KateMain86
KateMain86
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Oh and before anyone tries to use the "you have anti tunnel perks" argument again keep in mind killers have anti "gen rushing" perks too. Oh whats that? You don't want to have to run tinkerer every single match? Well maybe I don't want to have to run anti tunneling perks every match. More perks aren't the answer for this. Fundamentally changing the game to discourage the behavior is.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2625483#Comment_2625483
Tunneling is precisely as "made up" as gen rushing. Both sides want to complete their objective as fast as possible.
It is entirely double standards to defend genrushing but vilify tunneling.
How about when a gen gets to 50% you leave it and go start another one?
Not when the killer has more map control than you do. Killers can see all generators and move around the map a lot faster than we can. If you think "gen rushing" happens on a scale anywhere near as often as tunneling does then you are completely wrong. Not only that, survivors HAVE to work in a coordinated way at least to some extent to even have a chance to complete a generator faster. Survivors are often spread out, hiding and running from the killer. Seeing multiple survivors on the same generator doesn't happen as often as you think. But that is the problem when killers try to defend tunneling. It'll happen to them once or twice and in their mind believe its a fundamental problem of the game when in reality its not and had they not chased a single survivor for too long wouldn't have had 2-3 gens pop while you're trying to down super mclooper on the other side of the map.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2625483#Comment_2625483
Tunneling is something that can’t be stopped. How do you stop killers from chasing a survivor??
The game has a report category called "Unsportsmanlike." In sports, they penalize players for doing things that are unsportsmanlike and unfair for a reason. Tunneling in DBD should be considered the same thing. If they want to take a less harsh approach then make hitting or downing a newly unhooked survivor so penalizing that killers will want to avoid doing it. They can make killers move slower than survivors if they are chasing someone who just got unhooked and the debuff only goes away when you stop chasing that survivor for a considerable amount of time. Theres a lot of ways tunneling can be addressed if you think about it for awhile.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2625483#Comment_2625483
I don't know how long you've been playing the game. This may come over as harsh, but a lot of what you are saying comes over as 'I want to escape every game and if I can't, there is something wrong balance wise' and is so utterly wrong that this feels like a Sluzzy thread.
Let's go point by point.
- Seeing isn't the battle. It's getting there in time. Several maps have a lot of obscenely safe 'freebie' gens that are almost impossible to pressure (Badham basement, houses in Haddonfield, all the far gens on RPD) on some killers. This isn't a matter of playstyle, this is a design issue.
- Genrush is absolutely a thing. A coordinated group can pop a generator 14 seconds into the game. 2 gens in less than a minute. 3 gens in 2 minutes. I think Otz has a few videos of this. That's sometimes not even enough time for the killer to have their first real chase. The only real counter to this, especially on some maps, is to eliminate 1 survivor ASAP, preferably a high-threat target and try to protect the last few gens.
- Yes, survivors can be eliminated from the match. It's possible to lose the game. I'm sorry to tell you that you can't win all the time.
- Killers earn more BP than survivors because it's a significantly more challenging and less popular role, and because killers don't get free addons from chests. Survivor queue times have been so bad in the past that BHVR has had to disable all killer matchmaking protections.
Look. You got a bad bounce. It'll happen sometimes. Work on improving your loops and chase, and MMR will handle the rest.
I have 1700 hours played in DBD. This must be the first time you've read something I posted here because I have often said the matches I have the most fun in are matches I die but the match itself was overall fun and fair. "Coordinated groups" are SWF that give a crap about winning and go the extra mile to do it. When I do SWF, we hardly do anything coordinated and just want to have fun in a scary game. Even when I do SWF there are plenty of matches where 2-3 of us are dead hook and there are still 3+ gens left to be done. In solo, even more matches in my experience this happens in.
The game shouldn't always be about "work on improving your loops and chase." If its always about improving then it'll become a job instead of a game and I don't want to frustrate myself even more to play the game in any kind of professional way to escape the toxic behavior of certain killers. I've always seen DBD as a scary game with lots of jump scare opportunities and tense situations that add horror elements. This is a game we get to be chased by freddy krueger, myers, nemesis, pyramid head etc. and try to survive against them. That should make for a scary fun experience every time. I just feel like the game needs to fundamentally change from being so competitive and focus more on the scare factor where people don't care so much to rank up but want to experience that horror survival fun.
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@StarLost said:
Tunneling no more ruins the game for survivors than genrushing ruins the game for killers.
The former is a necessary strat to deal with the latter.
The killer is obligated to try to eliminate one survivor ASAP to slow the game down to a manageable level. Sometimes this will be you. You won't escape every game.
https://forum.deadbydaylight.com/en/discussion/comment/2616659#Comment_2616659
This.
Killers can see all of the generators. If they decide to stay in a chase with a survivor for long enough that gens go off instead of going to check them then thats their fault. "Gen rush" is a made up term by killers to justify toxic behavior because of their poor play style choices. The problem here is SURVIVORS can be eliminated from a match. Killers cannot. A bad match for a killer can still give them more points than the survivor who was tunneled down before they could touch a gen or totem. Tunneling is toxic. It ruins the game. It does cause survivor mains to play less often because me and my friends are literal proof of that. It is a problem and it needs to be addressed. I will never recommend this game to anyone until tunneling is addressed in a way that dramatically discourages it from happening.
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@Eeni said:
I can not count the number of times killers have hung around camping players preventing other survivors from helping, knocking everyone down & leaving us to bleed out, and other BS.
Why can’t killers also get penalized for their bad behavior?
Its a big problem and it needs to be addressed along with tunneling. Killers can mori us, camp us, tunnel us and slug us. Its past time something be done about the constant toxic behavior from a lot of killer players. Theres so much tension and bad attitudes between killers and survivors in this game because of toxic play styles that frustrate each other. It doesn't lead to fun when they do these things. It leads to people getting mad at each other and arguing in the post game chat. There needs to be more fun and less ways for there to be bad attitudes at the end of matches.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2615668#Comment_2615668
And how would killing the killer work?
The same way moris work, except survivors would need to do more as a team to be able to do it since it would end the match in their favor. Perhaps bonus objectives on top of cleansing all totems and doing X amount of gens? I don't know. They can be creative with it. The point is survivors should be able to kill the killer. After all these years I honestly don't know why it isn't a thing. Killers get unique moris they can literally kill us with and all we get is pallets and flashlights for the most part? I mean, I've watched a lot of horror movies and the killer usually dies by the survivors.
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@TheDuhJ said:
https://forum.deadbydaylight.com/en/discussion/comment/2615663#Comment_2615663
The only problem with your logic is believing that only high mmr killers will tunnel. I honestly got tunneled way more when I was in lower rank because the lower rank killers are not that confident in tracking, so they follow the same survivor and pray there is no borrowed/DS or just don't know they exist. I wouldn't say that MMR is a subtle cure for Tunneling. I would just say Tunneling is part of the game pal. If you don't like it then play a different game cuz its here and not going anywhere anytime soon.
Playing a different game isn't the answer for the game people want to play but are sick of tunneling that is ruining the game. Tunneling itself is going to push a lot of survivor mains away from the game who are just trying to have fun with friends in a scary game. Like I said, I used to play this game everyday with my friends but now we play it once maybe twice a month together and the MAIN reason for us not playing as often anymore is tunneling killers. The act itself needs to be discouraged and blood point loss isn't enough. Tunneling needs to be recognized as a reportable and punishable offense. This is a PVP game with a rank system. Certain behaviors within the game need to be recognized as unsportsmanlike and action taken to discourage people from doing it.
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So a killer running only 1 perk being rank 1 franklins was able to delete my green medkit with 2 addons that I didn't get to use. They camped hardcore and my team had to work like crazy for 3 of us to escape. Sure enough though taking protection hits against a camping franklins killer is probably going to lead to you losing your item. Again, this is not fair. UNUSED ITEMS should never be lost in a match regardless of the outcome. I wish I knew how many blood points I have literally wasted in the bloodweb on items I never got to use because of toxic killers or just never getting the opportunity to use them and dying.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2616766#Comment_2616766
My survivor matches are made instantly. My killer matches take 3-5min to form, so I don't know what ya mean.
The point was that if both sides can simply agree to play fairly (killers particularly) and not resort to toxic tactics then you'll have more people willing to play more often, like me and my friends.
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@Voodoo101 said:
I am so sick and tired of these stop camping and tunnelling threads.
The aim of the game is to kill survivors, this is by any means. Whether the killer wants to play the game and spread the hooks, take one survivor out and then just worry about the rest, load up with perks, or camp the hook, then that is how the killer wants to play. If you don't like it then move to another game.
The only time camping is bad is when they actually facecamp, but then again, if the survivors want to be saviours then so the killer will camp. There are enough post on here telling people how to counter that.
How about all the survivors stand around one gen, so the killer can kill them evenly. No, so the survivors don't want to be told how to play, when survivors all go in with flashlights, or put totems all round. Survivors play how they play and killers will play how they play.
Stop the crying.
Well you say if we don't like tunneling then move to another game, well I can say the same for you. If you don't like us complaining about it and wanting it to change then you can do the same too. Perhaps DBD needs less killer mains that play like this.
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@IrishRedCap said:
Tunneling is a legitimate style of play no matter how much it frustrates you. As a killer main I tend to go out of my way not to tunnel (unless you're toxic and teabag at every vault or pallet). When I play survivor I understand it though. I'm not the best looper but I know killer mindset.
Anecdotal but last night vs a Michaelhe struggled to chase a teammate to down multiple times. I flashlight saved 2 times, he gave up chase with the good runner, downed me rather quickly and I just flexed on hook in front of him while 3 gens got popped. Teammate runs in with BT he chases me for the remaining 2 gens and puts me on hook, stands in my face for a camp. Good runner came back again with BT got me off, took a hit and we 4E on him.
Tunneling doesn't always bear fruit.
But the fact that it is frustrating and super unfair is a problem. It doesn't matter if you or whoever considers it a "legitimate style of play." If that style of play is literally pushing survivor mains away from the game then that is a problem. I know I only speak for myself and those I know when I say tunneling killers discourage us from playing as often, but if its happening to us then how many more people feel this way too? Unless you're super prepared to deal with a tunneling killer the chances are its going to lead to the tunneled survivor eliminated from the match very fast.
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@The_Medicine_Man said:
https://forum.deadbydaylight.com/en/discussion/comment/2615668#Comment_2615668
"We really can't do that much to interrupt the killer's fun compared to what they can do to us."
You're kidding, right? Have you ever played killer? Try playing a low tier killer for a day, see how much fun that is. Losing ruin in the first minute, 2 gens popping at the same time, flashlight saves and clicking, 4 decisive strikes, body blocking, god loops and pallets, brand-new parts, instaheals, keys, gens being physically too far apart to defend properly, T-bagging at the exit gate. Much fun.
If you have all or even half that happening to you in a single match you're probably doing something wrong. Killers have way more control over the map than survivors do.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2616783#Comment_2616783
In high mmr, playing nicely will lose you the game
And what percentage of the player base do you suppose is in that high mmr you mentioned? How many do you suppose just like logging on from time to time with friends and playing a scary game for fun? Also playing nicely and fairly are 2 different things. The killer can be fair and still get the 4k. Like I said, I've had matches where the killer could've easily went after me in what would've been a hopeless situation for me but chose not to and yet still won the match. At the end of it they often even mention how they don't like tunneling or playing in a toxic way because they know how crappy it is for survivors to deal with it. It all depends on the person.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2615708#Comment_2615708
Considering how many map offerings just lead to really safe maps for survivors, you can't really fault the killer for trying to create their own advantage by trying to remove a survivor early.
This post just sounds like you want killers to always play in a way that is easier for you meanwhile you'll take advantage of playing with friends you can coordinate with it use map offerings. This is exactly what I was saying when I said survivors don't care about killer fun.
When I do SWF, we never do map offerings and hardly ever coordinate anything. In fact we often laugh and make jokes about each other's misfortune with the killer just to goof off and try to have fun. Most of our matches usually end with 2 or more of us dying but its Ok as long as we're having fun, which has become an increasingly harder thing to do because of sweaty killers.
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@Eleo said:
Let's make a game where it takes two hits to down a survivor unless they just got off a hook in which case it takes one. And then be surprised when killers prioritize that survivor over the person with full health? Personally I'd prefer if suvivors didn't finish gens so fast and "gave me a chance", that would make the game much more fun for me.
Survivors should come off the hook in full health state. It may not fully stop tunneling but I think it would discourage it. Also if you're having trouble keeping survivors off gens to give you more time to find them then I don't know what to tell you. You can literally see the location of all the generators. I don't play killer, but even I can play the trapper with no addons and keep survivors off gens simply by holding W. If you're in a chase, then don't chase them for very long and go back to checking gens. You can keep survivors moving pretty easily.
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@ThatOneDemoPlayer said:
I still don't get how Survivors can complain about the Killer playing efficiently. Aren't Killer allowed to win or something?
I've had plenty of matches where the killer did not tunnel, camp or play in any kind of toxic matter but still got 3 or 4k. They even go out of their way not to tunnel when they very well could have and gotten an easy kill. Its matches like this that are usually very fun despite the fact most or all the survivors died. Survivor mains really do appreciate killers who play fair and don't resort to toxic strategies to win. They are the ones who make the game fun to play and prove you don't have to tunnel survivors down or be a jerk to them to win. Fun matters more than winning in this game in my opinion and you can have fun whether you live or die in the match as a survivor. It all depends on how the killer decides to play against you. I've had matches against the pig where they could have easily downed me while I was trying to remove the trap but go right past me to begin a chase with another survivor. They didn't have to, but the fact they did shows that killer players can be fair and have some honor in the match.
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No it was a genuine reply to the topic being discussed to which you replied with nothing of substantive value. So unless you have something of interest to say on the matter then please move along.
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@pizzaduffyhp90 said:
The killer doesn't need to make sure you're having fun tunneling you can't really take it away no matter what you add in it's gonna stay it's a viable strat for killer that helps them win just like survivors using BNP is great for finishing your objective quicker
No, but waiting a long time for a match isn't fun either so its probably in the interest of killer mains to show a little respect and have some honor when they play. Pissing off survivors so much that they don't feel like playing anymore is just going to hurt the game. Its one thing if its end game and you haven't got a kill yet but early in the match with 4-5 gens up? Its totally unacceptable. And many killers do it for such petty reasons too. As I said, I've had them do it simply because they didn't like the map offering. I mean come on... you're going to tunnel down survivors because you had to play on a map you didn't like? You have map offerings too you know.
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This perk has to go. NOED is beyond ridiculously OP and like I've said gives the killers way too much power and undeserved hooks/kills. Just had ANOTHER match where 3 of us survived the killer until all 5 generators were done and then NOED activates and we all die. It didn't matter we avoided or ran the killer the entire match. It didn't matter that we cleansed most of the totems but because 1 was left the killer got insane end game power. It didn't matter we managed to get all 5 generators done. Nope. All of this and the killer leaves with 4k because of 1 freaking perk. ONE... FREAKING... PERK... gave the killer TOO MUCH POWER. How many gosh damn times do we have to say that this perk is too powerful. Its long overdue for a change.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2615668#Comment_2615668
"We really can't do that much to interrupt the killer's fun"
You really think this is true? Yeah, I really disagree about that, I can torture killer way more than survivors, like what is worst that killer can do, let someone bleed out on ground?
Thing is, unless I see a video, I just always consider it wasn't tunneling, because most players I have played so far thought that almost everything was tunneling :D
It's not tunneling when you are not trying to stop it, because killer just doesn't see better option at that time. Why should killer leave him just because that survivor was on hook before?
I have had games where I killed someone with 3 hooks total and I didn't consider that tunneling, he was just unlucky and all other survivors played hide and seek...
I've had killers say they tunneled and camped because they didn't like the map offering. Its not always them having no better option. They often do it just to be toxic. The point is though it needs to stop and until killer players see a good enough reason not to do it then its going to keep happening. I used to play DBD all the time with my friends. Now we play it maybe once a month because were sick of toxic killers ruining this game. The way many killers play this game really does discourage survivor players from playing it. I know first hand this is true because I have experienced it with people I play the game with. If tunneling was addressed in a way that really made killers stop doing it me and my friends would probably play a lot more often than we do now and I think more people would play too.
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@Gwinty said:
I know that tunneling feels bad, especialy if the Killer is more capable than you. I got tunneled by Nurse a few times yesterday and because I am only an avarage survivor I was not able to extend the chase for some time and got downed rather quickly. As always I forgot my Deseicive Strike and Borrow Time was not enough to protect me. I was the weak link in the team and the Killer exposed that weakness.
Now the problem is: Did the Killer do anything wrong? No they did not. Even thou I felt bad afterwards and was a bit salty the Killer did nothing wrong. This Nurse played to win and the most efficient way of winning is to eliminate a player early. This is even more true now that Killers like Nurse can not abuse "Hex: Devour Hope" as easiely because survivors are more bone focused.
However what happens to Killers who play this way? They go up in MMR and get paired against better and better survivors. Remember how I was the weak link in my team? Higher MMR players are never a "weak link" like me and will expose this tunneling fast. Also if the Nurse continues to win she will face even harder opponents.
What does this mean for us? Well, tunneling players go up the ladder, we stay or go down. After a while you will face less and less tunneling players. MMR took care of that issue in a quit subtile way.
No, it didn't. If you think tunneling is fair play then you're wrong. If it was a reportable offense I strongly think you would see it stop very fast.
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@Crowman said:
You can discourage killers from tunneling you by wasting their time in chase. Tunneling is really only beneficial when the survivor being tunneled is easy to down.
Also killers have no reason to care about your fun when survivors don't care about killers fun.
We can't kill the killer (we should be able to though) and the only way they get removed from the match is if we escape or all die. We really can't do that much to interrupt the killer's fun compared to what they can do to us. Also its hard to run from the killer when there are no pallets nearby. I literally had nowhere to go the last time this happened to me and the pallets that could've been there were already used. Besides it doesn't matter when the killer is already right behind you right off the hook. This has to stop and it has to stop now.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2612431#Comment_2612431
This is the problem.
Experienced players with tons of unlockable perks and add-ons don't see the issue. But try from the perspective of new players coming to the game, buying DBD, and buying DLC.
We don't have the perks and addons you are talking about. All we have is base Myers, which has no secondary attack or special ability or debuff. And his horrible perks.
And the solution is to keep grinding many many hours so you can unlock things to make him viable? New players are being turned off.
Umm... we already experienced this... in our first 30 hours of playing too just like you. You say you don't have the perks and addons we have as if it is some kind of excuse. What do you expect to have at this point in the game? I have grinded out millions of blood points to unlock perks which took me awhile. You're not the exception here. You say new players are being turned off from the game. You may be, but how do you know another Myers player isn't having a blast right now? Your experience is your own and people who have played this game for far longer than you, and went through exactly what you did, is trying to tell you that things can get better in time. Do you think new survivor players start the game with tier 3 perks from the best loadouts? Nope. I remember all too well playing Kate with only her perks for a long time and spending weeks grinding out points to unlock more perks and addons so I can have a better experience in the game.
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@Kiikii said:
https://forum.deadbydaylight.com/en/discussion/292176/killers-trolling-survivors-ruin-the-game
Who cares you died. He or she has every right to play how they want too, they did what they had to, to win. Period, or you know you could play killer get prospective. But you won't.
If that were true there wouldn't be a report option at the end of matches. The killer misled survivors too much. Its one thing to do it some in a match but when you're making it go on and on and not deciding to play normally until the end then I have a problem with how you're playing. It feels like cheating in my opinion especially if you did it for a challenge.
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Well I have 1700 hours played in DBD and in my experience Myers is overpowered when using certain addons. I don't think you've played the game long enough to really criticize it like this, but that is just my opinion. At first it can seem frustrating but things should get better the more you play and unlock more items. I personally think Myers perma tier 3 addons should be removed as well as the one that allows him to kill anyone while in tier 3 regardless of hook status. It feels like the addons just make him an entirely different character that has an unfair advantage over survivors whereas when using other addons feels fine. He's actually very fun to play against as survivor unless he has those nasty purple and red addons then I just want the match to be over (and it usually is very fast).
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Or they could just make it so where if you're on the ground for too long you simply stand back up. If the killer leaves you on the ground then your character should recover over time. It would be a better system than the current bleed out.
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@NoOneKnowsNova said:
I'm more than fine with a dc penalty. Players should be punished for leaving and making the game less enjoyable for their team.
Crashes are extremely rare so if you do crash you'll only have a 5 minute penalty, and even then by the time you log back in it will only be a minute or two.
The same applies if you have to go somewhere. Every now and then you might have to leave to do something important but then that dc penalty should stay at 5 minutes or at most go up to 15.
Any other situation is a no, you shouldnt be disconnecting on your team.
Toxic killers that make the game less enjoyable for survivors need to be addressed too. If a killer is going to be toxic towards me I don't want to play against them and I should not be punished for it.
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@SabunoHakia said:
https://forum.deadbydaylight.com/en/discussion/286453/losing-unused-items-on-death-has-to-go
Another survivor's complaint that their life is hard, you know killers don't keep theirs and actually have to use blood points to get more? Please tell me more about your survivor problems? You know their is a perk to get more items in a session and even leave with addons on them? Oh your life is so difficult.
I did say in a previous reply I am fine with killers keeping their addons if the fail to get any kills. Fair for both sides.
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@DbDCasual said:
https://forum.deadbydaylight.com/en/discussion/comment/2563583#Comment_2563583
You don't seem to understand the idea of risk and reward. You're clearly blinded by pure entitlement. You don't get to keep it because you died. You lost. Not only that but you played so poorly that you didn't use whatever the item was. You do not deserve to keep it. You risked the item by bringing it into the match. You lost. Losing has consequences.
The idea behind the suggestion is to make a survivor loss/death less frustrating so they'll be more interested in playing the game. This is not about entitlement. If you knew me at all you would know I am the complete opposite of the entitlement mentality. Survivor deaths in my experience and that of people I know that play the game are often very frustrating and unfair. If killers want to keep their addons for failing to get a kill then that is fine too. Even still they probably got more use out of their addons than a survivor did with their item that was eliminated early.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2562880#Comment_2562880
U paid for additional chances to win and yet u lost. When u buy lottery tickets u don't expect refund because u didn't used them or didn't win. Same logic is here. U pay for additional bonuses and it doesn't matter do u use them or not. They go away once game is over.
That... made no sense at all. Not a very good comparison there. Also did you miss the part where I said used items (even partially) would get lost if you die and that ONLY unused items get preserved?
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@DbDCasual said:
https://forum.deadbydaylight.com/en/discussion/comment/2562880#Comment_2562880
It's called risk and reward. You risk the item by bringing it into the match. What's next? Well, I only used half of it so I should still get to keep the other half of a charge! How about this, get good? That's what everyone tells killer mains when they talk about something. Stop being the lowest hanging fruit and dying early. Your team will thank you for it.
Again, talk to me when you have something substantive to say on the matter. You assume way too much. It doesn't matter when I die. The ONLY thing I am suggesting here is that an UNUSED (remember to look at that word and consider it next time you reply to me) item not be lost on death. I bought the item with points I earned in matches. Having merely the chance to get to use it is not enough. Maybe if the game didn't have so many toxic killers I wouldn't see this as a problem. And why do you even care to argue with me on this? Why do you have a problem with it? This does absolutely nothing to you or killer mains. If a survivor doesn't lose their item they didn't get to use so what? Its like you have a problem not being able to cause more misery to survivors and get some kinda strange satisfaction knowing you also deleted their item too. This suggestion is not that big a deal.
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@DbDCasual said:
Survivors are so used to be rewarded for every little thing that their sense of entitlement is beginning to know no bounds.
Right... because me wanting to keep an UNUSED item I paid for with points I earned is me being "entitled." Talk to me when you have something substantive and interesting to say about this.
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@Akito said:
But you are dead. How are you supposed to keep an item with you?
And why should you get rewarded for dying? It should feel punishing and not irrelevant.
Its not about being "rewarded for dying" which by the way wouldn't happen if you got to keep the item. You already bought it with points. A reward would be getting something you didn't have before. Its about making the loss less frustrating especially when you get camped or tunneled. When I get pulled off the hook and the killer is right back on me 5 seconds later that item in my hand feels rather worthless. I just don't see this suggestion as that big of a deal if it happened. I want the game to be more fun for survivors. I'm very hesitant to even use an item beyond yellow quality because I always feel like I won't even get to use it. I can't tell you how many unused items of all quality I've lost in the game.
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2554125#Comment_2554125
You complained about totems, but didn't use a anti totem perk, despite only using 1 perk.
If your so upset, use an anti totem perk. That's why there are perks.
I went up against a nurse who had noed. I joked "they probably have noed". All gens done, I'm opening a gate, get downed and die on my first hook since everyone left. I dont use anti totem perks, I don't like them. If I'm caught, I got caught, aw well. I'm not going to say they didn't deserve to get the kill, they caught me slacking end of story.
I'm not going to play the game if I have to bring an anti totem build every match and turn the game into a totem cleansing marathon. They're not fun to do in my opinion and in the time it takes to cleanse one the killer can travel across a lot of the map. The perk gives too much power and reward to killers.
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@Sakurra said:
Noed is fine. This hex punish survivors for gen rush.
Doing gens is not gen rushing. What do you want us to do? Stand still the first 2 minutes of the match? Noed is over powered. It is unfair and it needs to change. No perk should give the killer that much power. Cleansing all 5 totems is an unreasonable thing to do to prevent it.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2554611#Comment_2554611
Maybe if you used your cakes you'd have enough BP for items...
Yea let me use a 100% BP bonus offering and risk getting little out of it from a camping or tunneling killer. I have had people tell me they don't even like using anniversary cakes and still have some from previous years because they don't think they'll get much use out of them. I feel the same. Besides that, escape cakes don't show up that often in the blood web, at least not for me. My suggestions is not irrational. Not losing an item you DID NOT GET TO USE AT ALL (no charges used) is not a bad thing.
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@Brokenbones said:
Killers lose their addons regardless if they win or lose
The same should apply to items.
They also can't die during a match and can earn more points chasing survivors and breaking doors down than a survivor can if they are eliminated early in the match. A survivor losing an item is more of a loss than a killer losing addons. At least they get to use them the entire match. Survivors can't always because we're the ones that die.
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I just had a match against a nurse that went very well for me and my team, until NOED at the exit gate activates. I ran the nurse almost the entire match, dodging probably 20 or more blinks and never getting hit. I couldn't go totem hunting because I was being chased almost the whole time. The only time I had to do anything but run was at the start of the match where I did find 2 dull totems and cleanse them, but thats it. It didn't matter that I dodged every single attack from the nurse. It didn't matter that I kept the killer occupied and off my team for most of the match. Despite all this I ended up dying in the end because the killer had NOED and the rest of the totems weren't cleansed by my team. I basically died because my team didn't find the other 3 totems in time. And again, just like the other match I mentioned, this was an UNDESERVED kill for the killer, who also got 3k and only 1 survivor escaped. How is it fair that I die because my team didn't find the other totems while I was busy running the killer? How is this perk in any way fair? If a killer hasn't gotten anyone by the end of the match a single totem should not give them the power to suddenly start getting instant downs. This isn't going to make killer mains play better. This is going to make them rely on a single perk to fall back on when they fail to do enough during the match.
This perk has to go. The fact that killers are rewarded that much at the end of the match when you have done all 5 gens or ran the killer for most of the match is ridiculous.
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@Seraphor said:
Any items you bring into a match are spent upon you entering the game.
Being able to reuse them when you escape is the bonus.
Killer doesn't get to reuse their add ons.
I said unused items... If you use an item, even partially and then die in the match then you should lose it is what I meant in my feedback suggestion. Unused items should not be lost under any circumstance, including dropped items from franklins.
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2550019#Comment_2550019
Should've brought in more than just a single perk then 🤔.
But it was undeserved because you didn't bring in any other perk/item. Or didn't level up your character. 🤷♂️
Right... because I spent millions of blood points on multiple survivors just to keep a permanent anti totem build in every match I ever play. I guess I should also bring a map every match too and make all the points I spend on other items worthless. Unless you're doing SWF and can have someone on the team be on totem duty then its always taking a risk on what you will be playing against.
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So I just had a match on the Midwich map where the killer had noed and got an undeserved 4k because of it. The only totem perk I had was counter force during this match. I spent a lot of time going around the map trying to find totems and did not find a SINGLE totem the entire time. Meanwhile my team was getting hooked and close to death, so I decided to stop looking for totems and work on gens. We got all the gens done and sure enough noed activates. The killer downs 2 survivors while the 3rd died on hook. Both were death hook so I felt my only chance was to either find the hatch or go for the door when the killer went looking for the hatch. Well the killer does go looking for the hatch, so I go for the door. Sure enough the hatch spawned very close to the exit gate I went to and I ended up getting downed too. All of this happened because of ONE PERK and it was NOT because I didn't try finding the totems. Anyone who tries to find totems on Midwich knows it feels like a lost cause unless you have perks/maps to show you where they are. When matches like this happen (and they happen a lot) I can't tell you how frustrated I get at the game.
NOED is an overpowered, unfair perk. The killer is given too much power and too much end game advantage all because the survivors didn't cleanse all the totems in time.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2547063#Comment_2547063
Mr. 1600 if you don't want to play game, don't launch it. No one cares how much hours u have. If u want to throw a game or dc because u are impatient to wait ~8 sec or don't like something, it's your problem. And yes, players should be punished if they dc.
I'm just sitting here wondering how me leaving a match AFTER my death hook timer has run out is me "throwing a match." I'd ask you to explain that to me, but I don't think you know either. The point I made was that a penalty for leaving a match you're technically already eliminated from shouldn't happen. The character can continue the animation so hatch spawns can work as normal or just have the usual time pass before it does. I just don't want to stick around longer than I have to. Its really not asking for much and there is no reason for anyone here to try to argue me down about it. There is nothing game breaking about it or giving any kind of advantage. Once I am eliminated from the match and unable to participate further, which is when my death hook timer runs out or being mori'd, I should not be penalized for leaving the match AT THAT POINT. That is all I am suggesting here. Also I stated my hours played to give an idea of how many times I have had to wait for animations to end before I could que for the next match. I didn't post it to get any kind of care from anyone on how long I have played.
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2546956#Comment_2546956
I did read and think about what I said when I said it. No need to be rude about it. I'm just saying that if the game is basically over (which it is in both cases--I've literally had Killers disconnect while everyone was leaving through the gates), then there is no need to disconnect. An extra not-even 15 seconds is just a weird thing to be concerned about to me, when you can just take a moment to sip some water, stretch and then be right back in the lobby, queuing up for another game. I'd be advocating for fixes for things that are actually bothersome and take precious time, like getting slugged for the Fantasy 4k. I usually die on the ground when that happens... 4 minutes of inactivity!
But anyway, back to my original point: Are you sure you aren't just taking it badly when you get sacrificed? I mean, it sucks to not get the 5000 points but it's really not that bad if you're not playing competitively. No offense meant of course, you can play however you want but it is more frustrating to get sacrificed when you're playing to win all the time.
As I said, I have 1600 hours played in this game. It was alright for maybe the first few hundred hours but at this point I'm just sick of it. The problem I brought up in my OP is receiving a penalty for something you shouldn't when you're technically already eliminated from the match. I'm not in favor of the leaver penalty to begin with. If you don't want to play a match you shouldn't be penalized for leaving it. In this case its receiving the penalty after you've been eliminated all because you didn't wait for a death animation I've seen a million times.
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@Mandy said:
I don't really see the issue at all with NOED - first of all it can be removed from the game before it's even active and secondly, the killer is down to 3 perks throughout the entire match. I'd also refute that it's used on less skilled killers, i see it used a lot on low mobility killers, which I think is perfectly understandable as those are the ones that are likely to reach endgame more.
You may not, but some of the players definitely see the issue with it. When I do SWF, every match we have that has noed activated at the end always goes from us having a fun time to immediate frustration. But just find all the totems right? Well that isn't always a likely thing to happen in every match. Yea there are items and perks to help us find them, but should we have to make them a permanent loadout just in case the killer is using noed? I have spent half the match or longer trying to find totems just to see my team get taken out before even half of the totems are cleansed. The problem with noed is that it gives killers too much end game power despite how they played during the match and all they need is 1 totem up to get it. The perk needs to change.
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@Hippie said:
No offense, but are you upset at how long it takes to be sacrificed, or are you upset at how many times you're seeing yourself being sacrificed in your games? I can see people being upset at seeing the sacrifice play out because they see it often. Still not a good reason to allow D/Cs at the end of your game though. With that logic, the Killer would be allowed to D/C because all of the Survivors are leaving through the gate. It's unnecessary.
You should really read your reply and think about what you just said. You literally just compared survivors leaving through the exit gate (which means the match isn't over for them or the killer yet until they are out) to survivors who are literally already eliminated from the match. That is not the same. I have 1600 hours played in this game. I don't care to wait through the same things when they happen anymore. I should NOT be penalized for leaving the match AFTER my character has been eliminated from the match. The match is over for me at that point.
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Tunneling is wrong no matter how soon the game ends. It ruins the game for survivors who are tunneled down off the hook. What chance do they have? BT isn't enough. DS isn't enough. Tunneling needs to be recognized as a reportable and punishable offense or killers will never stop doing it. I have nearly 1600 hours played in this game. I used to play everyday but now I play once or twice a month if that. I have lost just so much interest in the game and the main cause of it is because of tunneling. Until something is done about it I don't see myself playing this game more.
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Well this is a big disappointment. The voice lines made this killer a lot scarier and the matches more fun but without them things just feel very unexciting. I hope the voice lines are put back soon.
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Well the game certainly doesn't need another devour hope type perk. NOED as it currently is just ruins the game for survivors. It gives the killer far too much power and rewards them way too much just because survivors didn't do an optional objective. I'd rather just leave the match than give the killer an undeserved win. Yes, NOED downs are undeserved when you go the entire match surviving the killer.
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My problem with the DC penalty is that in very toxic situations survivors have to decide to either take the penalty or endure the match until the end. Perhaps there could be a "Why did you decide to leave the match" if you do and you can select a reason and give additional feedback on it. I know this is an online game that requires participation for matches to be fair, but unfairness from killers I believe is a lot of the reason why survivors DC. More incentives to stay in the match is what survivors need. Getting tunneled down and removed from the match early is eventually going to get to people and they simply just aren't going to want to stay in a match like that for example. At the very least I think survivors should be allowed to leave at least 3 matches a day before a penalty begins being applied.