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Moundshroud

Moundshroud

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Moundshroud
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  • @Xyvielia said:

    Whenever I see the Lerys/Gideon as the last offering on the right, I automatically mentally prepare myself for a Jumpscare Myers match.

    In fairness, I love me some Midwich as Spooky Myers too. And I find I can compete effectively on the Swamp maps as well. Half the McMillian and Auto Wreckers are favorable. Yamoka are neutral as they provide plenty of sneak up terrain. Aside from the Rotten Fields, even the Cold Wind Farms are possible, albeit hard.

    The only maps I absolutely hate and cannot do well with a Spooky Myers are Crotus Penn and Grave of Glenvale.

  • @Jarol said:

    The new players fear a ... Jumpscare Myers.

    I can assure you that all Players, new or old, should fear a well-played Spooky Myers. :)

  • @Yords said:

    Not nerfed but changed. The common argument for not changing it is that survivors had the chance to do totems and it is their fault for not cleansing them so they should be punished for doing this. Even Almo agrees with this which I will respectfully disagree with.

    The thing is, it is not a common perk at mid to high ranks.

    You will spend a great amount of your time (especially in solo queue) finding the totems and cleansing them for the small chance the killer could have it which is pretty counterproductive since in solo queue it can be pretty hard to win.

    Except that you also get a good return on points for those Totems, and NOED is hardly the only Totem worth cleansing. In looking for dull ones, you find the lit ones too.

  • No it should not be; it is fine. HOWEVER, I made the following suggestion because I am sick of hearing about it:


    https://forum.deadbydaylight.com/en/discussion/216677/totems-not-understood-as-objectives#latest

  • @Lukeishness said:

    What are your opinions on the DC penalty? do you consider it's addition a QoL change or do you want it removed?

    I think it is necessary.

  • @JimPickens666 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848099#Comment_1848099

    I don't think it was bait its just proof of how incompetent the games direction is. They cater to survivor mains when the game is already survivor sided by the mer inclusion of SWF, a feature that was never meant to be in the game....and also never adapted around for some reason? Even though they have acknowledged it many times and say they want to change to the game to even the playing field of solo vs swf and balance the game around that. That was years ago. Instead they keep nerfing dumb ######### that they SAID wasn't a problem (Moris and Billy probably being the most headassed)

    The result is a lot less killers and a lot more toxic killers. Its not absurd to wait 10 minutes for a survivor game just to be camped and tunneled because they have dumbass perks like DS that encourage tunneling, the game is just so unfair as killer that if you want to do well you have you can't just ######### around like survivor unless the survivors.

    So yeah this post is cringe but if you take the rage out its clear that it stems from their complete ignorance of killer (something shared by MOST of the community as most people only play survivor, their biggest failure) and them reaping the rewards of the devs constantly making survivor easier, even tho it never needed to be easier because in a fair game against average players survivors will still have the advantage, the only thing they did was create MORE unfair games by constantly punishing killers.

    MAYBE survivor doesn't need to be easier, maybe it needs to be more FUN. I don't understand how they can be so one sided and still manage to make that side almost as miserable as the side they treat like NPCs

    Fun is what YOU bring into the game. I have fun in every match. If you aren't, that is on you.

  • It was so nice when the complaining posts about NOED dropped down in number. Why? Ruin+Undying was a thing so people actually bothered to do Bones. And you know what, while that was going on... NOED really wasn't a problem. Now, with new effective combinations like Pop+Oppression and so on, people are getting lazy and not doing Bones. So naturally Killers are putting it back in.

  • @Angelicus23 said:

    Just after I opened a chest and picked up the key the wraith uncloaked next to me and tunneled till death for finding a literally useless item I just wanted to stock in my inventory. Isn't it fun.

    why cant broken keys have a different color or models it's so goddamn stupid when the items got gaphically reworked and devs knowing the hate and fear towards keys, they simply reused the same for all key rarities

    I saw your second paragraph. They don't show the color of the keys for the same reason they don't show the different colors of the other stuff. If I knew someone had a Green Health Kit I might hit them first. :)

  • @Angelicus23 said:

    Just after I opened a chest and picked up the key the wraith uncloaked next to me and tunneled till death for finding a literally useless item I just wanted to stock in my inventory. Isn't it fun.

    why cant broken keys have a different color or models it's so goddamn stupid when the items got gaphically reworked and devs knowing the hate and fear towards keys, they simply reused the same for all key rarities

    The Wraith doesn't know what color the key is... :)

  • @Cryinfrn said:

    Im so sick of this goddamn perk. Its for killers who are terrible at this game and need to rely on it. I had a match of a trapper who got destroyed but noed let him get a 2k. For those of you who say “well just do bones” do you know the how hard it is to find totems most of the time?

    No. I just lost a game because "I" didn't do Bone. I walked past a unlit totem and was lazy. NOED didn't kill me; I killed me. Take responsibility.

  • @Mandy said:

    I've played 10 matches in a row right now and not seen a single key.

    I think it's just the effect of people talking about them, so everyone imagines that they're in every match - and therefore pays more attention to them.

    Key escapes account for less than 2% of escapes from a match which is a pretty minimal amount.

    You've had a lot better luck than me. When I was playing Killer earlier today I had a key in every single match I had all morning. In one I three.

  • The term "camping" is too broad in normal use. That is why I use the following:

    1. Squatting: This is when they Killer stands point blank at the hook, what some call face camping.
    2. Lurking: This is where the Killer stays very close but hides so the rescuers and hooked can't see (usually involves Perks).
    3. Camping: This is a series of short range patrols that never stray too far from the hook so one can intercept.

    That way when I'm in a SWF (not that often) I can say, "We got a Lurker!" or "We got a Squatter!" Everyone will know EXACTLY what I mean.

  • @wimlin said:

    If you killed everyone and didn't score at least 30k points it means you were doing some level of camping that prevented survivors from unhooking and generally you are a trash killer. Score more points rather than just camp and trying to end the game early. I know killers wills there only job is to kill everyone and blah blah blah... its a game meant to be fun for everyone and it isn't much fun when you camp the basement so hard no one can do anything. I know other people well say blah blah blah don't get caught you suck and to those I say you are an idiot. The game is designed massively so the killer can easily catch people. Yes we can prolong the inevitable, but chases aren't even supposed to lost a minute I believe the devs have said.

    Ummm... no. For the record a perfect score for Killer is 32K (before anything that provides bonuses like Party Streamers, Perks, Cake, etc.) To earn that Score you have to do a lot more than kill the four Survivors. And for the record, your statement is boorish and wrong. Let me clue you in on a few things:

    1. Camping, tunneling, slugging, and the Mori are all valid tactics and have been given the DEV thumbs up many times.
    2. Calling people "trash" simply because you don't have the skills to play this game is kind of pathetic.
    3. I've camped now and then in my time and did score 32K.
    4. I've also not camped and maxed out hooks and NOT scored 32K.
    5. All your post demonstrated is how little you know about this game.

    Stop trying to blame other people for your personal failures. Fun is what you make of it, i.e. I have fun even in the games I lose. So grow up a bit, show some dignity, and move forward. All of us where beginners once, and all of us went through what you are going through now. The sooner you accept responsibility for your own outcomes, the sooner you will start to improve.

  • @hardtimefun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845741#Comment_1845741

    even if I end teh games quickly sometimes i still end up with brutal since no gens or only 1 has been completed and got every survivors hooked once and got some hits (more than 8) so if they are too quick i get brutal and since i am rank 1 I stay rank 1, never ever got displeased for finishing it too quickly

    True but I assure you to get Merciless, and double pip, you might want to take it down a notch. I'm not saying you should go easy on them, but rather easy on yourself. As your Rank gets more potent, you will find it harder and harder to Pip, and even to NOT lose Pips. So it is best to practice now how to get every last min/max in BP and advancement out of a match. It can be win/win as you earn more, and they don't feel steamrolled. In the end, it is your game and you play it how it feels best to you. I'm just letting you know that fast and efficient starts to really bite you in the rear about Rank-12.

  • @hardtimefun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845716#Comment_1845716

    exactly hahaha, i enjoy finishing games in 3-4 minutes because it show how much they don't belong in this rank and they are so mad about it, i love it

    Well as long as you aren't hurting your own BP or Emblem advancement in the process. In general, the game does not reward fast, efficient matches. You have to get enough chases, downs, and hooks and in just 3-4 minutes that would be very impressive. I've found the game lets me max out BP and advancement when I stretch most games (in the Red Ranks at least) to about 10-15 minutes.

  • @hardtimefun said:

    Been playing some clown games for fun with just a bootle and the brown duration add-on with a regular build, and in each game i've been a tryhard even tho I was simply playing, why am I a tryhard for playing the weakest killer in the game and just use my power effectively?

    I never take that idiotic name as an insult. Why wouldn't you be giving your best? :) Just take it as a compliment and otherwise ignore the salty types trying to grief or shame you for THEIR failures.

  • @BastardKing said:

    How about, instead of constantly punishing killers we reward them for not doing it? Make perks that reward you for being far away from the hooks actually worth a damn? When was the last time you saw Make Your Choice or Devour Hope?

    I don't think it would require a Perk. I've OFTEN suggested that moving away from the hook and meeting a minimum distance should earn the Killer their version of the Survivor's Bold. In other words, give them a reason to profit (a carrot) and you will get more response.

  • All this would do is 100% ensure a serious increase in short range patrols, a type of camping. In other words, do you want the Killer to move off or not? :)

  • @Metalhead said:

    "... you did all this work and the rug was pulled."

    Hardly sounds fair now does it? Let's put the shoe on the other foot. Imagine as a killer that you have 3 survivors on hook and have downed the last one after 3 to 4 minutes of some intense play. You were skilled enough to pressure the survivors so that they didn't get many gens done if any and you are about to enjoy a well earned victory over survivors who played poorly up to that point. You pick up the last survivor and hook him only to discover to your horror that they had the perk Hex: Sandbagger. You are temporarily stunned as the survivors are immediately all unhooked and given a haste effect on repair and run speed until you can find the right generator to go and kick.

    The now buffed survivors immediately begin popping gens with their boosted repair speeds while you are forced to roam around the map once more trying to duplicate the work against much faster survivors you already outplayed to get a victory you already did this work for.

    I've chatted with several killer mains at upper skill levels and they all have agreed that NOED needs to be changed. It's not that it can be countered, it's that it's effects are completely tide turning without the killer having done anything to get to that point. No tokens earned, no time spent in a dangerous situation, no unique goals achieved during the match, you just played poorly and got over compensated for it.

    Oh, and I forgot to address another funny part of your post, i.e. the idea of a Survivor Hex Perk. If said Perks existed, or were introduced I would not be unhappy at all if/when it triggered. Why? Because it would be my job to cleanse the "good guy" Totems, and I would have worked it into my patrols. Are you picking up what I'm putting down. Most of the bad things that happen to Survivors are because of choices that Survivors make. We all know the game. We all know what is out there (or should). Totems are also an objective. I know that Survivors just want to work Generators, but things like NOED are why you should FIND THE TIME. There are only five Totems on any map, and there are four Survivors. I have YET to play a game where I did not walk by 1-2 Totems on the way to one place or another. If every Survivor took the time (the very short time without skill checks required) to cleanse what they see (or come back to it) NOED would be very unimportant indeed.

    NOED is the boogeyman of the Potato Ranks. It becomes less and less important as you go forward. Interestingly enough, when Undying came out to boost other Perks, NOED took a SEVERE hit. Why? Because suddenly everyone started cleansing those unlit Totems so Ruin wouldn't have anywhere to go. NOED tanked beyond the Potato Ranks because of it. The gamble just didn't pay off as often. Now that some other Regression Perks (which are not Hex-based) have been coming into favor, NOED has crept back in (a little).

  • @rafajsp said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845410#Comment_1845410

    I guess you are right.

    I should get good and pallet stun every nurse cuz it's my only defense against killers and she ignores that.

    In the end ... it's a matter of how many time you put on Nurse practicing, on PC is not that difficult, but console suffer a lot.

    Still broken, nothing has changed just wait reload breaths.

    Nice one btw.

    I'm not a huge fan of the "git gud" response because it makes people defensive, but in fairness to that poster, there really is no better way to say it. All of us face the Nurse, and statistically we do it as often as you do. You can survive and beat her. People do it every day. I did it last night. It just takes practice.

  • @Cirocband said:

    Michael Myers, Ghostface, and The Pig. That zero terror radius stuff is bs.

    You gotta learn to keep your head on a swivel.

  • @Metalhead said:

    "... you did all this work and the rug was pulled."

    Hardly sounds fair now does it? Let's put the shoe on the other foot. Imagine as a killer that you have 3 survivors on hook and have downed the last one after 3 to 4 minutes of some intense play. You were skilled enough to pressure the survivors so that they didn't get many gens done if any and you are about to enjoy a well earned victory over survivors who played poorly up to that point. You pick up the last survivor and hook him only to discover to your horror that they had the perk Hex: Sandbagger. You are temporarily stunned as the survivors are immediately all unhooked and given a haste effect on repair and run speed until you can find the right generator to go and kick.

    The now buffed survivors immediately begin popping gens with their boosted repair speeds while you are forced to roam around the map once more trying to duplicate the work against much faster survivors you already outplayed to get a victory you already did this work for.

    I've chatted with several killer mains at upper skill levels and they all have agreed that NOED needs to be changed. It's not that it can be countered, it's that it's effects are completely tide turning without the killer having done anything to get to that point. No tokens earned, no time spent in a dangerous situation, no unique goals achieved during the match, you just played poorly and got over compensated for it.

    Except that you are wrong, and I don't know any high level Killers who are campaigning to change NOED (or care about it). The Killer has done something to earn it. They played the entire game (all five Generators brought up) down a Perk. They took a gamble too, that you won't just cleanse those Totems. Hex Perks are high risk and potentially high yield. That is why it behooves SURVIVORS to do their Totem objectives too. Don't blame the Perk or the Killer for the FAILURE of Survivors to want to deal with Totems. They are making a choice, and if that choice bites them on the rear at the end of the match, that is on them.

  • @[Deleted User] said:

    A 15 minute hit and run Myers game on Midwich isn't exactly riveting. They probably didn't want to play that match. Not everything is a deep reflection of character.

    Actually it is a deep reflection of their character. If you are right, it reflects VERY BADLY on them. It means that they went "Eh... not for me," and immediately bailed on the other Survivors leaving them to rot, wasting their time and offerings, and leaving them to achieve an impossible task. That kind of spoiled, selfish mindset is exactly what we are talking about here.

    Imagine if the Killer was also given an easy, early out option. Imagine the irritation of four Survivors all of whom put stuff which is now wasted and their time and progress halted when I take a look, go "Eh... don't like Crotus Prenn" and exit via the Killer Shacks new "Killer Hatch". Instantly all people are kicked from the match, given a 650 point Quitter bonus. That's it. :) I can't imagine it would be very popular if Killers only took matches that appealed to them.

    The same holds true for Survivors. If you start a match, have the decency to finish it. Suicide on the hook is better than a disconnect, but let's be honest, it isn't by much. When done in a way that is early and screws over the other Survivors it is just as bad, if not worse. By the time you check out that way you have already invested them in the game and stolen more of their time before hanging them out to dry.

  • @gatsby said:

    All current Killers are controlled by the Entity and follow its bidding.

    Why isn’t there a Killer that retains their free will and independent motives?

    From a game mechanic and lore perspective. The concept seems possible and actually pretty interesting.

    There is one, i.e. Myers. He wasn't forced into the realm, and doesn't need the Entity's permission to kill by his own hand. Mikey doesn't follow any rulebook but his own. The fact that it appears to line up with the Entity's wishes is merely a coincidence for now. The Entity is from somewhere else. Michael is the homegrown boogeyman; the Shape is nothing but a human shell driven by an ancient spirit. Mikey does what Mikey wants.

  • @Aven_Fallen said:

    To be fair, it was a 3v1 at this point already. With probably 5 Gens to go, the game is over, so I would not really blame the streamer for suiciding in a game which is already lost.

    The Streamer suicided first before anyone else. I'll have to go back and reread and see if I wrote that wrong.

  • @ukenicky said:

    A problem I've been seeing very often lately is killers (In higher ranks) camping until someone reaches stage 2.

    I know killer players preach that camping always equals survivors winning but that's only if the survivors split up and maximize gen rush which doesn't always happen or it results in a nasty 3 gen scenario.

    A killer who camps someone until they hit stage 2 and then goes to pressure gens is really disappointing for so many reasons because it's still scummy. When you factor in slowdown it makes this strategy even more viable. And if you try to go for the save what's stopping them from forcing a trade and then camping that person until stage 2? After a certain point, survivors know they HAVE to save one another but it feels bad when you can't do it if someone is being camped hard, they'll be tunneled without BT or you just straight up trade.

    It's kind of bs that people's answer to this is "just do gens and let your teammate struggle if they're being camped" like this is the kind of stuff that makes me wish there was a base camaraderie effect for killers who camp a hooked survivor purposely just to get them to stage 2 so they die on hook.

    But whatever, it's a "valid strategy".

    It is a valid strategy. This game is about agency, i.e. choices. Everything Survivors and Killers do affects the outcome of the game (for better or for worse). Camping, tunneling, slugging, and even the Mori are all simply tools. Most of them are niche, and when applied incorrectly leave the Killer vulnerable. Whether or not the Survivors punish mistakes is up to them. Most of the bad things that happen to Survivors are the result of Survivor choices (their own and their peers). The Killer's choices are a bit more narrow to be honest, and that is the nature of a 4v1 game. Survivors have more strategies open to them because they can coordinate. It doesn't mean they will; but they have the option. You can lead a horse to water but you can't make it drink.

    Given that GOOD Survivors can take someone off the hook right in front of someone squatting point blank and face camping, I don't really buy any excuses for why someone gets to Stage-2 or dies on the hook. That isn't the Killer's choice; that is a call the Survivor's made. The problem right now is a profound lack of understanding of the Survivor role, and the demands it places. To win, you need to be getting into chases, taking protection hits, and even your time on the hook. The best Survivor teams understand this and don't shy away from taking their lumps, or even being martyrs if the situation calls for it.

    The so-called problem you are seeing "lately" is nothing new. I see it all the time when I play Killer, and I'm not even camping. The number of people getting to 2nd Stage is astounding in the Solo Que. Why? I personally blame the rise and every growing numbers of the SWF. 3-Person SWF poison the well because they treat the Red Shirt (poor soul thrown in with them) as a disposable asset. This has created an every Survivor for him/herself mentality. There just isn't the coordination or TRUST anymore for Solo Que to act. When this happens, of course the Killer profits.


  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/216289/ds-makes-me-tunnel-more-than-not

    Just curious, whats your reaction on a survivor faking a DS locker? I've done it a few times and it's been enough to get some killers to abandon me (even though I dont even have DS unlocked or even have the character), so I'm wondering how you'd react to grabbing someone expecting a DS and then they just dont have it.

    I suppose I'd be happily surprised? The Locker fake is a common tactic, used by people who have DS to draw the Aggro to themselves and lure the Killer away from others. Because it has become so common, many people without DS now do it to give the Killer pause, and hope they will move on to someone else. There is a variation of this where the unhooked person doesn't run as if daring the Killer to down them and pick them up, or doesn't try to crawl away and so on. It is just the Survivor version of the mind game, a bluff or double bluff. I'm certainly not going to be offended. That is just the way the game is played. Every choice we make is a gamble. For my own part, I rarely worry that much about whether someone has DS unless we are near the end of the game or in the ECG. I could care less about taking the stun and getting it out of the way early in the game.

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844449#Comment_1844449

    You have no desire to tunnel yet you're picking someone to tunnel to force them to use their DS.

    So you're tunneling the first person regardless if they have DS or not, right?

    This is the exact reason why Survivors use the perk.

    No, people take the Perk because they have been told they must by other ill-advised folk. I don't even run DS as a Survivor and I do fine. DS isn't actually that great a Perk unless an ENTIRE SWF has loaded up on it and Unbreakable, etc. It is the spamming of DS by a group which makes it effective in a SWF in the Red Ranks. And it is because of SWF that many Killers like myself just make sure we get it out of the way early. If it is mid to end game, we just slug you and count to sixty.

    You are going to have to learn to be pragmatic and understand that both roles have strengths and weaknesses. Players adapt their style to mitigate damage. A stun is a stun is a stun. Getting hit by DS at the right time isn't really a big deal, anymore than drawing the pallet stun just so you can get rid of an annoying loop. It is the same logic. Don't blame the Killer for making an assessment and doing what is best in a given match.

    Most of the bad things that happen to Survivors are the fault of OTHER Survivors. The Killer is merely doing his/her job. It is the other Survivors that pull you off the hook who are SUPPOSED to be protecting you, either by making sure that rescue is 100% safe, or by taking those protection hits or their turn on the hook. Far too many new Players seem to have bought into this myth that there are these accepted, unspoken rules about what Killers must do. It is nonsense.

  • @Lyonic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844482#Comment_1844482

    The needs of the many outweigh the needs of the few - its easy to say that when you are the many. When you queue for 10 mins for die in 2 mins because of toxic play. It's why I have always suggested shared BP for all survivors. If you die to let others win, why should you be penalised in the BP?

    I play both Killer and Survivor, so I know what it is like in both roles. Survivor is, for better or for worse, about getting as many Survivors out as possible. Sometimes that means an individual (perhaps yourself) isn't going to make it. Sometimes you do things that ensure you won't make it. Oddly enough, while getting out alive does provide a nice BP boost, it isn't the most important thing. Pretty much you want to:

    Do at least two Generators.

    Unhook 1-2 others and/or heal some of them up.

    Get in a few chases.

    Cleanse a totem or two.

    *If you do a wide variety of things you will find our BP works out just fine whether you get out alive or not. The same is true for Killers. They actually LOSE BP by taking out the Survivors the quickest, most efficient way. You don't just want to win; you want to win with style. That means lots of chases, downs, and hooks. I've had three Survivors get away and still earned Pips. I've had all the Survivors get out and managed to NOT lose a Pip (barely). Likewise, I've gotten a 4K and lost a Pip. The scoring systems are not particularly logical. The DEV wanted to give people multiple different ways to rate themselves, so that you can always win by at least one of them. :)

  • @MaliciousZoel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844482#Comment_1844482

    Cut me some slack? Ok champ. I will cut you some slack because clearly you are one of these people who is so bad at this game you have to abuse mechanics to win. Here is a thought... Learn to play. Plenty of killers arent so noobish that they have to do this. They max points and still manage to win with full clears hooking players and moving along. But hey, if that is the only way you can win then I guess you will just have to keep those training wheels on. lol

    I just snorted Dr. Pepper out of my nose I laughed so hard. Yeah... that's definitely me. :) Anytime you want lessons, we can put a custom game together. I'd be happy to give you an education.

  • @MaliciousZoel said:

    Why are there not stronger penalties for this? This makes me not want to play at all. More and more terrible players are maining killers and relying on face camping and leaving players unhooked to guarantee a full clear win. Why isnt there a mechanic that will allow players to get up if they are left to bleed on the ground? They just leave you there and you cant fix generators, open the gate or do anything. You just sit there and watch the screen for however long it takes you to bleed out.

    Ok, I'm going to cut you some slack because you are clearly new.

    1. There aren't penalties for those things (per say) because they are valid tactics.
    2. There are Perks that let you get back up from the ground (Unbreakable and No Mither).
    3. Camping, poorly done, is damaging to the Killer more than it is to the TEAM of Survivors.

    That is the rub. You guys are a TEAM and the needs of the many outweigh the needs of the few. It means until you and your peers learn to coordinate, how to do safe rescues, how not to bunch up, how to LOOP, etc. you are in for a rough ride. I have confidence that you will learn these things though.

  • @Sonzaishinai said:

    On the flipside. I feel the people who say this are also the people who hide with zero hookstates while one player is death and the rest is on deathhook. If you don't take aggro then i'm making you take aggro.

    On a serious note, people really need to do this more. if someone is tunneled and you haven't been hooked go take a damn hit instead of just waving your fist angerally at the killer from a safe distance

    Agreed as both a Killer and a Survivor player, I see tons of Survivors who aren't willing to take a protection hit or their turn on the hook. Of course the Killers is going to take whomever is still in front of him if you unhook someone and vanish leaving them holding the bag. The best Survivors I fight against take their lumps and aren't afraid of the hook. Those teams tend to get out, and out with the most people.

  • @Slashstreetboy said:

    NGL I was expecting something different reading the title :D

    It's truly a shame though but unfortunately pretty common. Sucks to have teammates like that, but also sucks for the Killer to get robbed of a good match.

    By the way, since you seem to enjoy SMM so much (I do too) have you ever considered giving Ghostface a try? I got a feeling you might like his playstyle, but he lacks the class and prestige of Myers.

    Well, I will if/when his Power is more consistent. I've dabbled in him as I have most of the other Killers of late, and I don't like that some people can stare me right in the eyes and NOT knock me out of Nightshroud while others seem to bump me out with their peripheral vision sometimes. It seems kind of unfair.

    Myers at least always works the same way. :)

  • Absolutely. Beginning of the match I always pick that same person up to force them to use the DS early. It isn't personal, nor driven by any desire to tunnel. I just would rather not get hit with DS during the EGC. So, I'd rather take an early stun or two and force it.

  • @CloakedInKoalas said:

    Wouldn't it be nice if, after encountering a particularly toxic person in after-game chat, that we could just "blacklist" them on a personal list? Just right click their name, click "blacklist", and poof you will no longer be matched with them. I think this would go a long way to curbing toxicity in DBD over time. ######### would steadily get longer and longer queues because of so many blacklists by other players. It would make a self correcting system. Wouldn't stop toxicity entirely of course, but it would discourage general foul behavior.

    This isn't a good solution, for all sorts of reasons others have already commented upon. There is a much easier solution:

    1. Don't be a bad sport, i.e. be humble in victory and gracious in defeat.
    2. Ignore people who are bad sports and don't get sucked in.
    3. Record your games and report any behavior whatsoever that is over the line, and take the time to turn in the evidence.

    The company does act on these things if you follow procedure, which I admit is a pain. Is it worth the tedious process? Yes. Bad sports plague every game online and off. The only way to deal with it is to set a good example, and take the steps required to get such people sanctioned. In effect, if you do these things they will end up being warned and or banned.

  • NOED is a misunderstood Perk. In a way it is no different than the Survivor Perk: Adrenaline in that it is an End Game build. It gives them Insta-Down at the very end of the match. Many people get tilted by this because they feel they have earned their escape. That is the thing; you are wrong. You haven't earned diddly squat until you open the gates and get out. What NOED really means is the following:

    1. The Killer has been playing down one Perk all game.
    2. You know exactly when NOED will go off.
    3. You can prevent NOED from going off by doing Bones.
    4. Even if NOED goes off you can still turn it off by finding and killing the now lit Totem.
    5. There is no guarantee the Killer will find you, run to the right gate, or catch you.
    6. You can still loop and do all the wonderful things you could do before.
    7. There are Killers that have Insta-Down the entire Match, and Killers that can trigger it, and otherwise get it.
    8. It is your mindset that is wrong, not the Perk.
    9. Stop thinking of it as a second chance Perk and as an End Game Build.
    10. Lots of things let you find Totems.

    Look, the only reason NOED feels wrong to you is because you feel you did all this work and the rug was pulled. Do you feel any better when someone downs you all at the start of the match using a chainsaw or mid-match when someone busts Haunted Ground? Do you feel any better when Myers slugs you all using Tier-3? NOED is no different from those things. In fact, you have FAR MORE WAYS to deal with NOED than you do those other Insta-down options. Are you picking up what I'm putting down?

  • @CountVampyr said:

    Midwich is frustrating and one of the most killer sided maps in the game. The one plus is that the layout never changes much at all so you can eventually learn where they are all likely to be. But that’s a huge downside too because the exit gates are always in the exact same place with a long empty path between the two that makes it super easy for killers to patrol both, coupled with the fact that the hatch often spawns in the courtyard. It isn’t often easy to escape even when you manage to find 5 gens and repair them all.

    I wouldn't go that far because I've also heard Killers lament the heck out of this map. :) I think it is just different, and due to its size the advantage goes to whomever knows it best.

  • @dspaceman20 said:

    I don't be rude or mean by teabagging or pointing at the killer and they still shake their head at me for no reason. I was playing against a legion and he shook his head when he downed me. I find it rude and on the level of teabagging. There is no reason to do it, so why do some killer shake their head.

    It is hard to say. Killers don't have as many ways to communicate. For all you know, he was trying to nod that he is downing you and wants to farm. Or he could be nodding to say, "that's right... I got you." I've had people ask me why I nodded at them, and I was like... "I wasn't... I was stalking up with Spooky Myers to see if any of your friends were nearby in the upper floor of the main building or on the stairs." Could be blots of reasons.

  • @Moxie said:

    Remember when people complained it was hard to find gens on The Game?

    The Devs said that if you see those grey sliding doors, there is always a gen on one side of it. It has been super helpful for me.

    Is there anything like that with Midwich? Struggling hard to find gens.

    Just be systematic. Midwich isn't that big, and you can sweep it pretty quick for Generators. Or you can just take a Map or a Perk that shows them to you. :)

  • Does it count if my Killer only seems unpopular if I win? :)

  • @Hyd said:

    In other words, due to their Power+Perk combo, which Killer tends to take the longest to beat? Which Killer above all others can really drag out the duration of the game the most? (assuming no trolling going on to artificially make the game go on longer, obviously)

    I played a nearly 14 minute game against a Legion last night, and I know Legion isn't the top tier necessarily and most certainly none of us were playing perfectly but, man was he making us run around constantly and delaying gens haha. Fun game!

    I play Spooky Myers and my games average 15 minutes. :) But I don't think that has anything to do with the Killer specifically and everything to do with the fact that I set Gen pressure as a #1 priority.

  • @Nyorf said:

    So I'm not really new to the game, but I'm fairly new to playing online with strangers. Just today two people I was in a game with, criticized my build without telling me why and I'm genuinely interested in what they said.

    I have the following perks: Urban Evasion (Nea), Left Behind (Bill), Self Care (Claudette) and Adrenaline (Meg).

    Apparently, the first three give the killer "more time"? That's how they said it. Obviously they complained about me crouching and not running from generator to generator, but that's just my evasive way of playing. But what on earth do they mean by these perks giving the killer more time?

    Are these perks somehow disrupting team work and gameplay?

    You do you. Who cares what they think? If you are pulling your weight in the match, they can... well... I'll leave that unsaid.

    The Build I use most often is:

    Calm Spirit, Self-Care, Spine Chill, and either Deliverance or Iron Will

    *I've had people complain about my build too but in my games I tend to do MOST of the heavy lifting so I always ask them why my score is so much HIGHER than theirs. That tends to shut them up.

  • Haddonfield does favor Survivors but you can mitigate this simply by writing off the periphery Generators first and keeping a patrol on the central ones, with the anchor being the Myers house. If you do this, you can get a 3-Gen lock in a fairly reliable way.

  • There is no reason, whatsoever, not to include the SWF breakdown at the end of the match. It might make Killers Salty? No. People are already either salty, make excuse types or not. I think it (have always thought so) that it is sketchy being unwilling to release that information. The simple fact that they won't is what makes it a problem, or creates a perception that it is a problem.

    Let people know what they fought. It will help them, and will help the Game too in it will most likely back up their claims.

  • For Survivor: Object of Obsession - Abusable too easily by SWF

    For Killer: Probably just NOED to shut people up, although there are far worse Perks.

  • When I'm playing Spooky Myers (Scratched Mirror+Boyfriend's Memo) and didn't put in a Map Offering to practice on the big maps, and somehow pull a Gideon, Midwich, or Hawkins randomly. :)

  • @indieeden7 said:

    I'm not even talking about hacking to trick the game into thinking you earned them, as that would actually make at least a little bit of sense.

    I've faced about 5 people who have hacked in order to get the evil incarnate trophy (over quite a large course of time but I just played against one now, hence why I'm making this thread) and I just want to know what the point is, what fun do you get out of cheating? Why not just save everyone the hassle, trick the game into thinking you got the achievement and leave it at that?

    Sorry that this thread was kind of pointless but to be completely honest, I'm just trying to waste time until my DC penalty finishes.

    Because like all, pathetic, wannabe cheaters they don't want earn anything. They just want people to think they look cool? I can't imagine taking any pleasure from an award or a win that I know I cheated to obtain. I would always know, and the knowledge itself would be a constant reminder of what a sad little person I would be. But then again, people are wired differently.

    Some people are driven by the demons of EXTERNAL validation, i.e. they care what "other" people think and that trumps anything else.

    Some people are driven by the demons of INTERNAL validation, i.e. their on personal standards and code matter more than anything else.

    *Most SANE, well-adjusted people are a mix of both and external and internal validation matters only for things that ACTUALLY matter, rather than silly things like video games, or people thinking you are a chicken, or whatever.

  • Watching my Lobby transform into identical Survivors with identical gear at the last possible second. It isn't that I am afraid to face this weird meme or Bully Squad, it is the principle of the thing that they are TRYING to get one over on people. Why wait till the end? If you are going to do it, just do it from the start.

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