but instead should negatively impact the killer is ludicrous. If the killer outplayed the team, they actually do deserve the 4k. The hatch is fine as it is, it should be advantagrous for the killer, as they are the ones that earned it. If you want to be the solo, the one man army... that is what the killer role is.
This is not true at all. My suggestion is completely fair. Killers often play in very toxic ways (camping, tunneling, slugging, etc) and yet I'm supposed to agree that they deserve a 4k if they "outplayed" my team and got 3 of us? I don't think so. This game has to fundamentally change. You say the hatch shifts the game in favor of the survivor. This is so freaking ridiculous I can't even believe you said it. If the killer finds the hatch first (which they often do) then its pretty much game over for the last survivor. Its the rare game I see a survivor escape after that. I've seen the hatch get closed literally as soon as the 3rd survivors death was over. The hatch is not fine. Perks like left behind, flip flop and unbreakable should be survivor powers and not perks. Hooks are freaking everywhere but pallets are never where you need or expect them to be. This game is nowhere near enough fair for survivors as it is for killers.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2683935#Comment_2683935
The situation was not in their favour because they let it get to that point. If they let the Killer kill 3 Survivors with more than 1 Gen remaining, noone deserved a pity escape. So yes, I am arguing that, if the Survivors play bad and 3 die before they finish the gens, then yeah, the fourth Survivor doesn't deserve to escape since this is a team game. You either win as a team or die as a team
And this is why I'm going to ignore you from now on because this doesn't make any sense. You're literally saying regardless of how the team plays everyone should suffer the same consequences. Theres no point in even playing especially solo que if that were the case. My suggestion is fair and does not give anyone a pity escape.
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@Kalinikta said:
The current hatch mechanics already provide a built in chance for the survivor to escape that they previously didn't have. It isn't supposed to level it out and place the killer on even or a disadvantageous position, keep in mind that survivors have 3rd person view and can pan their camera to far better spot the hatch in comparison.
You asked if it is fair for the 4th to die, because the rest of their team did? The answer is actually yes, it is a team game you succeed or fail together. You get an extra chance, another opportunity. Be happy with what you get instead of asking for more. What free gift do killers get when they are being creamed? Shifting the balance of the hatch game more in favor of the survivor will just promote the tactic to slug for the 4k. You can counter with but people already do that, but do you want more people to do it?
How does the hatch switch in favor of the survivor if they both run at the same speed? The whole point of this suggestion is to make it balanced and fair. And no, the killer does not deserve to get 4k if 3 survivors died. You're suggesting that favor should automatically shift towards the killer. What if you had trolls on your team? D/Cs? What if they didn't really try? Does the last survivor still deserve to die? My suggestion makes it fair for both sides. The fact the killer can go across the map faster than the survivor gives them a better chance at finding it first, which is unfair. What happens next is the faster moving killer going door to door making it very hard for survivors to open them before getting caught.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2683953#Comment_2683953
But when we move at the same speed and I am trapper for example how will I ever get you when you don't stop moving let's say I closed the hatch and see you you start running so all I can do is have a ######### following game till egc kills you or give you the exist cause why would you stop to run
The survivor has to make a choice too. Run for the hatch or try to open a door (which again hardly ever works out for survivors in my opinion). If all they do is keep running they will die when the time runs out. Also the maps aren't continuous straight lines. They have walls and eventually survivors have to turn so its still possible to hit them. Also if you're playing trapper, place your traps in that situation and run them towards them the best you can.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2682565#Comment_2682565
I am of the opinion that if you don't want to play the game, you shouldn't play the game and ruin it for everyone else when you decide to leave mid-game.
Ah but you see you missed the point. What if I want to play the game but don't want to play the game when the killer is being a total jerk to me? This not the survivors fault. This is entirely the killer's fault for making the game so unfun to play that survivors d/c just to get away from them.
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@AnObserver said:
The Killer is stronger than you in a 1v1. You need to be stealthy. I do think that they should improve the Hatch a bit so it's not quite so binary now ( just prompting sprinting around the map to find it before the Killer does), but you should not be made faster than the Killer.
To correct you, I did not suggest that the last survivor should be made faster than the killer. If you read my original post you would see I only suggested that the last survivor should move AT THE SAME SPEED as the killer until the end of the match.
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@HaunterofShadows said:
that ######### any killer who doesn't have a power that helps in a chase so no. You had two chances to escape 3 if you brought a key. Why should you get a speed boost for failing both the main objective and perhaps the secondary objective. If the killer prevents you from getting gens and getting the hatch why shouldn't he get a 4k. The Killer is supposed to be faster than a survivor. Survivors should never be as fast or faster than a killer unless that killer is nurse. And bloodlust is a thing
And the killer can be faster than survivors during the match but I think when it comes down to the last survivor and the hatch up then the last survivor should get a movement speed buff that lets them move as fast as the killer until the end of the match. It doesn't guarantee anything. It doesn't make sure the last survivor will always find the hatch first. I've had many matches where the hatch was closed less than 5 seconds after it spawned. How is that fair? Even if the last survivor did have a movement speed buff there will still be matches like that where they literally had no chance due to RNG hatch spawn. I swear killer mains freak out over the smallest things because you think this game is survivor sided. news flash it isn't.
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@RepostRiposte said:
"Please slug me"
Many killers already do this. I highly doubt you'd notice a difference.
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@ThatOneDemoPlayer said:
The Killer already got 3 Kills before you got all generators done, why should the last Survivor get a free escape?
I looked over my original post and looked for the words "free escape" and didn't find them. I know you want to look at it that way, but the point is I was only suggesting something that I feel would give survivors a more fair chance to escape in a situation that is often not in their favor. Are you trying to argue the last survivors deserves to die because the other 3 did?
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2682554#Comment_2682554
Sure cause the Gens aren't done fast enough already
They aren't. If gens are going off around you as the killer thats your fault. You literally can see all of the gens on the map. Doing totems often feels like giving the killer more time and freedom to find us before we have the chance to get enough gens done to escape.
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I personally do not like the DC penalty because I'm of the opinion if you don't want to play a game you shouldn't be punished for it but at the very least the DC penalty should only be 5 minutes and never go above that. A lot of survivors d/c because the killer is playing like an absolute toxic jerk and I don't blame survivors for leaving for that. I've seen killers tunnel down survivors to their death hook before they even had the chance to touch a generator. That is completely unfun and honestly why should anyone be penalized for leaving a match like that? I'm telling you if more killers played in less toxic ways less survivors would D/C. Everyone needs points to buy new perks and items. Everyone wants those shards for new cosmetics. Survivors will need to complete matches to earn those points but when the game is so frustrating for you that not even that is reason enough for you to stay then something needs to change.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2682532#Comment_2682532
On one of NOED nerf thread, someone came with the idea of giving a totem counter to all survivors (like that you know if your team is doing the objective or if you have to/ it might even give an incentive to other players to do bones). What do you think about it?
I think the idea of totems altogether needs to change. The killer is still doing killer things while those generators aren't being worked on and were busy trying to find totems. Even if we cleanse all 5 guess what? We still have to do 5 generators. Do you know how hard it is to find them on maps like Midwich? Even with the perks and maps we have for totems, it still takes time to find and cleanse them and those generators sure don't repair any faster afterwards.
How about this. Give survivors more incentives to do them other than removing a killer perk. How about for each totem cleansed survivors repair generators 5% faster that stacks? The blood points aren't enough to really motivate more survivors to do them. I've seen so many survivors just run right past totems not even caring noed could be a thing.
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2681492#Comment_2681492
Heres the thing...one of the most stupid things to do in competitive games its to balance it for the lowest common denominatior, sorry if it sounds mean, but its the truth. The reason the game becomes more and more complicated for the killers is exactly that, devs balance the come mechanics on new and low/mid players, wich in turn buffs the high end of the game tremendously. The game needs to be balanced acording to what high level play can do, not the other way around, but thats also the reason most games with competitive scenarios also have casual modes for all the other people, something DBD doesnt have.
Even with its low amount of modes, this is something League of Legends does right, having a ranked, random and bot modes wich allow people to play how they want, those who dont like competitive can go to random and thats it, but again, the game doesnt need to be balanced more than it already is for the lowest level of play, the only thing that that creates its dumb nerfs like those of slinger or wraith
Yea because most survivors care about being competitive in DBD... (they don't). I wish people cared less about trying to be competitive in this game and cared more about having fun. Its a game that offers scary situations against monsters that can give you jump scares and fear as you try to escape. I'm of the opinion the entire game needs to fundamentally change. The way survivors and killers interact with each other needs to be more fun and scary rather than how well you can turn your character around a pallet.
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@Starrseed said:
It already is balanced cause you can prevent it before it even activates.
It's already not a perk 80%of the game but the little surprise is nice to get these cocky body blockers
Yea you can prevent it while half or more of your team dies while you spend all that time looking for and cleansing totems. Almost every match I spend looking for totems half my team is either dead hook or dead by the time I get them all cleansed. All to shut down 1 perk? Not fair in my opinion. Killers should not get that much power especially in the end game.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2667789#Comment_2667789
They actually tryed that and it got abused badly by the survs
But... how? How could a survivor abuse that? If the killer is face camping they would be the ones making that happen and not the survivors.
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What needs to happen is actual suspensions over face camping. No it is not too harsh of a punishment and no I do not care that it allows the rest of my team to gen rush so I can die for it. Face camping is an extremely toxic, unfun and unfair act by the killer that does absolutely nothing but ruin the game for survivors. The killers that do this already don't care about winning. They do it to be toxic and piss off survivors. The only way this stops is if people start getting suspended for it. Face camping needs to be recognized as something that disrupts normal game play and become a punishable act. This crap would stop so fast if this were to happen.
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The knives on trickster are way too powerful. He seemed Ok to deal with when he came out but now its come to "sigh... this guy again..." every time I get this killer in a match. Maybe if they changed the damage progress to injured broken temporarily instead of being downed by them. Right now he is just not fun to play against.
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@DorkianBae said:
The perk is fine
Using 1/4 perks just to make you not have overpowered items isn't exactly OP.
There are no overpowered survivor items. Even the best items (red key, purple toolbox/medkit/flashlight) have limited uses and the key is still conditional. I still have to do a certain amount of generators to be able to even use the key. I can't sabotage hooks the entire match with a toolkit even with the best addons. It will eventually run out of charges AND the hooks respawn. I have to use my items wisely to get good use out of them in many situations whereas the killer just has to M1 to use franklins whenever they want.
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@DBD78 said:
It's unfair that killers have to use this perk to counter OP items like medkits and strong toolboxes. Nerf items and franklins won't be needed. Right now it could use a buff because it's a B or C tier perk at best.
Nerf items? What do you want them to do? Disable them completely? See this is the problem right here. Killer mains recognizing certain items as OP when they aren't. Why don't you compare the power of the killer to literally be able to delete my item if I don't recover it and if I do the chance to render it useless due to charge depletion, to that of the survivor who's item has limited use. Franklins can be used the entire match. I don't think I'm being unreasonable when I suggest that franklins should only disable item use temporarily and not drop items.
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@k0reant3a said:
play killer at high mmr and than come back to me🤷🏻♂️👍. I play both roles and I don’t complain when I get tunnelled by playing survivor because I know why they do it is because how much killers have to do in a match compared to survivor 🤷🏻♂️
I don't care to play survivor or killer at high mmr. I don't care about rank. I don't care about being a master at the game. I want the rank incentive in this game to go away. I want a non ranked mode where the only incentive is to have fun and get some jump scares from the killers. I don't care why they do it. The reason is irrelevant to the frustration and unfairness it causes to the survivor.
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2649304#Comment_2649304
The flashlight lasts only 8 seconds, you need to make it so that it affects in any case
In the head 1 second in the body 3 seconds so that the killer would be blinded anyway
Why do we take a valuable item that can be lost and works only under crooked crutch conditions that the killer should be in the animation and stand straight and look like a moth
So I agree with you, you need some kind of buff after removing from the hook in the form of haste for 60 seconds until the survivor is healed
Yep. Survivors need much stronger counters to toxic killer plays so much so that it discourages them from even doing it. Another words theres no reward or control gain to be had for playing that way so they won't want to do it. This is a pvp game with a rank up incentive. If you won matches by tunneling down survivors or camping hooks until they die then did you really earn it? And besides all that, I don't think the rank up incentive was a good idea for this game anyway because it encourages people who care about it to play in more aggressive ways. A lot of players just want to have fun in a scary game which is why I think DBD needs more unique game modes.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2625321#Comment_2625321
The devs have said, for years, that they are not going to make tunneling or camping reportable offenses because it doesn't prevent the game from progressing normally. Let's set that aside though, how would you discourage tunneling or camping in a way that fundamentally change the way the game is played and doesn't introduce a punitive mechanic that can be abused by survivors as a way to manipulate the outcome of games to be heavily in their favor?
That's the biggest hurdle to clear with Asym games. If you want to thoroughly and completely discourage a behavior that is just a result of people choosing to the game in a way that lines up with the rules, but isn't maybe the most fun way for the opposing side to deal with what do you do? Can't just start banning folks because they played you're game efficiently and at the end of the day people who want to play in that manner will do so no matter what you take away from them unless you make the action impossible. Yet, making the action impossible means taking a necessary tool out of that side's arsenal when games are particularly tough.
I would fundamentally change the entire game which is what I believe this game needs right now. There is just too much camping and tunneling happening in this game. These play styles are recognized by many survivor mains as toxic. Killers can grab survivors off unhook attempts and yet if that happens the rest are still expected to complete all 5 gens to power the door. Having 1 person take one for the team is both unfun and unrewarding to the player that got camped so the others could have a better chance to escape if they focus gens. If its not one thing its another. There is no single thing that will change this. The entire game needs to be rethought out. Survivor and killer interactions need to change. We need to be able to do more than just use flash lights and pallets to stop the killer. All they have to do is look up and they avoid flashlights. The killers get unique moris to literally kill us and remove us from the match but what do survivors get? Nothing unique like a killer mori. The fact we can't even kill the killer is a bit ridiculous. I have just gotten to the point that trying to play this game solo just isn't worth the frustration anymore. I try to play it solo from time to time but end up just closing the game out after the first few matches.
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@lavars said:
https://forum.deadbydaylight.com/en/discussion/comment/2631454#Comment_2631454
What about your teammates? The other survivors? mh? Oh yeah, it's only the killer who is wrong.
More often times than not, yes it is only the killer who is wrong in my experience. I've seen enough toxic killers in this game to make it hard for me to like it again.
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@Eredestra said:
https://forum.deadbydaylight.com/en/discussion/comment/2631464#Comment_2631464
And rob the Killer or Survivor from points?
Hey I get it, some games are just so god awful that you wanna leave and guess what, you can! nobody is forcing anyone to stay and endure 10 minutes of suffering.
But maybe others still wanna play it out? And get atleast some points from the horrible match.
Isn't it a tad bit selfish to que into a game and give everyone the expectation that a game went through only to have a leaver on your team or a Killer DC because they get salty that a Survivor made them look ridiculous?
I'm all for changing the game to be better and more fair for both sides, but taking away points from others is just not fair for the rest of the team.
Nope. It isn't selfish at all. Do you know how many items I've lost due to tunneling killers that removed me from the match super fast? If the killer chooses to be toxic towards me I'm not going to care about points at that point. Its not a game anymore when they do this. Its toxic jerks being toxic for the sake of being toxic. Why not make it so where if someone leaves then 1 less generator needs to be done to power the exit gates? If the killer is going to be a toxic jerk to me I'm not going to stick around for it. Everyone has to work on their attitude to make this game more fun for all.
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Nothing is more annoying than going against a killer who makes the game so miserable for you that you want out of it. I know thats not the case every time, but a lot of survivors do DC because the killer is being an absolute piece of you know what to them. How about focus on changing the game in a way that encourages survivors to stay in the match? Punishing survivors for not wanting to play the game is wrong.
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@lavars said:
https://forum.deadbydaylight.com/en/discussion/comment/2629869#Comment_2629869
So you only want games where they are your way in an asymmetrical game? You are delussional. "oh not another ___" *leaves 3 people alone, everyone dcs, noone plays*. How do you think would that be possible at all? I want one person to tell me how to remove it and not break the game for everyone.
Oh I don't know. Discouraging killers from playing like total jerks is a start. And no, I never said I only want games to go my way. I was making a point as to why its ridiculous to force survivors to stay in a match they don't want to be in. I'm not playing for the killer's amusements at the expense of my misery. I want to have fun. Don't assume things I never said.
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@dallasmedicbag said:
Why is this still a thing? Just let the survivor on second hook stage stay on the hook until the timer runs out, so that it will at least buy the other teammates some time to do objectives. Too many of these randoms screw over their teammates just because they're getting facecamped by a bubba, and that just rewards bad gameplay from the killer. It's only around a minute, just get over it man.
It should be that the only time where you're allowed to "let go" is when you're one of the two survivors left and the last survivor needs hatch if they're getting chased.
Sure... remove the DC penalty and I'll be all for this change. Forcing survivors to stay in a match they don't want to be in is a bad idea by the way.
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Well, eventually some of the more not so evil killers need to team up with the survivors to take out the entity and escape its realm so yea it makes sense not all of them are just pure evil killers. Also, why do you care about this in a pvp game? I mean none of the characters really need lore. Maybe if DBD had a story mode where we take on the entity and escape back to earth but for now this just seems like something not worth worrying about.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2625654#Comment_2625654
Okay but sports are not even related to DBD.
It was an example. There's multiple ways to win in sports but if you do it in an unfair or unsportsmanlike way you often get penalized for it. HOW you win matters. If someone grabs the face mask of another player in football they get penalized for it regardless of the fact they prevented that player from making a play. It was how they did it that was the problem.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2625685#Comment_2625685
And survivors can be in four places at once.
This is how an asymmetrical game works. Four survivors are more powerful than one killer, which is why the killer have the opportunity, the goal, to eliminate them one by one.
Damn right survivors have to coordinate. That's the game.
The idea that one survivor has to be equal to the killer is everything that is wrong with this game and why it's so survivor sided.
Why don't you try demonstratong this "map pressure" the killer has when gens pop on the opposite side of that map to you.
There's a reason why the only viable killers at the highest level are Nurse and Blight. 90% of killers don't have map pressure. Knowing where the gens are doesn't help when you can't get to them in time.
The flaw in your argument is the fact you think any considerable amount of players are at or even care about "the highest level" of gameplay in DBD. They don't. Most survivor mains in my experience just want to have fun and experience the horror thrill of running from and escaping the killer. This is why I have argued before that there should be more than just a ranked mode to que for. The fact there is a rank up incentive in the public matches is going to influence people to play in more extreme ways despite the fact many players just want to play as or against some of their favorite characters.
If you think this game is survivor sided then I'm not going to take anything else you have to say about this game seriously. I AM SPEAKING FROM EXPERIENCE when I say tunneling needs to stop. And not just my experience, but the experience of people I know that have played DBD far longer than I have and now only touch the game once every blue moon because of how many tunneling killers play this game. I've been in high level DBD matches. I made it to rank 4 under the old rank system and I found out very fast that it was something I definitely do not want to participate in. Perhaps if there was a mode where rank wasn't an incentive then people would care more about fun than sweating their way to victory.