Mister_xD
Mister_xD
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I've started seeing a Let's Play from someone (I forgot who exactly), but I never watched through it.
I have however been seeing some videos about its lore - and the way I see it the most enjoyable way to come into contact with this franchise is by experiencing it for yourself in your own first, blind playthrough, which I simply haven't had the time to get around to do yet.
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I am wearing them! :D
It's just that Claudette (the one Survivor I leveled) didn't get one and I would rather step on a LEGO than play Killer at the moment.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3006376#Comment_3006376
The main issue to me was MaA combined with his naturally quiet TR startup. Add that with his old quickscope and it could get pretty annoying. Other than that he was actually really balanced imo (except his awful add ons for the most part)
Yeah I guess the rather silent TR startup is a fair critisism - I wouldn't have minded them increasing the volume on that a bit (especially for non headphone users I can see this being an issue)
And honestly, I would even go as far as to call him one of the most well balanced Killers in the whole game. He used to be the only character I looked at and thought he needed neither nerfs nor buffs whatsoever (excluding Add Ons - as you said those were rather bad), which made the nerf he received feel so much more like a slap in the face.
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@Phasmamain said:
I don’t understand how the devs thoughts straight up nerfing him was a good call. All he needed was a 28M lullaby to stop moniter being too good on him
He’s literally harder than nurse for like 1/10th of the reward for getting good with him
Honestly, I don't think he needed that either.
Getting shot from outside the TR was something the Killer had very little influence over and if it did happen it was a direct result of a misplay from the Survivor side (starts with simple things like not seeing the tall cowboy pointing his gun at you in the distance or hearing the loud bell ring in your ears and went all the way to not having good positioning / Killer tracking).
Not to mention that, as you mentioned yourself, the Killer had to bring Monitor & Abuse AND a tracking Perk that would allow them to locate the Survivors from far away (e.g. A Nurses Calling) just to make this a possibility. So not only was it inconsistent and could be accounted for (and therefore avoided) by Survivors, but it also had a high price for the Killer to pay.
He was in such a good balance spot - but as we all know, balanced = boring, so they gutted him.
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It wont be anything you could show off ingame as far as I'm aware, so my guess is that we're gonna get something like a golden character portrait that seperates them from other characters in the menu.
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@Superyoshiegg said:
https://forum.deadbydaylight.com/en/discussion/comment/3004008#Comment_3004008
The 'out of 40' is merely so you personally can claim the reward when the community challenge is finished.
If you haven't hit the 40 yourself, you won't get the reward even when the community finishes it.
That's my assumption too, but still: it should say that somewhere.
It's just way too vague in its description IMO. Neither does it tell you that it actually does count past the 40, nor does it say that those 40 are merely the requirement to collect the reward later on.
Plus with what @bm33 said, it seems to be bugged and does not show you when you go over 40 in a single match, which just further adds to the confusion.
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@bm33 said:
If you leave it on it continues to count your contributions past 40. I had it on while I was playing killer for my masquerade masks and end of match it was showing I was over 100 for gens kicked.
I do think they should have the community challenge automatically counting your contributions instead of having to select it over an individual challenge.
Thats weird, cause mine stopped at 40 when I completed it...
My last match with the challenge I entered with 37/40 and I know I did more skillchecks than 3 that match, yet the challenge said it had 40/40 contributions afterwards.
I'll have to take your word for it though and I'll test it out again later.
That said, if it actually does work and goes over 40, then the challenges are very poorly worded. Why do they even have a X/40 counter on them, if 40 is not actually the limit? Wouldn't it make a lot more sense to simply count your contribution towards the challenge instead, without the whole "out of 40" stuff?
Anyway, thanks to everyone for the answers!
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You should see them after you return to the menu of whichever side you played.
I've been playing with freinds for example and got a little notification pop up at the bottom of the screen once I returned to my SWFs lobby.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/3002728#Comment_3002728
Still. They should just give it to you regardless of the outcome since that is how it's on killer side.
But then there are going to be people who collect it and then instantly go to the Killer and suicide on hook, which utterly ruins the game for everyone in their lobby.
As much as it sucks that it is this way, if we want to blame someone its those kind of people.
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If I understood it correctly, you do not neet to actually escape to unlock the mask, you just need to stay alive until one of the gates is opened.
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Depipping was good for when Ranks were used as a matchmaking tool to filter ranks based on how skillfull players were in them (in theory).
However, nowadays ranks are only used to indicate how much you played DbD. They are no longer part of the matchmaking tool nor are they publicly shown to other users - plus they dont work together well with the current matchmaking tool, as they start out easy and get harder and harder to progress through, while said matchmaking tool makes you have easy games (=easy to pip) at the very beginning, but makes it harder and harder for you to win (= earning pips gets much harder [in addition to the already increasing requirements to them] and depipping gets much easier) the more you play.
I don't think there is any reason for depips to still exist in the current form of the game. All they do is add frustration to it, which we have plenty of already.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3001388#Comment_3001388
Is it?
I'm guessing you mean that it's a 'report reason' in postgame...but so is rage DCing, and as I recall, the devs have said that DCing isn't bannable after the addition of the penalty system.
As I can't even find a single example of anyone getting banned for either, even anecdotally (outside of one wave in 2019 for DCing, before the current system was in place), the endgame report reasons are likely just a floor file to give people a chance to vent, much like the 'unskilled' report criteria in LoL.
https://forum.deadbydaylight.com/en/discussion/comment/3001393#Comment_3001393
Lobby dodges, I'm guessing - which do cause the SBMM system to poop the sheets. That's a different issue though.
https://forum.deadbydaylight.com/en/discussion/comment/3001399#Comment_3001399
If you're literally sitting AFK for hours every day, that shouldn't be hard to detect.
It is.
It's also different to the DC penalty system, as there is no auto punishment for it. The only reason the Devs will ignore any individual reports for DCing is, because there is an automatic punishment system for those in place already - which does not apply to AFKing.
That said, it is very unlikely you get banned for AFKing, simply due to how incredibly complex and inconvienient our current report system functions. In order to get banned for AFKing you need to:
- Get reported ingame for it
- Have someone record the match you play
- Have said person go over to DbDs support page and fill out all the needed information (so they waste a bunch of time grabbing your SteamID64 and other details) as well as provide their recording as proof.
- Repeat this process multiple times in a certain time span, because you will not receive punishment for AFKing once or twice (for the same reason why you don't get harshly punished for DCing once or twice)
Needless to say all of this takes longer than the actual game, meaning very few people will want to waste such a large amount of time on it.
In short, it's not because this wasn't a punishable offense already, but because of how bad our report system is.
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Smurfing in this context means 'deliberately AFKing out a lot of games to stomp newbies'
This is already a reportable offense. AFKing is against the rules.
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You can lightburn a Nurse by shining a flashlight / throwing a flashbang at her hand while she is charging up a blink.
However, lightburning her actually takes longer than her charging and releasing a blink, so it is exceedingly rare to see this happen in a normal trial.
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And back to the old misconception that NOED rewarded bad Killers sigh...
NOED is a Perk that punishes Survivors for not doing Totems. The ones you should be blaming here for not learning are the Survivors that consistently ignore Totems in favor of gens and then get some of them killed with NOED.
This is not a bad Killer getting rewarded for something, this is the Survivor teams getting punished for failing to do something.
And you can not blame the Killer for picking a Perk that allows them to do this consistently, thats just the right choice. The reason why NOEDs usage drops so significantly at higher levels is not because Killers are so much better that they dont need it, but because Survivors suddenly gained the ability to go Totem hunting and therefore NOED being an inconsistent choice. That too is just part of the learning curve.
NOED is a perk that no good killer uses because the survivors should not be finishing gens in the first place.
Also, this is just blatantly false. Gens were designed to be completed. The balance goal is 2 - 2 after all, which is impossible to achieve without getting all gens done. Claiming that a "good Killer" wont let all gens get done is not only extremely unrealistic, but also promotes a very unhealthy view of Killer gameplay in general.
However, it still screws them over because it messes with BHVR's statistics, making it harder for killers that need buffs to actually get them.
Again, false. BHVR has the abilities to filter for Perk usage. They are able to tell how many kills a Killer makes with and without specific Perks.
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This doesn't even make sense on a fundamental level. You aren't entering the locker, why are you being grabbed?
Dredge automatically attacks anyone who tries to interact with the locker it resides in. IMO that concept makes a lot of sense.
If you want to slow it down, you have to lock the lockers prematurely before it "claims" the locker for itself.
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In a perfectly mirrored matchup the Survivors will win every time.
The only way a Killer can compete in this game is by A: bringing much stronger things than the Survivors, B: the Survivors being generally lesser skilled players or C: the Survivors throwing the game.
A mirrored matchup instantly eliminates A and B and for the sake of the argument we have to assume that C won't occur and both sides play perfectly, meaning the Killer is utterly outclassed.
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Wait so you just get a base 2% increase in movementspeed for each gen that pops?
That sounds very broken.
- It will mess with anyones musclememory and singificantly affect looping
- There is no downside to having this
- There is no counterplay to it
I think the Perk should stay a Hex with its strength varying based on how many Dull Totems remain when the last generator was completed.
My favourite idea for it is to make it into a Juith's Tombstone for every Killer with the amount of kills you can get from it depending on the amount of NOED Totems on the map (Dulls turn into NOED totems once the last gen is completed). No more oneshot (instantkill instead, so no slugging), no more movementspeed increase, more fair counterplay for Survivors.
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@Shroompy said:
DONT REMIND THEM
Yes I hate them too, but I would much rather them having god windows that are justified with a breakable wall next to them than god windows with no justifiable countermeasures to them whatsoever (which is the case on the new map. thrice.).
Of course the best solution is to just not have god windows like that exist in the first place, but we all know that won't be happening...
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@Sepex said:
https://forum.deadbydaylight.com/en/discussion/comment/2993814#Comment_2993814
I know I just wanted an upvote 😔
:)
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For Killer, I absolutely adore the Deathslingers visual design! But the Dredge has been comming in hot lately as well, I honestly can't decide between either one of those two.
For Survivor, I think my vote goes to Zarina.
I don't know what it is, but I like the way she looks more than with most other Survivors...
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@Sepex said:
In all fairness we never even knew you left Dbd.
I am fairly sure I've been quite vocal about that.
Regardless, that's not the point of this post, it's just a quick(ish) announcement at the beginning.
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@Brokenbones said:
They haven't said mmr decay is in the game yet
However they did change MMR criteria somewhat and widened the 'brackets' so to speak so there's more variety in the players you can go against. At somebody who despised the original MMR system I can tell you it has gotten better for both sides
You'll see come across the typical sweats but I don't think it'll be every game unless you're super super high up. I think that's how it works now at least
At somebody who despised the original MMR system I can tell you it has gotten better for both sides
Yeah those changes were a major reason why I even considered coming back.
That said, I am very disappointed that MMR decay (which should have been a day 1 feature) is still not a thing after 10 months!
But if BHVR can't manage to lower my MMR, I guess I'll have to do so myself. Now it's just gonna be a tough choice on whether I'm gonna do the Slinger matches to see how he feels despite MMR being too high (cause I know I'll get stomped with how much they massacred him), or just AFK Wraith until its at a reasonable level.
Anyway, thanks for the quick answer! ^^
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No. >:(
They are MINE.
Also all jokes aside, I have like 500+ red mories stashed accross all my Killers, you guys wouldnt want me to go and use that up xD
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Draddy?
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@burt0r said:
Let's say in term of "trends", yes.
In general terms, no.
Like @Pulsar said, dark times where way worse with the infinites, insta Mori, unbalanced killer powers and survivor perks and map generations.
Since then the game went closer and closer to balanced but SBMMR was implemented without further keeping the course and then came things like some specific killer nerfs, boons, map reworks and so on and it feel like the gap balancing wise is widening again.
So not the worsed but they had to step on the brakes for the ongoing trend and finally buckled with the upcoming changes.
It remains to see how much those changes will align with the wishes of the community and how satisfying they will be or if they end up lackluster or straight up detrimental like some changes in the past made by bhvr have shown to be.
Yes the Dark Times were certainly worse.
However, I think they are excusable as a rough start.
The thing that IMO makes this recent time periode worse than the Dark Times is not that it's the lowest low the game has ever had, but that prior to this we were at a decent spot and it actively regressed from that.
The game got worse over time, not better - and THAT is the problem I have with it!
I think that's also the reason for why I quit DbD when I noticed this downward trend, yet powered through the Dark Times back in the day.
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Dredge is literally 3 days old.
Stop asking for nerfs immediately and give people some time to actually learn to play with and against it first.
Also, you're literally asking to nerf everything he has. You wanna hit his map pressure, Nightfall and chase ability all in once? really?
That's a hard no from me.
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He definitely looks like a very well designed character with a lot of potential.
But given that the last two characters i said this about got absolutely decimated by BHVR (referring to Hillbilly and Deathslinger), I am going to be careful with who I take a liking to now.
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@Mandy said:
I'm unsubbing to this thread!
But without you here this is going to turn into flanarchy D:
And we can not tolerate the continuous flander of the no puns rule!
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@Xernoton said:
People had fun playing him. We're not supposed to have fun playing killer apparently.
Jokes aside, I have no idea. Billy is pretty much the abandoned child of DBD by now.
No, the abandoned child is Trapper.
Hillbilly (and Deathslinger for that matter) would rather fall under the cathegory of Killers ruined by BHVR for no apparent reason.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/2985101#Comment_2985101
https://forum.deadbydaylight.com/en/discussion/comment/2985104#Comment_2985104
https://forum.deadbydaylight.com/en/discussion/comment/2985111#Comment_2985111
https://forum.deadbydaylight.com/en/discussion/comment/2985171#Comment_2985171
https://forum.deadbydaylight.com/en/discussion/comment/2985365#Comment_2985365
Let me remind you that op spoke about auras from perks, not as basekit. You do not have direct control over perk auras, since that usually requires the survivors to do certain actions (vaulting for I'm All Ears, Finishing gens for bitter murmur, healing for Nurses, cleansing for retribution). Undying might be troublesome, since the survs only have to be in range, but thats always the first hex gone. And for perk auras under your control, like BBQ, they typically activate when not in phase. So giving auras in phase does not change much for such perks.
So, could you elaborate why you think auras from perks would by such a big issue? Esp. considering that Nurse gets all that auras, too, and she can blink through objects, right onto your aura. Spirit can't do that in phase, is even hindered by windows and thrown down pallets.
That is still way too good.
It would mean that Perks such as I'm All Ears would instantly become meta and anytime they triggered it'd basically be an undodgeable hit.
Maybe we could find a middleground by saying auras outside of a, let's say, 32m range of her current location, but even then I'm unsure how to feel about it.
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You need to run both at the same time to open your third eye and unlock your full potential.
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The whole point of her power is predicting where the other side is going.
She should definitely not see auras while phasing, that would be busted.
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The Bleed Out timer does not deplete for as long as you are running. It has nothing to do with Terror Radius or being in chase, for as long as you are sprinting you are good (it used to function differently in the past, but that was exploitable by Killers to cheese chases by moonwalking / having stealth based powers, so it was changed).
If you are standing still however, yes you have to mend.
Nevertheless, you still got a good amount of freeway here, as the timer will stop again as soon as you start sprinting again, meaning you can still mindgame with normal walking / standing still, its just on a limited timer - and if this timer completely depletes on a single pallet, I dare suggest that maybe this was the Killers intent in this scenario? Maybe they were actively playing around the knowledge that you were running on borrowed time (pun not intended) and you didnt notice until it was too late?
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Optimistic, because i have nothing to lose here.
If it sucks, then I'm just not going to reinstall and thats that.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/2982880#Comment_2982880
A lot of people argued that hug tech should be removed from the game because it's not intended. This implies that BHVR should make Blight work as intended. It's not intended for Blight to have major collision issues with short objects, so that should be fixed too.
All the people that are super interested in a hug tech nerf, but aren't interested in a short object collision fix, don't actually care about Blight working as intended, and are just saying "fix hug tech because it's not intended" as an excuse to get him nerfed.
Both are bugs, both need to be fixed.
However, this does not mean both had to be fixed at the exact same time. We shouldnt just keep a bug / exploit in the game "because there are other bugs too" - if we followed that mentality then nothing would ever get done in this game regarding bug fixes, because you will always find another one that is not being addressed right now.
If a bugfix is ready, push it out.
IMO the real problem here are the people who see this as a nerf to Blight.
The Devs arent nerfing Blight here, they are fixing an exploit. And no one is entitled to receive any compensation for that.
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In short:
NOED as a Perk comes in at the very end of a trial when the Survivors already expect to have won and then rips that supposed win away from them again. Due to this they feel like they got "robbed" off their earned victory, which usually results in a dislike for the thing that did it.
When in this situation, most will not look at it from an objective point of view, but be full of emotion and ignore away the fact that NOED was entirely preventable had they not made certain mistakes, which leads to the rather common misconception that NOED was a "reward for failure" or "overpowered".
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My biggest issue with this is the inconsistency with the animations.
The hitbox for a tentacle attack is essentially a spike that shoots out in front of the Nemesis, which is high enough to pass over most objects, but therefore also dodgeable by crouching down.
The animation for this however is the Nemesis using his tentacle to whip the Survivors. He flings it up in the air and then down at them from above, meaning when a Survivor crouches down to dodge the attack it will visually hit them, but pass straight through them with them taking no damage.
And this, unsurprisingly, feels very bad and unfair towards the Killer, as they do get the visual feedback of a hit, but then just dont get it.
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I'll channel my inner Claudette to become one with the map any time the Killer comes around.
Especially when there's only one or two players dead on hook there is no reason why I should let the Killer find me and get a kill rather than finding someone else and getting a hook state.
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Hillbillys shotguns are fully functional, he just has no idea how to use them.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/326320/deathslinger-is-an-endangered-species
I have yet to find a Deathslinger that can win a game without the survivors absolutely sabotaging themselves first. My own included, and I consider my Deathslinger quite good - I just get W'd the moment that overnerfed terror radius hit's their gen and have to spend 40 seconds just to get in firing range.
And once in firing range instead of having a quick, decisive shot at them like you used to, you now have to slowly lift up the gun and watch them take cover, then drop it, inch closer to them and repeat this process until they either dare to leave cover while you're in ADS or you got so close that an M1 attack is inevitable.
They really, really did this Killer dirty.
But as they have proven with Billy already, they'd much rather have a character go extinct than admit a mistake and revert a change they did, no matter how unanimously disliked the change is.
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What totem?
🤔
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2980691#Comment_2980691
Seems to work out alright for games like Overwatch, League of Legends, Smite, Rocket League, etc?
I would like to quickly cut in and say that those games are not a good comparison to DbD at all.
The big difference is, that all the mentioned games are symmetrical games, whereas DbD is an asymmetrical game.
This means, that in a game like Overwatch you get into a 6v6 matchup, where every player has about the same strength level. Therefore in any form of 1v1 engagement the player who outplayed their opponent, so the player with more skill, gets to live while the other player dies, meaning tracking for kills / deaths alone is an accurate indicator of that individuals skill level.
In DbD we do not have this kind of thing. What we have is a 1v4 matchup, meaning one player has to hold a rather significantly higher strength level than one individual from the other side. In this scenario the one player playing Killer will defeat any of the other 4 players in a 1v1 engagement not because they are more skilled than they are, but because they are heavily favored by the game and its mechanics. Just looking at who lives and who died in this case is therefore not a good measurment of skill, at least not for an individual Survivor. It could work if it was changed to judge the entire Survivor team based on the overall outcome like it does with the Killer (to allow a victory even for that one individual that got hardfocussed and stood no chance but therefore allowed everyone else to escape), but that is not how it works right now.
Now of course we could balance DbD around the 1v1 interactions, as the Devs have been trying to. In this case seeing who lives and who dies from the Survivor side would actually be a decent way to determine their skill level, however thisno longer works for Killers who are judged soley on kills. You see, if we balanced this game around the 1v1 interactions and made the determining factor for a hit be whoever outplays the opponent, then the Killer would struggle immensly against the Survivor team due to being outmanned as heavily as they are. Killers would end up getting obliterated by teams that are even just somewhat close to their skill level, meaning now this MMR system would put the Killer up against a bunch of much worse Survivors, because those are the only ones the Killer can achieve a victory / draw against in this system.
In order for DbDs MMR system to be comparable to games like Overwatch, LoL, etc. we would need to change the MMR system first to actually judge both sides on the same basis, meaning Survivors would need to be judged as an overall team rather than four individuals.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2980462#Comment_2980462
Well I do believe a noticable portion of players are toxic but I don't think everyone is,
sometimes though it just looks like that, and that's not really fun you see.
But yeah, I get the struggles, from killer to survivor main I can see the both sides clearly.
However, sometimes poeple just think you are "us vs them" mentality,
which is stupid if it's literally because for example you played 20 games,
and in every single one of these games or one less, on that extra day,
all killers camped....
The preposition all is used because you literally faced only campers all day, but could be seen as "us vs them" mentality that only remembers the bad experiences and uses hyperboles.
Here is the thing with your example:
You played 20 games in a row and each time the Killer has been camping, so you decide to make a forum post about it, asking them why.
If you say that all Killers you encountered in 20 games today have been camping and ask why they would do that, then there is nothing wrong with your question.
However, if you say that all Killers are camping and ask them why they would do that, then you are feeding into that "Us VS Them" mentality, by judging all Killers based on soley the role they play. As you said yourself, a there are a bunch of people out there who are not toxic, yet you, whether it was your intend to or not, blamed them just as much as the toxic ones.
This whole issue can be resolved purely by how you word your headline / sentences.
Just remember that all of us are individual people who play differently. There are some bad eggs and you can call them out for their bad behavior, but you have to be careful that you dont go out and "call out" a bunch of people who are innocent for a bahavior they haven't been doing.
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@Regulus47 said:
They'll probably just be removed. Can't wait for all the sweatlords to spam use ebonies every game. Fun times lol
I hope not, I was collecting those! D:
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The "Us Vs Them" mentality essentially splits this playerbase in two groups: the "Us", referring to us poor Killermains / Survivormains, and the "Them", referring to the opposing side, the evil Survivormains / Killermains.
This way of thinking makes one always think in a class mentality, with you belonging to one big group and someone else belonging to the other group, which is obviously wrong, toxic, evil and can not be trusted. ever.
People making use of this mentality tend to completely forget that you can not just rip the community apart like this, a vast majority of us players do play both sides and just because someone might prefer one side over another gameplay wise does not give you any insight in this individuals way of thinking or playing and much less the ability to judge them.
An example of this would be "Why do Killers have to be so toxic?" - in this example, the "Us", the victim, would be the Survivors who have to suffer at the hands of "Them", the bully, which is the Killer. It paints a picture that every Killer player was this way and blames the entire playerbase, instead of the one individual who has been toxic towards them. (This problematic way of thinking does go in both directions, so you could just as well take this example and insert "Survivors" for the word "Killers").
This is usually used as an easy way to A: farm sympathy points from like minded individuals or B: collect salt from the side of the playerbase you just insulted.
It's a bad and overall unhealthy way of thinking.
EDIT:
Just a quick addition, while this "Us VS Them" mantality is most commonly used to refer to Survivor- / Killermains, it can also be used in a bunch of other scenarios where one creates this group thinking. For example, the PC players VS Console Players debate - its the exact same way of thinking.
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I miss the old graphics.
Don't get me wrong, the new ones look cleaner and a lot more high quality, but the old graphics just had this special feeling and atmosphere that the new ones didn't quite manage to recreate.
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Back when he was still in a playable state, this used to be my go to outfit for Daddy Slinger.
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I do not think DbD could handle such greatness.
We would be incapable of giving this icon of a movie the justice it deserves.
Instead the question should be, when will DbD be added to Dr. Michael Morbius?
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2973193#Comment_2973193
Not disagreeing that the odds are low for getting LB value if there are no Flashlights in the lobby are low, but they're infinitely more than 0%.
I think we both have a bit of a different understanding of what those 0% refer to, so we're kinda arguing over two different things as if they were the same.
When i talk about them having 0% usage in games, I look at an individual trial and say that it is entirely possible to get one where the Perk has literally no usage whatsoever in it.
But from what I read out of your messages, you are refering to the overall amount of trials you play with the Perks, meaning that their usage will never be 0% even when no one brings a flashlight / item with them, as there is always the chance someone might go and find one in a chest, even if that only happens once in every, lets say, 10th game.
So I think we are both correct in our own way - while the Perks can definitely have games where you get 0% usage from them, the overall usage of them will never actually be 0% due to chests existing and there being the possibility of someone getting an item from those that the Perk can work around.
