KayTwoAyy
KayTwoAyy
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@SonicOffline said:
Who told you that it was an exclusive?
@humanbeing1704 said:
Cosmetics that appear in the store are exclusives?
Exclusive (adj.) - restricted in distribution, use, or appeal because of expense
Do I need to hold your hand and teach you how items behind a paywall are exclusive, or are you going to stop trolling?
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If you see a ton of stealth killers, run Spine Chill. It will help you immensely.
If you don't have Spine Chill, don't work on generators in dead zones or without great line of sight unless you absolutely need to (especially if you're injured).
The only time I see teammates struggle with Wraith is when they decide to work on gens and heal in dead zones or areas with awful line of sight. Prevent him from getting the drop on you as much as possible and there is very little he can do.
Ultimately, if your teammates don't follow that advice, you're going to suffer a very painful defeat.
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Tons of missed opportunities on Jeff. They lean too much into his love of metal and not enough into his artistry, craft brewing, and musician.
Just a few ideas they could run with:
- Parka/Winter Gear
- Oil Painter Outfit
- Graphic Designer (Work) Outfit
- Favorite Micro-Brewery Tee
- Hockey Fan Tee (Possible Opportunity for IRL Sports Cosmetic)
- Bikes & Beers Cycling Gear (Another Opportunity for
- Shirtless/Tattooed Jeff
- Big Beard, Shaved Head Jeff
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I've been praying for a Curse of Strahd WotC license character for a year now
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If being oppressed is your idea of a good time, enjoy playing my share of DBD the next couple of months.
I for one will grow tired of dying because half the maps are filled with too-few line of sight blockers and 2ft loops that Trickster will hose me over game in and game out.
This community has no shame when it comes to abusing Dead by Daylight's imperfections, and I've no further interest in being the victim of poor game design.
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Due to Quebec laws, giveaways in Quebec require an element of skill to be involved for entry.
Thus, giveaways in which the winner is chosen randomly always exclude Quebec.
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@Clowning said:
If you remove the aura reading and faster pick up times, then yeah. It'd be beautiful. Though for a while, Survivors might try to farm their teammates harder.
In my experience, the aura reading is great for the health of the game.
I like OP's suggestion, and I 100% support it.
Players with less experience may feel it unfair, because it gives away their position, but BBQ & Chili is a healthy perk for the game. It provides killers with all the information they need to move far away from the hook and start a chase with someone new.
Low Rank killers get a lot of ######### for proxy camping, or face-camping, but the reality is that they don't have BBQ and it would be a waste of their time to go search for a needle in the haystack when the survivors will eventually come to the hook on their own.
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Myers. His Iri Add-Ons are fine, but the rest of his kit is littered with too many detrimental effects. I love myers, but I can't bring myself to play him because the only add-ons I have left make it take way too long to tier up.
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Hysteria is nasty on Plague. If it becomes more popular, I'm sure the gimmick will wear off, but as it stands it is very easy to become sick mid-chase and not realize you've just become oblivious.
Plague might just become more viable as a stealth killer on indoor maps with this perk--really excited to give it a go once I level her up a bit more.
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I am confused by this post.
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The only reason you should play nice is if that is how you enjoy the game.
There is no other reason for or against playing nice.
If empathizing with the other side scratches an itch for you, then be a good sport when push comes to shove.
If asserting your dominance, and showing the other side how good you are, scratches an itch for you, then play the game in a manner which you believe is most optimal.
DBD is PvP. I think people are naive to expect either side to play nice in a game where one side comes out the victor
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@NoOneKnowsNova said:
Your team does gens?
Not after the 4th one, apparently.
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@Crazewtboy said:
Hatch is not leaving this game. I wish hatch stayed the way it was with the two gen requirement that way there was at least some effort put into getting it, but keep the closing hatch feature. Regardless there is nothing that you can do about it and the devs likely will not change it. The main thing that needs a change is keys.
Hatch is the root of all issues with keys. If BHVR would just replace hatch with a better mechanic (and there definitely is one), then keys wouldn't even be an issue. I don't understand how you can complain about keys, and not see that finding a better solution to hatch resolves the issue altogether.
@NextKillerConfirmed said:
as a Killer main, like genuinely almost only Killer, I don't get why it should be taken out.
It's a bit annoying if someone gets away, but the reality of the game is: It's actually every man for himself, but you can choose to help.
My issue isn't with hatch as killer. I mentioned it earlier in the thread, but I'll TL;DR here.
All too often survivors give up on objective in 2v1s (and on rare occasions... 3v1s) to play a game of "who can hide until hatch spawns."
I've played hundreds of games where survivors loop a killer long enough for the last gens to be complete, but because one survivor chooses to hide until hatch spawns, everyone ends up dying. I've also seen many games where survivors take the game hostage by not completing their objective as they wait for hatch to spawn.
Survivors are not capable of surviving alone, and the game should not motivate anyone to prove otherwise. Its hard enough to escape solo queue, so why does the game pit teammates against eachother with a mechanic that promotes this dog-eat-dog mentality?
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@TheGhostofZgor said:
It ain’t. Grow up.
What a mature response.
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@Starr43 said:
“This hatch I found baffles me. As I witnessed the last Survivor being, yet again, the victim of the dreaded hook I stumbled upon it as I slowly backed away. I finally found my keyhole. With my last strength I opened it, entered its tunnels and somehow found my way to the campfire. Now I sit here contemplating its purpose. Is hope more important for the Entity than I thought? Is this hatch just a treat you give a dog to as encouragement? For now I take what I can get.” - Benedict Baker
The hatch exists because the Entity allows it.
I for one hope the Entity changes its mind (:
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@Shymare_11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2341125#Comment_2341125
I just want to say: I dislike hatch and how it can reward selfish play styles, although I’m not wholly against it, but hatch cannot be removed yet. I truly want an alternative to hatch but at this moment there isn’t one.
One day, maybe someone will come up with the perfect and completely fair system, where both sides have an equal chance. One where everyone will be happy and satisfied with it and never feel cheated out of a kill or escape. However, until then, hatch will stay.
It is a means to an end, and now it’s too ingrained into Dead by Daylight in both gameplay respects and the community to be removed without at least a better accepted alternative. Even then, it won’t go without strong backlash.
@TragicSolitude said:
It's poor game design that a player can be rewarded for not actively working on the objective.
DbD needs more structure. It needs to push players to participate. Player agency doesn't need to be taken away, but the gameplay should not be as open as it is. Survivors hiding, doing nothing, and waiting for a magic escape to pop up at their feet is not healthy gameplay. Yes, there needs to be some way for a match to end that doesn't take away the final survivor's chance of escaping, but DbD needs a more creative and gameplay-enhancing solution than the current hatch mechanic.
Precisely.
Everyone complains about keys and wants them fixed, but the root of the issue should be addressed instead.
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@gendoss said:
I'm just really salty that you can earn free kills because of 1 perk that has no reasonable counterplay.
Rant over.
Other people on here may belittle you and try to make you sound stupid for this post, but I stand with you.
I encounter a ton of killers with their nose in the air after being carried by a single hex perk.
Don't let it get to you too much. Those players are standing on a glass pedestal and they know it--even if they won't admit it to you.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2338246#Comment_2338246
I just want to say, you are entirely correct. These people are either trying to gaslight you, or too inept to see the problem. Either way, no idea why they feel so passionate about their opinion that is essentially a "nuh uh."
We're just built different.
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@Gruul said:
https://forum.deadbydaylight.com/en/discussion/comment/2337200#Comment_2337200
Yeah no BHVR isn't responsible for players acting like children. For balance, content, and making sure the game doesn't explode every time you play it sure 100% their job.
But if a player disconnects every time something they don't like happens or intentionally tries to make people miserable that's not BHVR's fault that's the community being awful.
BHVR screws up their side of things pretty much on a daily basis I won't argue otherwise but so does the community and the lack of personal responsibility from the community on that aspect makes it all the more childish.
We love to complain but we refuse to acknowledge that some of the bad experiences with this game are of our own making.
The success of a video game is not dependent on players acting like adults. That is my point.
It is BHVR's job to make player maturity irrelevant with regards to how well a game is doing.
If the game is being "destroyed" because the community is problematic, then it is BHVR's responsibility to create a solution.
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@MrPsych said:
You want the hatch gone? Enjoy 40 minute-long games where two survivors just hide in a corner because doing 3 gens between two survivors is essentially impossible to accomplish in a timely fashion.
The hatch is there for both the killer and the survivor's benefit. It's there so games aren't taken hostage.
Survivors ALREADY play this way WITH hatch in the game. My entire issue with hatch as a mechanic is that it incentivizes this very behavior.
Hatch doesn't suddenly make survivors worse at hiding once they've decided completing generators is too difficult, therefore with or without hatch, survivors are wholey capable of holding the game hostage for 40 minutes.
Hatch exists for the killer--to prevent he killer from holding the game hostage--not the other way around.
@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2338206#Comment_2338206
Their objective is to escape, both the gens and the hatch are a means to that end. No, i dont see an issue
I genuinely cannot tell if you enjoy playing devil's advocate or you truly believe a game is incapable of motivating players towards certain actions.
While killers need a system in place to prevent them from taking the game hostage, an accelerated Idle Crow system in late game would fair far better than hatch, with regard to moving the game towards its end.
However, BHVR values player agency over player experience, so such a mechanic would never be implemented.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2338170#Comment_2338170
So what is your solution? I see no problem with how it is so if you do offer a better idea
I didn't come to the forums with a solution to propose. I do not work for BHVR--I'm not going to do their job for them. I see a problem, I spoke up about it. ...besides, BHVR doesn't even accept design ideas this community gives them in the first place.
How do you see no problem with survivors abandoning their objective to play hide-n-seek? How do you see no problem with survivors leaving each other high and dry, when they are intended to work together to escape? How do you see no problem with a mechanic that creates stand-offs while praising it for removing stand-offs? How do you see no problem with a mechanic that removes one problem and replaces it with a slightly less shittier one?
@Grandpa_Crack_Pipe said:
Hatch is there to end the game. Period. Doesn't cater to one side or the other.
If it's so offensive to you, slug for the 4k.
I'm sorry, I don't recall filing a complaint about hatch as Killer. Perhaps you meant to place this comment on another thread?
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2338085#Comment_2338085
If you played before hatch was around youd know why its a necessary mechanic
The survivors objective is to escape, they dont necessarily have to help YOU escape.
@Professor_Fizz said:
https://forum.deadbydaylight.com/en/discussion/comment/2338141#Comment_2338141
Without it, there's more problems. It's a lose lose situation with a game like this, there's no way to work it out for both sides.
There is almost certainly another solution the dev team could come up with. If not them, a member of the community could probably offer a better solution.
The hatch may solve a problem that desperately needed a solution, but people shouldn't be satisfied with the new one it created. I'm not satisfied with the solution, and no one else should be either. The game could benefit from a more thoughtful solution.
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@Professor_Fizz said:
https://forum.deadbydaylight.com/en/discussion/comment/2338126#Comment_2338126
What you're suggesting is the possibility of a killer holding a survivor hostage with no way out of the game. With no hatch, EGC never starts, meaning the killer can just continually bully the last survivor until they either quit, or the killer gets bored.
Thats not what I'm suggesting. I'm simply stating that the mechanic in place to prevent killers from holding the game hostage is the wrong solution--it creates other problems the game shouldn't have.
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@Professor_Fizz said:
https://forum.deadbydaylight.com/en/discussion/comment/2338100#Comment_2338100
Then there's an easy fix, make the hatch only appear when all gens are completed or when there's only one survivor left. Removing hatch entirely isn't a solution, because that leads to killer favored games.
While the former proposal is great, the latter does not resolve the issue that plagues many games of DBD.
When it comes down to 2v1 situations, both survivors have a choice to make:
- Continue working on generators to power the gates
- Hide and wait for hatch to open
The game should be pushing survivors towards Option 1, but the existence of hatch pushes most survivors (especially those not confident in their ability to loop) towards Option 2.
If both survivors choose Option 2, the killer is left with a major (boring) lull where both survivors hide and wait for the other to be found. If only one survivor chooses Option 2, the other is forced to loop the killer for as long as possible while their teammate hopefully works on a generator.
...except we already know that Survivor B chose Option 2, so why should Survivor A bother to loop the killer at all? His fate was sealed the moment he was found. He could loop the killer for the next 10 minutes--enough time to do 7 and a half generators--but because the hatch exists, Survivor B will let him die after all that hard work.
Remove hatch from the game, and what then is Survivor B left to do? How will Survivor B escape the trial?
Answer: By working on a generator.
Now, instead of the game extending for 10 more minutes as Survivor A puts on the clinic of a lifetime, it ends in 2 or 3 minutes.
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@Professor_Fizz said:
https://forum.deadbydaylight.com/en/discussion/comment/2338085#Comment_2338085
Sure, there's nothing stopping you from doing that. But you'll earn very little bloodpoints, as well as playing a very boring playstyle, which is why nobody actually does that.
You have to think of the hatch from both sides as well, just because someone who didn't deserve it gets out one game, doesn't mean someone who definitely did deserve it never does. It's a mechanic put in to give the last survivor some chance, and it's biggest problem is how it ties into keys, but the hatch by itself is perfectly fine.
"Its boring to play that way" is not a justification for why hatch is balanced. Regardless of how entertaining a playstyle is, the option is there and the option is counter-intuitive to DBD's nature.
When push comes to shove, survivors should not be saying "its alright, I'll just look for hatch."
That is not good game design.
It is the responsibility of the game to motivate players towards the objective. Players can take it upon themselves to do side objectives or procrastinate the objective for their own intrinsic reasons, but the moment the game provides players with a reason NOT to do the objective, there is a problem. The hatch is that problem for survivors.
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@Professor_Fizz said:
Why would they ever take hatch out? It's a perfectly balanced mechanic as is.
It is not "perfectly balanced."
What about it speaks to you in such a way that would have you saying as much?
Hatch is a Get Out of Jail Free card for players who may have done little to deserve it.
Instead of promoting teamwork and altruism, its very existence promotes self-serving decision-making.
I have seen many players throw the entire game in hopes of escaping on their own through the hatch. I have seen teammates leave each other to die so hatch can spawn and they can escape with a key. And I have seen survivors loop a killer for 5 gens, only to be left on hook as their 3 teammates take hatch together.
The hatch does not belong in DBD.
Survivors are not strong enough to survive the trial alone. DBD's design depends on survivors working together to escape. And yet they have introduced this hatch mechanic as a way to completely circumvent everything the game's design stands for.
Hatch is not perfect by any means.
As it stands, I can bring a key (and hatch offering) every single trial and do nothing by locker hop until hatch spawns. There is nothing preventing me from playing this way, and if I'm good enough at looping the killer I'll see success with it almost every game.
Why should I be allowed to escape when I've done nothing to contribute towards the objective, and I've done nothing to help anyone else out of the trial?
...if the hatch opened for players who reached a certain amount of bloodpoints in the trial, maybe that'd be "balanced." I don't think that would be a great solution, but it would at least be granting the second chances to those who earned it.
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The community isn't "destroying this game."
Any problems you perceive with DBD are BHVR's problem to deal with.
The community is only a problem because BHVR allows it to be that way. If you want something to change, it needs to start at the top.
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@miketheratguy said:
A couple of weeks ago I was playing a pretty fun, competitive game which came down to myself and one other survivor, maybe two gens left. After a little while - five to ten minutes - I started to realize that I hadn't seen the last survivor in a very long time. Maybe even the whole game, I don't recall. It also seemed like the killer was tunneling me.
Lo and behold, once the killer got me and hooked me, I was able to see the aura of that nice other survivor just hiding behind walls on the other side of the map. What do you know, as soon as I got to the match result screen, there she was. Wonder how that happened.
Nah it's cool, screw you too.
This is my biggest gripe with DBD, and the sole reason I think hatch is a bullshit mechanic.
Instead of pushing the game towards a "team-first" mentality, they invited selfish behavior--and in many cases incentivize it.
This is a larger issue than the balance between SWF and Solo queue, because the issue with Solo queue is that survivors play every man for themself. If BHVR gives them a motive to play team-first, then the disparity between SWF and Solo won't be as wide.
Its exhausting looping a killer for 7 minutes while the only other living survivor sits in a corner. Survivors shouldn't be motivated to play like that.
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@fr0sty1223 said:
It’s a valid strat when the devs put things like noed and ruin in the game which are perks that basically say: if you try to work as a team for help your fellow survivors you lose the game for it. Maybe if it wasn’t so punishing to actually help your teammates out people would be less inclined to let them die
I was running BBQ, Deathbound, Infectious Fright, and Dark Devotion.
I assure you, however "valid" you may believe that strat to be, it was wholely unnecessary and discourteous to the survivors on the hook as well as myself.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2297799#Comment_2297799
I've seen enough of Zozzy' comments to know they player killer frequently and often use the forums as a way to complain about the state of the game.
I know they've suggested things like EGC starting when the last gen is done for example, I know they've made comments about limiting the amount of running survivors can do, I know the types of comments Zozzy makes, it would be hard for me to ever see them as anything but a killer main.
By the same logic, I am to assume you're a BHVR employee.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2297766#Comment_2297766
Who do I trust, the killer main on the forums who always complains and exaggerates or the dozen or so streamers I watch daily that face sweat squads once a week.
Again, I repeat, Zozzy is stating "that is not my experience."
Do you know Zozzy's rank? Do you know Zozzy's region? Do you know Zozzy's hours in the game? Do you even know if Zozzy has played killer more than 5% of their total game time?
No one here is trying to present information as a matter of fact.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2297719#Comment_2297719
Do you think survivors enjoy ending matches in under 10 minutes and leaving? If you're not very good at chases it isn't up to the survivors to not do gens and prolong the match so the killer can feel like they're doing something.
I actually find it insanely hilarious how killers complain about body blocking it's incredibly easy to get around, you get to injure an additional survivor, and it means someone isn't doing a gen, I have to just assume any killer that complains about body blocking is the stubborn type that is probably awful at the game and decides to just hold W at the survivor instead of swinging at them ASAP and hooking the survivor.
Zozzy isn't "complaining" about body blocking.
You've anectodally claimed that sweaty squads are few and far between. Zozzy is simplying stating "that is not my experience."
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@aroell said:
Tunneling and camping also don’t make you good
Correct.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2297692#Comment_2297692
A lot of people who complain about SWFs on this forum think everyone who plays with their friends wants all killer players to personally scooter ankle their families and themselves, you clearly haven't looked very far. The entitlement issue runs deep on both sides.
"PSA: PLAYING IN A SWF DOESN'T MAKE YOU GOOD AT DBD, AND NEITHER DOES RUNNING RUIN/UNDYING/TINKERER/BBQ ON BLIGHT/NURSE/SPIRIT" just doesn't have the same click-bait flair to it.
I'm not ignorant. I just don't think "I'm above this killer/survivor tribal feud, and I'm going to tell you how you're both wrong," makes for a very good forum post.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2297615#Comment_2297615
There are also a lot of killer who stack 3 slow downs and think they're good at dbd, it goes both ways, thankfully I'll never be someone who stacks slow downs but as it it, I play a significant more killer than I do survivor these days and I don't get people bragging about how good they are and their swf are in chat.
Oh absolutely, I agree with you about the killers. I just chose not to direct this PSA at killers.
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@BronzeHandModel said:
I would agree if you were right but that is not the case. When you get carried by your 3 other teammates, yeah your right. But it Sounds like you mean that every game is easy. I killed some swf groups. Even good ones. Yes its easier then solo...but when you counter a good or very good killer, even a swf group needs to be good. Or do you think Oracle has no good players?
I genuinely am not impressed with anyone on Oracle, but that is not what this post is about.
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2297663#Comment_2297663
Considering you said "SWFs" and most of the toxic bully squads (also tournament squads now) left in existence have serious reason to be able to do so (because no matter what anyone says they can't deny that the few actual toxic bully squads, and not "toxic bully" that used head on a single time, that remain are genuinely skilled), I genuinely don't know.
This PSA exists solely for those who believe that they are great at DBD, when in reality they are being carried by the benefits of a SWF and the players they have queued up with. If someone is reading this and they do not have an over-inflated perception of their ability to play survivor, then this post is not for them.
People who complain about SWFs in this forum are not complaining about the latter group you mentioned. They are complaining about the few bad eggs who spoil the bunch.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2297585#Comment_2297585
What people think most swfs are:
-Toxic bully squads
-Lots of clicky clicky
-All gens done in 4 minutes
-GGEZ baby killer
What SWFs actually are like:
-Screaming down the microphone to annoy your friends
-Missing every skillcheck because you don't pay attention
-Nodding at the basement chest for 3 minutes as your friend screams at you to move so he can finish his search a chest archive
-No gens done but you guys had a blast
Which of the two groups do you think this PSA is directed at?
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@BioX said:
this is not a rant, just me wrecking my brain.
We all know the insideous basement bubba "meme" but I wanna know, can anyone conceive of a proper usage for that perk?
I mean I tried to use it recently as plague to camp a hooked survivor purely for that "get two in 1 puke" challenge....it...failed but oh well, dont know that if you dont try right?
But yeah, 2 seconds to go quiet is not a lot but I just dont see it working really unless maybe in combo somehow with some perk that allows you to see the survivor (Im all ears or so) to MAYBE use it ot mindgame?
Maybe make it go quiet instandly but have ti take the same amount of time to go completely quiet so the survivor has more of a reason to think the killer left?
idk HELP ME
If you pair it with Tinkerer, you may be able to fool a survivor into thinking you left chase because a gen hit 70% elsewhere.
I've also seen it pair really well with Franklin's as an Item Defender build.
Maybe pair it with Stridor and post up in a high traffic area with your volume at 100% XD
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@Aven_Fallen said:
Does it make you feel better when you imagine that the players who just beat you were not good at the game?
I mean, you still lost...So...
What makes you assume the survivors won?
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@Orion said:
I have no illusions about my skill as survivor. I just want to shoot the ######### with my SWF teammate. Is that so wrong?
I got nothing wrong with SWF, mate.
This PSA is for the survivors who step up on their glass pedestal and throw stones at the killer when they escape with only 1 or 2 hooks, or after losing "because the killer camped and tunneled them."
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@Seanzu said:
Nobody thinks it makes them good at dbd, people just want to play with friends lmao.
Wrong.
There are thousand of players who believe they're good at DBD, because their experiences in SWF deceive them into that reality.
Perhaps you don't play enough killer to see it.
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@th3 said:
Who really cares about that? People play in swf to have fun with friends, the fun you have in solo queue is almost nil. Pointless post.
Actually, no.
People who play in SWFs appear to have been developing a small god complex over the past 5 years, leading to the inflated issue of "survivor entitlement." The game is so easy in a SWF that people who play exclusively in SWF have been conditioned to believe they are good at DBD.
Thats not the case, and it takes an admission of that fact to truly come to terms with losing.
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It is a really strong build when you lean into it correctly.
I wouldn't call it toxic, but I 100% find it annoying. Mostly, I find it boring.
I don't particularly show much respect towards killers who run this build, because it just feels lazy. The game plays itself, and if my teammates are low-risk takers the game is going to end 30-40minutes after it begins.
I play mostly solo-queue, and I'm tired of losing games because either Blight wins thru fruition, or my teammates all decide to start looking for totems with 1 gen left--giving the killer 7 whole minutes to create an end-game snowball.
I've seen far too many 4, 5, & 6k hour killers running this build, and it just makes me sad.
If you're learning a new killer, this is a very forgiving build (on more than just Blight). But I encourage everyone to move on to other perks as fast as possible.
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@MeneLaw said:
I also face this since it was introduced.
The thing is they put coldwind, u counter it, then a random map is chosen but coldwind is not banned during that time, so we need a system that if map x is selected and someone else use special offering to counter that x maps must be banned.
This is exactly how it should be.
A better option, in my opinion, would be to allow the killer to turn their map offering into a Sac Ward for that map specifically. That way, the killer can at least breathe a sigh of relief knowing there is one map they won't have to deal with that trial.
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Run Save the Best for Last, and you'll be grateful they stand still to let you hit them. If you already have 8 stacks, the body-blocking does little to hurt you.
Also, as the first responder said, just tunnel them for body-blocking. If they're going to use every tool to their advantage, let them know you're willing to do the same.
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I deserve any ban that comes my way--it'd just be karma catching up to me.
That said, this auto-ban feature furthers the divide between solo queue and swf.
It is mathematically improbable that someone in a 3-man SWF will ever be banned thru this system. They simply won't generate enough reports to flag the system. Meanwhile, a solo queue survivor who queues into multiple games alongside 3-man & 2-man SWFs could find themselves auto-banned simply because the SWFs sent baseless reports for shits and giggles.
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I've been chat banned in Overwatch only twice in the two long years I was a toxic ######### who made jests, goaded, and insulted my opponents. I always got away with it, because I was making fun of the other team. My teammates may not have approved, but I wasn't slinging insults their way, so they didn't report me.
The two times I was banned were because I decided to pick fights with both my opponents AND my teammates. Suddenly, everyone in the lobby was reporting me. Overwatch taught me that the auto-ban system is just a numbers game. If I rake in 11 reports in a game with only 12 players, I'm probably doing something wrong--Blizzard's system recognized that.
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I've encountered my fair share of SWFs in DBD who demean or insult me, simply because I didn't conform to their playstyle (as killer or survivor). If I had to guess, SWFs will insta-report every killer who puts them in their place or makes their game even remotely unenjoyable.
How will the system react when a killer receives 12 reports in 3 consecutive games, because they decided to play dirty? Not with a ban, I'd hope.
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@[Deleted User] said:
This perk mislead me, I only bought Pig because I'd be able to play Hangman with the survivors, now I'm broke, mislead AND sad!
My word btw., it's my favourite survivor perk _ _ _ _
N.O.E.D
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wait, theres a perk that lets you hold W to win?
BAN IT NOW
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Finally, someone who speaks my language. How can we be killers when the game is like this!
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@DecisiveDwight said:
https://forum.deadbydaylight.com/en/discussion/246151/head-on-for-distance
Umm head on is the worst perk for distance you barely get a 1m away before the killer can chase again the only thing it's actually good for is saving a downed swf also bait them out walk as if you're going to the locker then back away quickly they soon get cocky and jump out
Then you haven't been playing against people who use Head On correctly. Head On CANNOT be baited out. Its the only perk in the game that cannot be baited out. You expect me to do the ickey shuffle every time I walk by a locker?