KingFrost
KingFrost
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- KingFrost
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I usually do.
4 toolboxes? Franklin's.
4 medkits? Time to switch to Plague.
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Killers use NoED because its an equalizer. It lets them kill survivors who are better than they are with less difficulty.
I've found that NoED rarely gets more than one extra kill. Its really not worth it, and killers don't realize they'd be better off NOT running it. Survivors who fear NoED are going to do totems anyway. Survivors who don't, aren't. Yeah, you can then 'punish' them for it, but you'd be better off running another perk to help you out tbqh. Or if you really like the insta-down, then Devour Hope. (Just don't run Devour Hope with NoED. I had to shake my head when a Hag yesterday had both. Before her first down, I cleansed Devour Hope. So that was one perk that did NOTHING for her. I focused on gens after that, then got the 5th one done, and sure enough I found NoED. Cleansed it, and she didn't get any use out of THAT Perk either. So basically she played the whole game with two perks. And I only cleansed two totems. Day before, I had a Ghostface do the same thing. Three of us escaped. I cleansed Devour Hope. Would've cleansed NoED too but found the hatch and jumped inside)
The only problem with NoED is that it can reward lazy play. Killer A can be trying his hardest against a group, get 7 hooks and 0 or 1 kill. Despite playing well, he'll feel like he's lost. Killer B can be lazy and camp the first guy he downs. Then camp the next guy they down until the last gen pops, and downs the last two guys. Despite having less good chases, and not playing as well, Killer B will feel like they've won. Killer A is probably the better player, but Killer B gets better results. And that's kind of a problem.
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@Fenril said:
To be honest, this game has a lot of balancing issues. Let's start with a fact: this is a killer's game. Unless you're playing with 3 friends and all of you communicate (and coordinate) well, this is a killer's game.
- Killers can abuse the 3-gen-in-a-row tactic and prevent you from doing anything except accept death.
- Killers suffer no delay after falling from heights.
- Killers have long hits (or charged hits, as some people call'em).
- Killers have abusive addons and perks. (Every killer brings Barbecue and Chilly and almost every killer brings No One Escapes Death.)
- If a killer wants to camp you, it's not against the game's rules.
Seriously... it's a pain to deal with skilled killers. It's stressful. Either take away Bloodlust and Barbecue from them and force them to use their brains to find survivors or add some innate passives to survivors... for example, Meg runs 10% faster than the others. Feng fixes gens 10% faster. Things like that.
- You can avoid a three gen by skipping gens, and leaving certain ones undone. Also, it's not impossible to finish a 3-gen. I've had it happen to me as killer, and I've completed one (solo) as survivor. It just takes a LOT of time. Some three gens are harder than others, but they are fairly doable. But it's on you if you leave gens THAT close together undone before there's 1 gen remaining.
- This has minor effects if any, and is probably how it should be.
- Lunges are fine. They're harder to hit, but good for making distance. As it should be
- BBQ+Chili is not an abusive perk. Would you rather the killer camp the first hook? Some addons are powerful, but only a couple are truly game breaking (Iri Head).
- Camping is the only legit complaint, I think. That and tunneling. Survivors need to get smarter about camping killers. If they complete gens and just get out, then killers will have to adapt to it, instead of giving a camping killer another down, which allows them to snowball the entire game, then use NoED to finish off. There's no really good solution that's not abusable by one side or the other. There's also times where camping is a good strategy, though its not as often as many Killer mains would lead you to believe. I think the solution lies somewhere in this idea: Gens go slower when a killer is in chase, gens go faster when a survivor is on the hook. This forces the killer to find a new chase. The amount would have to be enough to let gens get done faster if the killer camps, but not so much that survivors can just leave their teammate on the hook.
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Let's see: When I think "Iconic Horror Movie Villains" I think:
Jason Vorhees (Camp Crystal Lake would be amazing)
Chucky
Pinhead
Candyman
Dracula (A Castle would be a cool map, though is he licensed?)
Hannibal Lecter
Samara
Pennywise (Derry Maine would hopefully be better than Haddonfield)
Slenderman
The Thing
Norman Bates (The Bates Motel would be pretty awesome for a level)
Jack Torrance (The Overlook Hotel would be quite the location)
The Fisherman
The Miner
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Jason Vorhees would be amazing, but I don't think they'll get him. Pinhead or Pennywise would be great too. I wouldn't mind Candyman. I doubt it'll be Tyrant or Pyramid Head, but they'd be cool too. Darth Vader for someone more out of left field would be pretty awesome.
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I got a pair from Amazon -- Masacegon, for $20.00. Didn't really want to spend more than that on a pair of earphones. They're noise canceling, and work pretty well. I was surprised how much better it was than speakers.
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This is an awful lot of reading to ask "Can I share my idea?"
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1266689#Comment_1266689
They are fun, if you can learn to appreciate the brutal kill animations and take a loss. I was literally saying "Holy #########!" when a friend of mine showed me the Demogorgon's mori animation. Very entertaining, very cool.
Keys are usable quite often, unless you're saying most games end with all survivors alive by the time all the generators are repaired, which would prove there's a severe balance problem.
There's a difference between 'taking a loss' and 'taking a brutal beating because one teammate can't loop for the life of them and gets tunneled off the hook as soon as hes rescued, then mori'd and the game becomes 3v1 which it wasn't designed for'. It'd be like if Survivors had BNP's that could finish gens in 10 seconds as long as they've finished one generator. But had a cool animation attached to it.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1266679#Comment_1266679
That would just make both worthless and completely ignores their purpose.
Moris should be fun, rather than give an extreme advantage. And keys already basically require you to get all 5 gens done, unless there's only 2 or 3 survivors left. It'd be one more gen for 3 survivors, two more gens for 2 survivors.
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Mori's should just require all gens to be done to use them.
Keys should just require all gens to be done to use them, too.
Cypress should be base kit, and let you Mori the last survivor regardless of how many gens are done. You down the last survivor, he's yours to kill.
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@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1266631#Comment_1266631
There's a difference:
People yelling camping needs a punishment are basically trying to invent rules, then shame and insult Killers into playing by those rules. They're also asking for their fakes little rules to be made legit, evne though it was tried in the past, and failed because Survivors abused it.
Me asking for longer gen times was not to make my game easier. It in no way makes it easier to find Survivors. It was based on the thought that, if 1-2 gens pop before I even see a Survivor, and upwards of 3 pop before I get 1 hook; there's an imbalance.
If Killers did not feel a huge time crunch the second the match starts; requiring, at worst, 24 hits in roughly 5 minutes (or, roughly 12.5 hits a minute), they would not feel they have to camp to secure a kill & slow down the Survivors.
Have you noticed that camping usually tends to slow down mid-match? Because the Killer has secured a hook, or even a kill, and no longer feels the time crunch they felt at the start. A crunch brought on by gen speeds being a bit too fast to finish.
So my suggestion was, as you can see, based on an idea of balance brought on by actual, concrete numbers.
While people yelling that camping needs bans/punishments are simply saying 'I don't like it, so it should go away' or 'It's unfair to get eliminated'. Unfair to get killed..in a game where the Killer's goal is to kill.
These guys are basically saying 'It's unfair that I died too fast' and then saying 'Gen speeds are fine. I want to hit sub-3 minutes a match. Let's speedrun this'.
Making Gens take longer make games easier for killers. I'm not sure why you can't admit that.
Survivors finishing one or two gens before you get your first hook is not imbalance. Just like you getting 3 hooks before anyone completes one generator wouldn't be imbalance. Its survivors playing well, or in the second case the killer playing well. Survivors getting one or two generators done isn't the end of the game. A killers objective is not, and never has been, to prevent any generators from getting done. Why is it that when a killer gets a 4K before any gens are done, it's not considered an 'imbalance' but when survivors complete just TWO generators before someone gets their first hook, it is considered an imbalance? That seems like an odd way to look at things, but then again I don't just play one side and try to see things from both sides, rather than one side.
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@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1266554#Comment_1266554
You done being a smart-ass? Or are you just attacking people because you have 0 actual arguments as to why camping needs some new punishment? (Hint: It does not)
Also, if camping is PUNISHING Killers for doing it (1 kill vs 3 gens done), then clearly it's not how Killers are supposed to secure kills, and therefor your entire attack of a statement is invalid.
But continue to lash out at people like a child, since you have no real counter-arguments. It just shows how much of a child you are.
If your feelings were hurt then I apologize.
Camping is not supposed to be a viable strategy. Largely because it would be unhealthy for the game if it were. Survivors do not enjoy being camped, much like killers do not enjoy being gen rushed. Only in the case of being camped, survivors also can't do anything except mash a button. Killers being gen rushed at least are still free to roam about the map and engage in chases. A survivor being camped can only sit there and watch as his team either gets slaughtered, or manages to finish the gens and get out. And it's not very rewarding, either. Killers still have opportunities for bloodpoints when being gen rushed. I should also add that Gen Rushing and second-chance perks being meta -- things killer mains often complain about -- are largely a result of camping and tunneling. DS is meant to make tunneling less lucrative, and give survivors a chance to get away from the hook. The 1 minute timer could be shortened if survivors were given some other methods of staying alive once they are unhooked. (Especially since they have zero control over when they are unhooked by a fellow survivor. And Game Balance dictates that you can't deny an unhook, because doing so would leave solo players unable to unhook SWF who let their friends unhook them instead)
With the reduction of map sizes and changed tiles in favor of the killer, camping has become more rewarding. Especially against Solo-play, which is the majority of players.
If you think that gen times are bad, but think face camping is fine, then you're biased. The same is true if you think face camping is bad. It's incredibly hypocritical to say "How dare you make the game easier for survivors," when in the past you've made suggestions to make the game easier for killers.
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@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1266543#Comment_1266543
Oh look; gatekeeping and shaming. 'If you were SMART, you'd know these totally perfect fats I said! You want to be SMART, right?"
Camping is already punished; it takes 2 minutes for a Survivor to die, it takes 80 seconds to do a gen.
3 survivors can do 3 gens in the time it takes for one to die.
Oh look: Camping is punished and does not need some BS mechanic to give Survivors another edge just so they have easier games.
Oh look, killers can camp for two minutes and get a kill. They don't need faster gen times to give killers another edge just so they can have easier games.
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@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1266520#Comment_1266520
Oh look, you dodged @Orion 's post that had actual counter-arguments to attack me. Looks like I'm not the only one fishing for upvotes.
Or maybe you had no counter-argument, so you tried to dodge their reply?
Oh look, you didn't make a sound argument and now try to piggyback off of someone else. What a surprise!
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1266489#Comment_1266489
One is their opinion of what is and isn't allowed (i.e.: the rules), the other is their opinion on what is or isn't balanced. Balance is independent of their opinions, the rules are literally predicated upon them.
Game Balance is a lot more complex than what is and isn't allowed. Keep in mind that the Devs have also said that Camping and Tunneling aren't good strategies. They aren't meant to be good strategies, and they're definitely better than they should be. Therefore making it easier to punish camping and tunneling would be completely in line with camping and tunneling still being strategies. They're not meant to be viable. And they're a large part of the reason gen times are what they are. Anyone who understands game balance, would understand that.
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@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1266489#Comment_1266489
Works in reverse, too, buddy.
Survivors: You're a filthy camper/tunneler/using a crutch Killer/Perk! Get gud!
Also Survivors: D.Strike, Dead Hard, Adren, insta-heal medkits, bodyblocking, genrushing. 'It's part of the game!'
Yes, yes, we get it. You're a killer main who wants upvotes for saying "Survivors bad, Killers Good!"
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Killers I expect to camp or Proxy-camp: Leatherface, Wraith, Myers, Ghostface. Then again, I expect most killers to camp because I see a lot of it. I also expect Hags to be coming back to the hook.
I don't dread being on a team with any survivor until they prove themselves to be useless.
People with Prestiged outfits I usually expect to play a bit better, on account of them prestiging. People with bright clothing i usually expect to be better at looping, even if neither of those are necessarily always true.
I don't tunnel people at all. But I'll definitely go after a Blendette over a brightly clothed character if I see them both.
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Killer Mains: Devs say face camping is a legit strategy, so its settled!
Also Killer Mains: Devs are WRONG that gen times are fine! THEY NEED TO BE FIXED
Weird how that works.
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Pig: Pop Goes the Weasel / Save the Best For Last / BBQ + Chili / Agitation
Legion: Thanataphobia / BBQ + Chili / Dying Light /
Doctor: A Nurse's Calling /BBQ + Chili / Ruin / Thanataphobia
Want STBFL, but he doesn't have it yet.
Myers: BBQ+Chili / Bamboozle / Corrupt Intervention / Monitor and Abuse
Ghostface: BBQ + Chili / Bitter Murmur / I'm All Ears / Ruin
Plague: Corrupt Intervention / BBQ+Chili / Thanataphobia / Whispers
Spirit: Bitter Murmur / Save the Best for Last / Devour Hope / Agitation
Don't have all the perks I want on all of these.
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The problem with not running Meta Perks is that you have a couple games where you just feel hopeless without them. Some killers will tunnel you straight off the hook, which means as soon as you get caught your game is pretty much over barring a mistake by the killer. They're off proxy camping, you get saved, and instead of going for your teammate, they go straight for you because "easy injured down" unless your teammate happens to be running BT. And if they don't, you're down and back up on the hook to mash whatever button you have to mash to struggle. All because you decided NOT to run that 'second chance' perk. Essentially, you're punished for not running it.
And most survivors have little killer awareness. They don't pick up on things like "Killer is proxy camping". They barely pay attention to the killer's behavior. And yeah, that's definitely a lack of skill thing, but a lot of those survivors make it up to Red Ranks because they're been playing long enough.
Example: The other day I faced off against a Spirit. She was proxy camping every hook just outside the range of kindred. I could tell because a survivor I saved got re-hooked soon after. We got 3 gens done pretty fast, then I worked on a gen with another survivor. As soon as that gen was about half done, I went to another gen to work on it. There were just three of us left at that point, and one of us went down. I KNEW she was proxy camping, even though I couldn't see her inside Kindred. Sure enough, my teammate gets Gen #4 done, and then goes for the save. And sure enough as soon as she enters area, Spirit follows her. She gets the save, but Spirit downs the hooked survivor immediately. Then downs them. I get the final gen done, and go 99 the exit gates. At this point she's camping the hooks entirely. At which point, I'm NOT going for the save. It'd be suicide. I look for NoED until my teammates are sacrificed entirely, can't find it, and just end up leaving. Of course I get punished for leaving them behind, despite it being the best play.
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1) Pig
My main. Her natural slowdown is a lot of help. Her weapon speed feels good, too. Definitely the killer I've put the most time into, and the one I play when I want an easier game.
2) Legion
I've gotten perfect games with Legion before. Weapon speed is good, ability is useful. I struggle on a few maps sometimes, but it depends heavily on the survivors.
3) Doctor
I'm pretty good with his shock. Has built-in tracking capabilities. I need STBFL on him to really complete my build. But alas, it'll never show up in the bloodweb.
4) Myers
A basic attack killer who can expose everyone. Pretty useful. Not hard to get use out of his ability.
5) Ghostface
He's basically Myers with more limitations.
6) Plague
I need to improve my aim, but being able to make survivors broken helps a lot. Really want Thanataphobia on her.
7) Spirit
I'm getting better with Spirit. This is where my skill really drops off.
8) Hag
I used to be pretty good at Hag, but not so much anymore.
9) Leatherface
I can do an okay job with Leatherface, but I'm not good with his chainsaw attack.
10) Oni
I can get his insta-down sometimes, but I haven't invested much time in him.
11) Hillbilly
His chainsaw gives me trouble, but he's not a bad basic attack killer.
12) Trapper
I haven't got the hang of figuring out good spots to trap.
13) Wraith
Haven't played him in a long time, but his power is easy enough to use.
14) Clown
I can't aim bottles for anything.
15) Demogorgon
I never get the use out of portals I want to.
16) Nurse
Nurse is really hard on console. Really need Add-ons to be even slightly decent. Way too slow otherwise.
17) Deathslinger
Did I mention I'm a bad aim?
18) Huntress
A really, really bad aim?
Don't have Freddy.
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Help people with challenges.
When the No Mither challenge was active, I often carried No Mither survivors to the exit gate. Or just slugged them and let them pick themselves up. Some of them were REALLY thankful for it.
Had a Nancy with a "5 Pallet Stun" challenge point at me when it was just two survivors left. I let her run me to each pallet and stun me. When she got 5 in, she pointed to a hook as if to say "Okay Ms. Piggy, thank you. You can hook me now."
As survivor, this Spirit dropped me off by a hex totem. It was clearly haunted grounds, and that challenge was out so I cleansed it for her, and she downed me again. Then let me go.
Some of those challenges are rough. Some aren't so bad, but it's nice to see people help each other. Even when they're on opposite sides.
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@Fibijean said:
As before, thank you all so much for the responses. A couple of follow-up questions for some people:
https://forum.deadbydaylight.com/en/discussion/comment/1255056#Comment_1255056
That's a very interesting outlook that you have on slugging. It sounds as if you slug survivors with not only the expectation but the hope that they will be rescued. If that's the case, under what circumstances do you feel the need to slug in the first place?
https://forum.deadbydaylight.com/en/discussion/comment/1255076#Comment_1255076
Do you follow those same rules when/if you play as survivor?
https://forum.deadbydaylight.com/en/discussion/comment/1255115#Comment_1255115
How would you define acting toxic?
https://forum.deadbydaylight.com/en/discussion/comment/1255229#Comment_1255229
What kind of gameplay would Tapp or Baby Dweet need to exhibit in order for you to let them go?
https://forum.deadbydaylight.com/en/discussion/comment/1255450#Comment_1255450
Are your survivor rules for yourself alone, or do you expect the same from other survivors you play with (friends or strangers)?
Yes, I want them to be picked up. I usually slug for one of three reasons: #1. STBFL stacks. Your teammate didn't have Borrowed Time, or it ran out. Oops. #2. Need to create pressure due to gens getting done pretty fast #3. Can't find anyone else. Probably not the best tactical move, but if a survivor has been left on the hook by their teammates until their second hook state, when I wasn't anywhere near the hook, I tend to ignore them for a while to let them play a little longer. As survivor or killer, I like extending games if they feel too short.
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@Fibijean said:
First of all, thank you for all the comments - it's been a huge help. I've finally had time to go through them all, and I have some clarifying questions for some people. Some of these may sound rather pedantic, but I'm genuinely just trying to understand your ideas better.
https://forum.deadbydaylight.com/en/discussion/comment/1253588#Comment_1253588
Which second chance perks specifically do you avoid as survivor? Why do you assume that Nancys and Bills in particular are likely to be a detriment to the team?
https://forum.deadbydaylight.com/en/discussion/comment/1253676#Comment_1253676
You say that you like to do totems as survivor if the gens are going too fast. Is that a tactical move in case of NOED (since if gens are getting done fast, it's likely no one else has bothered with totems), or a kindness to the killer, or a combination of both?
You teabag killers who camped and tunnelled, but don't want survivors to teabag you if you had a bad game. What if a killer camped and/or tunnelled because they were struggling? Do you consider it acceptable as a killer for a survivor to teabag you if you camped or tunnelled them? (I'm not attacking or judging you, just trying to understand your point of view.)
https://forum.deadbydaylight.com/en/discussion/comment/1253697#Comment_1253697
Can you elaborate on what you mean about being toxic with perks? Are there particular perks that you will never use, or that you will only use in specific scenarios?
https://forum.deadbydaylight.com/en/discussion/comment/1254245#Comment_1254245
What would you define as "abusing" DS?
https://forum.deadbydaylight.com/en/discussion/comment/1254361#Comment_1254361
Do you ever use killers that have an insta-down built into their power? If so, do you use that power?
https://forum.deadbydaylight.com/en/discussion/comment/1254625#Comment_1254625
By "farmers", do you mean survivors who rescue teammates near you, or survivors who are trying to farm for bloodpoints?
If you don't use the Tombstone Piece, does that mean you also won't use Judith's Tombstone, or is that an exception for some reason?
What do you consider "accepting" a boop? Do you let the survivor escape, or do you only let them live until you see them again?
Do your survivor rules apply only to yourself as a survivor, or are those expectations that you have of the survivors when you play killer as well?
https://forum.deadbydaylight.com/en/discussion/comment/1254890#Comment_1254890
Do your survivor rules apply equally to other survivors, or are they purely self-imposed?
https://forum.deadbydaylight.com/en/discussion/comment/1258641#Comment_1258641
Do you avoid Haddonfield and Ormond offerings out of respect for the killer, or because you personally just don't like playing on those maps?
I wouldn't say a kindness as much as it is a means of slowing the game down a little. I don't like rushing out the gates. Though I don't imagine the killer likes it much either. I don't worry about NoED too much unless the killer's playing a certain way. Some killers, you just know probably have NoED from the way they play.
If a Killer's really struggling, and camping and tunneling hasn't been their gameplan all along, then I don't teabag. (I always run Kindred, so I usually know a Killer's habits when it comes to hooks. Its saved my life a number of times) Personally, I don't camp most of the time. And I try my best not to tunnel. I don't find it necessary to get ONE kill every game. If I get a kill, fine. If I don't, also fine. Survivors might've just been better than me. If I do camp and/or tunnel you, then feel free to teabag me. You've earned it.
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If on your way from the hooked survivor, you see a survivor and go after them -- that's not camping. Chasing someone away isn't camping. It's doing your job.
Camping is when you stay in the area of a hooked survivor, without any signs of survivors, and wait for someone to come for the rescue (or not, as the case may be) Often refusing to leave that radius, even to chase survivors who you've injured.
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Survivor Perks:
This is Not Happening - When healthy, receive a 3/6/9% boost to repairing, healing, and totem cleansing speed. You are permanently oblivious.
Up The Ante - 1/2/3% luck increase. Great Skill Check zones are 20/25/30% bigger
Slippery Meat - Instead of increasing escape attempts, escape attempts take 50/75/100% less of the hook bar.
Deja Vu - See the Aura of all Generators. Bloodpoint gains from working on gens increased by 50/75/100%
Babysitter - Unhooked survivor also sees the killer's aura
Lucky Break - Activates every time you are injured. Leave no blood trails for 30/45/60 seconds
No One Left Behind - Activates as soon as the gens are completed, instead of the exit gate being opened
Solidarity - Med-kits count.
Camaraderie - Works even when not in the struggle phase.
Open Handed - If someone sees your aura, you can also see theirs
Small Game - Add a Totem counter
Autodidact - 25% more likely to receive skill check while healing survivors
Off the Record - Killer does not receive a sound notification when you are saved from the hook.
Buckle Up - Heal survivors from the dying state 20/25/30% faster
Poised - 8/10/12 seconds
Boil Over - Increase hook aura range to 16/18/20 meters
Red Herring - Works on lockers instead of Generators.
Diversion - Only takes 30 seconds to activate.
Fixated - No healthy requirement
Distortion - Cleansing a totem will give you one token
Flip-Flop - See the aura of hooks within 20 meters of where you are.
Killer Perks:
Monstrous Shrine - Makes 3/4/5 dull totems appear as hex totems.
Mindbreaker - Works on all gens, not just those with less than 50% completion
Overwhelming Presence - Survivors in your terror radius also suffer a repair efficiency of 10/15/20%
Furtive Chase - Decreases terror radius outside of a chase as well
Territorial Imperative - Also applies to the Killer Shack.
Unrelenting - Cooldown of missed basic attacks by 40/45/50%
Predator - You're able to tell which direction the scratchmarks were going in
Hangman's Trick - 6/8/10 meters
Bloodhound - See the aura of bloodspots within a 2/4/6 meter radius
Coulrophobia - Also applies to totem cleansing speed
Beast of Prey - Bloodlust activates faster
Cruel Limits - Map Wide
Unnerving Presence - Also removes Great Skill Check area entirely
Gearhead - No Skill Check requirement. Just reveals any survivors on gens for that period of time.
Third Seal - Also applies oblivious status effect
Dead Man's Switch - The Dead Man's Switch timer doesn't start until after the obsession has been unhooked or is sacrificed.
Dying Light - Obsession's healing speed is reduced to 20% instead of 33%
Huntress Lullaby - Start with 1 token.
Overcharge - Any time a survivor starts to work on a generator, they are met with a tremendously difficult skill check.
Surge - 40 meters instead of 32
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I'd say it's pretty equal between survivors and killers. Though I play on Switch, so we don't get post-game messages. I'd say I get way more friend requests though as killer from survivors, than I do from killers as a survivor.
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People who main one side over the other tend to be a bit entitled, and refuse to see things from the other side.
I don't have to escape to have a good time, and I don't have to get 4K to have a good time. I've even had games where nobody escapes but I still had a good time because the killer was really good -- but also totally fair. When I play both sides, I try to consider the other side. I play the way I'd want to be played against.
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Because some people only play one side, and they develop an "US VS THEM" mentality. They have zero empathy for the other side. They don't try to see things from both sides. Mostly because they only care about the side they play, and they probably think they're better than they actually are. (This is pretty common in video games)
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Killers and Survivors need to stop blaming perks for their losses, and start realizing that maybe the other players are... I don' t know: Better? Shocking, I know!
Could NoED and DS be made a bit more fair? Sure. And I think it's worth discussing. But most of the time it's unlikely you lost because of either of those perks. It's either the difference in skill level, or more rarely, something else wrong with the game. (Maps and Keys for killers, Moris and Face Camping for survivors)
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@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1262427#Comment_1262427
Funny. You're the one who started with the whole yawn BS earlier, plus talking down to me as 'sweetie', and yet you think you're the adult.
That's downright adorable. Wrong, but adorable.
And they are fake rules because you don't get to decide of Killers can or cannot camp, or tunnel. You don't get to decide if they should be called toxic for it. (That, in itself, is a toxic behavior. But that one's okay since it's benefiting YOU to do it, you hypocrite).
Camping is DISCOURAGED due to the points. I know it's a big word, but you can google its meaning. But when Survivors come to the hook instead of doing gens, the Killer is getting HIS GOAL OF KILLING YOU. he's under no obligation (another big word, google it) to let you unhook your friend, simply because you whine 'Dis is toxic!' or snivel 'The points mean you should not camp!'
I'm done. I asked peanits to come say the final word because I wanted to end it, since all you seem to be able to spew is 'It's toxic' nonstop and think it's some brilliant counter-argument. You've ignored valid points nonstop and decided to get nasty, so I've been nasty back.
You're wrong. You're arguments are not valid. And I'm already SICK of being belittled and called 'cheap' and 'toxic', in and out of game, by entitled survivors screaming insults because they think they can decide who I play, what perks I use, and HOW I play.
Grow TF up.
TBH you sound like you need to grow up yourself.
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Honestly, once you reach a one hour ban, you should take a break for a couple days. I'm not going to doubt your story, because I've had the server kick me three times in a day before. But once you reach that amount, you might as well count it as a week-long ban. That way your penalty has time to decline. It's the problem with how fast the penalty escalates. Someone who's having legitimate issues are punished far worse than the guy who goes into a match, DC's when things don't go his way, and then moves on to the next game, and repeats until they decide "Meh, I'll play something else. Then come back when I can disconnect again."
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It's better to heal before finishing a generator, because when you pop that generator, you won't have time to heal because the killer might be headed in your direction.
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Tunneling isn't as good of a strategy as people think it is. A lot of games I win, I win largely because I don't tunnel. Heck, I had a game where the survivors had 4 gens done before I had my first hook. I didn't tunnel, and i STILL got a 3K. (All from hooks, too. Didn't camp, either.) When you tunnel, you alleviate pressure on the survivor who did the unhooking. The guy who's been unhooked already has pressure because he's injured. So he has to go heal (which takes someone else off a generator, unless they have inner strength -- which is why IS is such a great perk).
You tunnel someone -- yeah, you've got 1 player out of the game faster. Good job. But now the other three are presumably healthy, or getting healthy, and can work on generators. They also are in NO rush to save the guy who just came off the hook, because he's practically out of the game anyway. Might as well pound out a generator. And if you have 4 gens done, definitely, cause if he has Adrenaline, coming off the hook that's the play. No reason to save someone who's not going to be able to contribute, anyway.
Tunneling is only really beneficial if survivors aren't healing. Healing takes them off generators more efficiently. It potentially takes two people off of generators to heal up, instead of just one that you're chasing, while leaving the uninjured players untouched. Even then, on the third hook for any player -- you're not taking anyone off generators with a death-hook.
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I got stuck in a locker. Game forced me to disconnect. It's only a 5 minute penalty, but kind of sucks that this still happens.
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Tier 17. Need to stun the killer twice with a pallet in a single match. It's the only archive challenge I haven't completed.
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At most when I tunnel, I'll slug them, leave them to be picked up. If the game's going particularly well for me, I'll even let them wiggle free. But usually I try not to tunnel. I'd say its made me a better killer overall. I'm much better in chases than I would've been if I tunneled players because it's easy.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1259458#Comment_1259458
I've played against survivors that have made me really tilted, and they've been able to run me around the entire match while gens were done. Now I know better. Really, it's only survivors that can't play that well that will get tunneled and face camped. I've even had people successfully unhook a friend and get away unscathed from the basement, while I was playing bubba no less.
It's not guaranteed that if the killer wants you dead, you're going to die. Ultimately, your skill determines that. If you don't play as killer often, you probably don't understand that this is the case, because you don't often get to see godly survivors run a killer around the entire match without being downed. You might say, that's only a few survivors that can are capable of doing that, and that may be true, but it's still the case that it's possible. You only need to find one contradictory example to prove a claim of 'for all' wrong. In this case, you're claiming 'for all' survivors, if the killer wants them dead, then they will die... but that's simply not true.
I'm higher ranked as Killer (Rank 4) than Survivor (Rank 6). Also, where did I say "For all". Nowhere did I say that, thank you very much. All I said is that a Killer can literally take you out of a game, while survivors cannot. And that much is absolutely true.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1259420#Comment_1259420
Rank 1 as both roles, and ever since the archives launched, I see more survivor mains play in a toxic way as killer than I do killer mains. I'm determining who mains what by their rank as both, because I've seen people play as both. People who are higher ranked as killer are less toxic as killer than the people who are higher ranked as survivor. That doesn't mean that there aren't toxic killers; I can be toxic as a killer main. But, I think it's worth noting, that more often than not, the most toxic players are people who main survivor.
Sure, but a toxic killer can literally take you out of the game by face camping you while a toxic survivor can't do anything to remove you from the game. The worst they can do is make you tilted by crouching or clicking their flashlight. Neither of which impede your ability to play the game.
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@xGodSendDeath said:
Survivors just don't want to face any consequences for being toxic. I routinely dodge players and teams that I know are toxic and names let me do that
Yet killers can be toxic all they want, and survivors can't dodge their lobbies. Doesn't quite seem fair.
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Longest game as survivor was against a Huntress. Someone DC'ed early, and Huntress Lullaby kept us off gens. So I went around to EVERY ROOM hunting for that dang Hex Totem. Cleansed every totem along the way. Finished the gens, only for NoED to kick in. Found the NoED totem while running away, but still got killed. Wasn't mad though. The huntress was in my very next game as a survivor, and I was the killer. She had No mither, and I let her go.
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I was Pig on New Lerys. I only managed to get one person out of the game before they got 4 gens done. But the last three gens were close together. And I had surveillance. (Not Ruin, I hadn't had Hag to level 40 yet, or Pig for that matter). Every time I hit a survivor, but they got too far I'd go back to the gens and make sure they were regressing. They'd go off, hide and heal. Eventually I got a second person out, and then a third and the last guy. But game lasted about half an hour or so. not too bad, but I haven't been playing that long.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1256850#Comment_1256850
Doesn't matter which you go after, people will call you a camper because you didn't just walk away whistling and pretending they're not there.
Seriously, even when I do my absolute best to move away from the hook and do something else, some Claudette with BT is hiding in a bush 5 feet away for that instant invulnerable unhook.
Survivors need to stop letting words like "camp" and "tunnel" live rent-free in their minds, or using them as quick go-to excuses. Most killers are just reacting to what survivors are doing because honestly it's the survivors that set the tone and pace of each match.
Killers always set the tone and pace of the match. Not the survivors, who have no control over the match at all aside from how much they work on generators -- which is their main objective. A Killer can outright deny benevolent points by camping each survivor they hook. They can deny all kinds of points by going AFK in a corner somewhere. Survivors can only react to the killer. They can't make the killer react to them.
Claudette with BT is just doing her job btw. It's absolutely fair if you go after her, and if she calls you a camper for coming back to the hook when she didn't wait, that's on her. But that she had borrowed time is perfectly fair, and you complaining about it is silly. You're being just as entitled as she is when she calls you a camper, and you complain about BT because they 'unhooked in your face'.
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I like the idea of Intoxication, also. Maybe make it so that Skill Checks don't have sounds when intoxicated (similar to Huntress Lullaby) but if you Sober Up (Another survivor can slap you a bit, or you can slap yourself) then you become sober.
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Make his reload time faster, and give him no slowdown when reloading.
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Once in a while I'll try a new perk out. Thought it'd be fun to try diversion once. I mean it sounds like a fun perk! But it takes forever to activate. Especially against a WRAITH. Then I forgot how to use it. And it mostly ended up being useless. I ran Any Means Necessary another time. Actually used it to raise a pallet against a huntress, and stunned her with it. She wasn't too happy.
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If someone brings 3 medkits, I tend to swap to Plague. Way more fun than bringing a mori and then tunneling people off the hook to feel better about myself.
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For other killers:
-Please don't camp me. I want to play the game too.
-Do your best not to tunnel me straight off the hook before end game. Not cool, bro.
-Please don't hit me while I'm on the hook either. I ain't dyin' any faster and will only make sure of it if you do.
For myself:
-I won't camp. not even proxy camp. But I don't consider it camping if I see signs of a survivor in the area. (Scratchmarks, physically seeing them, hearing them...)
-If I have to tunnel, I'll leave you slugged. If your teammates don't come pick you up, or I go and hang them all before you get picked up, I'll try to find you, and let you wiggle free. (Yes, I've done this before)
-No Mither means you get to go free unless you're a complete jerk. I will hook you once. If your teammates don't save you, that's not my fault, cause I don't camp. But I generally let you go.
-If you boop the snoot, I'll let you go unless you were a completely toxic jerk. Or if I need my BBQ stack.
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Bye Bye Suffocation Pit. Macmillan Estate if I can delete the whole realm.
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@metalklok said:
https://forum.deadbydaylight.com/en/discussion/comment/1254490#Comment_1254490
so whats the strategy when you're the last guy remaining and you start tea bagging 1 inch from the exit
Just celebrating bro.