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Neprašheart

Neprašheart

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  • @Spirit_IsTheBest said:

    Spirit, coming from someone who plays her daily.

    Haven't seen one ever when playing survivor since Singularity's release, and it really saddens me. Because I love her so much. 💔

    Well, she's kinda tricky to play ever since her phasing became directional.. So, most previously Spirit mains are either no longer Spirit mains, or are using her best add-ons as a way to compensate for the harsh balance adjustments she has received.

    Personally speaking, I don't know my main. I have always had the best results with Anna as her hatchets were simply easy to hit, capitalizing on dead zones became easier than with any other killer, besides the current Xeno.. Playing with Sadako was a lot of fun aswell, especially while playing with perks to provide me literally constant aura readings. That makes the only played killers of mine Anna, Sadako, Albert, and Rin.. Yes, and the famous Xenomorph.

    However, ever since I've moved in MMR and matches became sweatfests with at least double Toolboxes (Engineer's, Mechanic's, or Commodious), one or two Flashlights, or double MedKits, having them saving up about ~30 - 60 seconds of a time just because they're using those items. And there're also the sweaty add-ons, like Brand New Part, Gel Dressings, Styptic Agents, and Socket Swivels, also present every single match.


    I'd love to say that I main Spirit even after all this time, as that's the killer whom I have used to main ever since her release, but after taking a break and kinda.. Struggling with her, I'm not sure if I still main her.

    I guess, I do main Xeno for the time being.. Possibly Rin.

    I will never stop being passionate about Rin's lore and her character design, though.. That truly makes me wanna play with her every single time I boot up the game, but I don't wish to play matches where I can't even get a single hook by the time they get three generators done, all thanks to the MFT's movement speed bonus.


    And, as for the topic.. I'd say, Spirit is very rare to face.. You do never see players playing her, unless they're veterans with over ~2k hours just on Spirit, and so having even tripple the amount of hours on record at the very least.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541098#Comment_3541098

    It just seemed you were going into "Back in my day" territory with that comment. That's why I pointed that out.

    I'm not saying this as a "young" person either. While I'm sure I'm not the oldest around here I have no doubt I'm in the "elder" category.

    I have went to that just a little bit, because merely mentioning it would be very confusing; It is necessary to provide a bit of context for people to understand what I mean to say.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540229#Comment_3540229

    if they change the tail techs you can use to curve the attack you literally take away the only skill cealing the killer has. Id much rather punish more a missed attack than make him a plain boring killer with a skill ccealing as tall as victor.

    And I do completely agree with you. I would've hated for that to happen, but those are the only possible changes I could've come up with a few hours ago..

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541031#Comment_3541031

    " because our opinions are no longer as valued as they have used to be years ago, when younger people have had respect towards their elders."

    This is going off topic but there are writings over a thousand years old of elders complaining that the youth have no respect and don't listen to their elders. It's not a new phenomenon.

    Okay, back to the topic at hand.

    That is correct, that's how it is.. But it's all connected, isn't it?

    I mean.. I feel like it is and that it does matter even while considering this topic, otherwise I wouldn't have bothered putting it into my response.

  • It's a matter of their ego and the perception of what counts as victory to satisfy themselves, the exact same reason why we do play videogames in the very first place instead of doing something productive in our free time.


    I am having a problem whenever I dominate the matches, feeling bad or sorry for the other players in case I dominate them, and so I beware of using strategies that do benefit me if it results in them not having fun in most cases, because the afterthoughts would've found a way to get back to me, denying the reason why I've launched the game to even begin with.

    Unfortunately, I don't see the same happening around, and it makes me kinda sad.. Sometimes I do, though, but those are some truly rare exceptions.


    Most people are incapable of acknowledging fun in videogames if they're losing. Learning a new tech, pulling up some new techniques and them working isn't a goal or victory in their books, even if their goal is to improve, which is indeed very cotradictory, but that's just the way it is and why I don't understand people nowadays, the ones with competitive mindsets especially.

    So, besides satisfying their hungry ego and feeling the need to prove that they're better, there's not much more to it..

    It's also a matter of spoiling oneself to find certain parts of videogames embarrassing, disappointing, or no longer satisfying. If you convince yourself that winning is the only way to have fun, then you're not gonna have fun playing most games if you lose, dragging you even deeper into this deep rabbit hole with the only workaround being to man up and tell yourself to find satisfaction in little things, to see things from a completely different perspective.


    The bad thing is, it takes years for most of us to realize that we do wanna have fun without sweating, once age or our health states do start catching up to us. Our reflexes, reactions, and perceptions of fun are no longer the same as they were during our childhoods, and we're all in this together.. Meaning, we're gonna face younger players with tons of energy to spare, sweating in videogames, and kinda robbing us off the possible fun without them being willing to listen to advices because our opinions are no longer as valued as they have used to be years ago, when younger people have had respect towards their elders.

    I'm not gonna tell people to play videogames according to my playbooks, but I'm willing to warn them and teach them a lesson or two if they become interested. I do have more experiences in gaming than they do, and I do love making other people happy.. Which would be the result if they were to ask, listen, and think about it a little.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540647#Comment_3540647

    what are they gonna do, send a video proof to report? i'm sure bhvr would be cool with the "griefing".

    That, or they're gonna report you, putting you at risk of getting banned.

    If I'm trying to punish cheaters, then I don't wanna be involved within the mess they cause.

    @Zokenay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540869#Comment_3540869

    Well you would likely have vid of it as evidence (As you should when summiting reports) which would make it justifiable since its a cheater.

    So.. All of the players would get punished in the end, no? Including you, of course.

    That'd make it fair because rules do apply to everybody, including people who do put themselves on the spot to ensure that those who break them get punished.

  • As much as I'd love to do that just for the sake of fair-play, it could be seen as griefing, no? In the end, you're literally and purposefully pushing the other survivor out of the safety, kinda the same kind of scenario when one drops the pallet earlier than the second survivor gets past it, so they get blocked by it and the killer gets a free hit by your action.

    I will play without helping the killer, they aren't gonna expect me to help them.. Unless they'd be naïve. Most of them will tunnel and camp when the situation asks for it, which goes against my own definition of fun, and since I could very easily end up being the tunneled or camped one, I'm not gonna help them out.


    As long as there's no official statement from the developers regarding this exploit to allow players to push those survivors out of the locker's hitbox by entering it without being punished afterwards for „teaming up with the killer“, I will play like usually and won't mind those players.

  • If they don't change the way Xeno's tail attack works and how curvy it can be around obstacles if you lead it to proper pathing, there's not much they can do to really change, besides adding some cooldowns and buffing the turrets a little bit.


    TL;DR

    The answer is negative - No bad thing is gonna happen to Xeno.

  • @Dinoraptus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536665#Comment_3536665

    I believe they have already said separately that the deep rift skins aren't returning, though I could be wrong, I am pretty sure those are considered Legacy to a degree. Hopefully I am wrong though!

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536701#Comment_3536701

    Yeah I honestly, I have no idea, the money versus effort still seems like a no brainer, people would be more likely to buy cheaper skins and like you said they are literally already made, they just need to slap them into the shop. It is just really dissapointing on BHVRs part.

    That is correct, Deep Rift items aren't going to get in the store anytime soon, unless they change their opinion and decide to bring them in. From what we do know, you're wrong and they're exclusive just like you're claiming them to be.

    It.. doesn't make sense to me aswell, but that's onto them, I guess.

  • @LadyOwO said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533808#Comment_3533808

    Xeno's tail strike seems to hit all the way from Jupiter. Even when it wasn't supposed to hit it does..

    @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533804#Comment_3533804

    yea no one ever talks about this at all. the turrets hurt the survivors more than help them due to how many times you have to set them up for minimal reward.

    I do disagree with that; The tail's range is of no problem. The problem is that there's little to no penalty for using your tail and missing. That's something that should be changed. Even Huntress does keep the speed penalty for a little while after missing her hatchet, so why's Xeno having such a fast recovery speed?



    I think, they shall remove the hindered penalty and allow survivors to run with the turrets; That'd fix this issue and offer a fair counterplay, as there's a limit of how many turrets survivors can place at the same time.. At least as far as I know.

    Or, I dunno what else to do about this, to be honest. Keep the hindered penalty, let survivors run with turrets, or simply remove the hindered penalty..

  • @Grigerbest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533808#Comment_3533808

    "Another problem is the way Xeno's power works; You can easily stack Play With Your Food and focus entirely on tail attacks the entire match, and you're basically playing against a ~130% killer with anti-loop ability with little to no punishment for missed attacks. Like, sorry.. But that's too strong."

    It's not working with Xeno's M2 anymore. You lose stacks of PWYF when you hitting M2.

    Oh, so there was a hotfix already? Phew..

    Alright, that's one thing that have had to be fixed.. Now, we need to wait for the rest of them..

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533805#Comment_3533805

    Yes, I take a flamethrower and move very slowly to place it near a generator and then repeat this process, only for it to be destroyed in 2 seconds and then enter a tunnel and regain its power.

    Do you just answer with bias?

    Mm, and that's why the key is to split up against Xeno, use at least one turret per a generator because carrying them takes too long even if you use Fixated.. Ehm.. Self-Awareness; The moment you hear Xeno approaching, you're changing your position, attempting to flee and try to fix another generator.

  • Xeno's power shouldn't charge as fast as it does while being underground, and turrets shall kick Xeno out of the power much faster than they do at the current moment, especially with add-ons involved. Get rid of those add-ons or further increase the damage dealt by each turret.


    Besides turrets doing pretty much nothing unless stacked at one place, problematic add-ons (turret ressistance add-ons), and almost zero punishment for missing tail attacks, Xeno is in a perfect place.

    If we were to go even further, then adding a cooldown before heading underground would be the most I'd do. For example, unless your power is at ~25%, you can't enter the tunnels. It's not like charging it takes that long even when you're above..

  • A tier with the best add-ons, B- or possibly even C+ without add-ons.

    I've had a few matches with Xeno, both, against and as, and it takes some time getting used to how to play the killer effectively.

    Because the range from which you can locate survivors while being underground is very short, you do need that add-on for detecting survivors.. And if you don't use that, then you're gonna struggle and rely on luck when it comes to detecting your prey underground. When it comes to the placements of Xeno's dungeouns, that's an interesting mechanic that, as has Otz explained, can be affected by the Coin offerings removing or adding chests into the match.. Which shouldn't have been a thing, though.

    I do also feel like getting to the dungeous shall set up some sort of a cooldown before you can get there once more, because to hook a survivor and instantly get to the other side of the map.. Well, okay, that sounds strong and not really in need for a nerf ASAP, but in combination with the oppressive chasing power? Yeah, we may need to add a cooldown to either entering the tunnels or using the tail. Playing with the tail has to be more punishing.



    So, we do have to add some cooldown when it comes to using your dungeons, or to add some cooldown when it comes to using the tail.. Or simply add a cooldown to the Xeno's power.

    I mean.. All you have to do is to enter dungeouns for three seconds, and you are instantly in the crawler mode.. Whereas survivors do need more than three seconds to set up a turret, even more seconds if they place it somewhere else.

    I think, the turrets shall allow survivors to sprint while holding them, and they shall remove add-ons to increase Xeno's durability during its crawler mode. Those shall be on the major focus, as the only problematic part with Xeno is his tail and little to no punishment for missed attacks.

    Xeno is by no means stronger than Blight or Nurse, but is still much more oppressive than Huntress or Spirit, if you ask me.

    Anna has a limited supply of hatchets, is slow, and even slower while winding up the hatchets; Rin has a huge cooldown and directional audio while phasing, and she's also slow. Following that logic, Xeno shall be slow or have more punishment for using its tail, as there's currently none.


    **Apparently, stacking Play With Your Food and focusing purely on tail attacks does no longer work, so I have removed it from my original response.

    TL;DR

    Survivors should be allowed to run with turrets and the turrets shall be dealing increased damage or Xeno's durability against them shall be reduced.

    Although I have mentioned more things that I do consider problematic, some more and some less, Xeno doesn't really need any other changes, if you ask me.. So, feel free to ignore those parts.

  • I do never give up, always attempt to win.. If I can't escape myself, I will try my bests to guarantee to at least one of the survivors the chance to escape through the Hatch.

    If my team mates try to reveal my position to the killer and such stuff.. I do sit on the generator, and it's up to the killer whether they want that free grab or not..

  • The perk has been nerfed and survivors who've used to run it were punished for running it. You can say goodbye to blessing and cleansing totems with Calm Spirit, unless you're also fine with self-caring without botany knowledge and having your entire team hooked in the meantime.

    I've used to run this one a lot while Iron Will was strong and allowed me to run it with Lithe.. But ever since Iron Will got the exhaustion nerf, I've been forced to drop it and as a result dropping Calm Spirit aswell.

    Calm Spirit sounds powerful, but actually isn't worth the perk slot if you take in mind the added time from cleansing or blessing the totems. The effect is cool and all, but it's the killers who're running out of time, not the survivors.. You don't wanna put yourself into a disadvantage with barely any benefits in exchange, do you?

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515247#Comment_3515247

    Why using item is big thing to you? But i kill good players because they annoy me most likely but if their team really was bad I might let them go.

    Because it does make the match so much easier in comparison to not using them. Also, it's one of my habits - To collect things.

  • @ProudRinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515270#Comment_3515270

    It really infuriates me seeing posts saying how Spirit is still aMAMZinG power-wise even addon-less and winning against clueless survivors then attributing the win to Spirit’s StRENGtHs -_- it’s sad really but that’s the majority and some still claim she’s BuSTED even now can you imagine 🤣

    i miss old Rin :/ i really do

    In a way, she's having easier times than back in the day; It's easier to track down survivors nowadays in comparison to the past, because everybody was running Iron Will with ~100% crying in pain noise reduction. Nowadays, all you have is ~75% crying in pain noise reduction and MFT ~3% speed boost, which, however shouldn't pose an issue for players with good tracking because phasing is still faster than survivors with MFT.

    On one hand, I miss old Rin.. But on the other hand, I am satisfied with where she is now, except of the directional phasing cue. That shouldn't be global ranged, but only possible to hear while being within ~X meters of the survivor, where ~X < 6 meters like I have mentioned within one of my posts above. The body blocking husk was truly unfair.. And rewarding clueless players despite having above average movement speed, regeneration, (...). The nerf was deserved, but they've overdone it this time, especially if I take in mind the current MFT and other perks alike.

    @ProudRinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515252#Comment_3515252

    Seriously? What about Furin,Mother’s glasses and Senko Hanabi…would you really call those good?…

    Yes, seriously.

    They may not be as good as they should be, but they're still average or above average in terms of what do they do in comparison to the add-ons of other killers. For example, Nemesis still doesn't have decreased recovery time upon successful or missed tentacle attacks, which I feel like he should have, and so on..

    .. Father's Glasses were never viable, please, let's ignore those.. 😋

    As for Furin, I'm not sure how does that work. If they all hear you phasing, do they hear it directionally, or does it remove the directional sound cue? If it doesn't remove that, then it's an add-on that sorta replaces the usage of Distressing, Monitor & Abuse, and other perks alike.

    Senko Hanabi may be very viable and even win you a few chases, actually.. All you have to do is to make it in time before the survivor can start the vaulting animation to have a guaranteed hit. With the combination of STBFL, this add-on can be especailly deadly, but nonetheless very situational in my eyes. There are better add-ons, but this one isn't as bad as you're making it sound.

  • Honestly? She's fine the way she is now.. Well, except the directional phase walk.

    I wish, we could still see her affecting the environment and hearing her directional phase walk while being within ~6 meters from our position to have the game reward fast reactions, but give the killer some breathing room at the same time. The directional phase walk cue that can be heard across the entire map was some huge and undeserved nerf, they've truly overdone it.

    (The mentioned ~6 meters from our position would've been my personal suggestion, that was never the case.. So, don't get the wrong idea.)

    That being said.. Her add-ons are all fine the way they are. All of them, yes.


    As somebody who has been and still plays Spirit without add-ons for years, I can't even tell you how much using add-ons plays the game for you. One brown add-on can mean being a second faster, which can mean making it before the survivor can drop the pallet or vault the window, resulting in a hit or avoided hit.. And given her long recovery time (unless you use add-ons) makes it very clear and obvious that she's a very difficult killer rewarding precision and focus, and a proper timing.

  • It's far from being common.. At least in my own experiences, but I don't mind that at all. In fact, I'm somewhat grateful for them ending it ASAP, you know?

    I don't like being given the free escape. We're a team, even in solo queue. I don't care if I have done the most work and played the best; The fact that the rest of my team got sacrificed and I was the last one alive is all I need to know. I don't deserve the free escape. If my team falls, I'm supposed to fall aswell, no excuses.


    While playing as a killer, I do tend to give them those free escapes if I see them playing well enough or not using any items; Yup, the moment you're using items just like everybody else, you're no longer gonna receive my royal treatment even if you've managed to loop me the entire match. Thing is, most players don't deserve them, they truly do not.

    I feel especially bad if I wanna give them the Hatch or escape, but fail to locate the Hatch! At that point, all I'm doing is wasting our time, and I'm pretty sure that time is more valuable than being given some free escape.. Which, if I fail to locate at the time limit that I set for myself to find the Hatch, I simply hook them and apologize afterwards for wasting their time.


    But, yeah. It is very uncommon. It has used to be a lot common back in the day, but ever since the playerbase widened and a new era of competitive players entered the community, we're no longer having people giving them to each other.

  • Given the bonus bloodpoints at different times of the day - Yes. I don't wanna deal with X Toolboxes and BNPs every single match and have each match ending within four minutes.. That's not a lot of fun, you know?

    .. I guess, I wouldn't mind it back even if it meant no bonus bloodpoints at those different times of the day.


    It's probably cool for those players with competitive mindset and SWF premades who do use the sweatiest add-ons 24/7, but for casual players like me, who do prefer playing killers and survivors without any add-ons, items, and offerings.. The current lowered grind means encountering even more such players, and I do no longer have the energy to keep up with that.

  • @M1_gamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512440#Comment_3512440

    ngl old ruin did make gens more interesting lol gens currently are real boring and not interesting. bhvr should do somthing to make the main objective for survivor more interesting and ingaging.

    Heh, yeah.. Getting one and a half generator done by the time two survivors had six hooks (yeah, they were sacrificed by that time) while the third one got hooked for the first time, while I was the only one alive was a lot of fun.

    I dunno.. It's probably nostalgia and players treating the game more casually. There wasn't as much camping, tunneling, and players using the sweatiest add-ons and items like nowadays, but that's to be expected given the reduced grind. It's a shame, business took over fun once more and ruined what I've loved so much..

    Although you do have a point, I'm against your suggestion.. At least, not right now. As long as the killer and survivor can see from one side of the map to the other side of the map, no additional objectives are necessary. If we wanna add that objective, then we shall have some more hide'n'seek elements built into the game, not what it is now. I do miss the old fog and dark maps..

  • Xeno will be more popular in high MMR in comparison to Wesker due to its traversal ability and much easier M2 usage.

    Thing is, Wesker plays by and on infecting survivors a lot, whereas Xeno doesn't have to do that. That alien can do everything on its own since the very beginning with little to no limits (there will be turrets deployed later on), whereas Wesker is already being limited by having survivors using sprays to get rid of the movement speed penalty, one of the main reasons for using M2 with Wesker.

    Although using Wesker's M2 to chain the long loops and vault windows and pallets alike are another reasons, why'd you need to do that if you can chain your hits with quite a precision, speed, and range with Xeno's tail?


    Wesker will be more popular in lower MMR; Xeno will be more popular in higher MMR.

    Do note, that's just how things currently are - They're bound to change, as I don't expect Xeno to get away with such great design and strong abilities. If you ask me, Xeno is gonna get nerfed before getting released.. A lot.. Kind of the treatment Spirit has been through two weeks upon being released and later on receiving the directional phase walk audio.

  • @M1_gamer said:

    its fine. im starting to like it more. whats not to love about being chased alot? isn't that the most fun a survivor can have? or are holding m1 on gens more fun lol.

    I do enjoy holding M1.. Hitting great skill checks is very satisfying.. I just wish, we could have the old Hex: Ruin back, so it'd be even easier due to the highlighted skill checks in red color and its pointer in golden yellow color..

    Being chased can be fun, but depends majorly on the killer and its perks. For example, it's not fun to play against killers like the Blight with Alchemist's Ring or all of the M1 killers with Bamboozle. However, it is a lot of fun to play chases around other killers, especially the Wesker while you're healthy and aren't put into the unfair odds, because the killer can then simply M1 you and you can't do anything about it.

    Plague abusing its faster movement speed while holding down the purge, only to get closer to you and M1 you while you can't do anything about it. The same goes for the Wraith using the purple add-ons for faster breaking of pallets, uncloaking speed or movement speed while cloaked with Bamboozle and outrunning you to the window, using his hitbox to make your window vault impossible and easily M1 you down.

  • @[Deleted User] said:

    Tunneling with one gen to go or during end game, yep! Absolutely. But if you're gonna tunnel at 5 gens, then you've not even tried to play.

    I get people will always try to do things the easiest way possible. I personally don't tunnel until EGC. I play killer for the challenge and to have fun. Tunneling isn't either of those things.

    When I have encountered some players like that, I was lucky enough to have them answer my questions as to why were they playing like that.. Most have refused to answer, and instead took their leave, though.

    Apparently, it's fun. Camping and tunneling is fun.. 🤷

  • @Steakdabait said:

    It's a lot easier to get casual games as killer since it's a more simple to show that you're interested in goofing around i find. I get a decent amount of matches as billy that devolve into people lining up at shack waiting for their turn to get curved.

    Hmm, is it? I can't say that I do share the same experiences. As a killer, all the survivors whom I keep encountering are SWF premades with, at least one BNP Toolbox per a match, usually filled with two more Flashlights and one more Medkits of ~40 charges or more.

    However, as a survivor.. I do kinda feel the pain. The killers do refuse to drop chases and search for survivors within vulnerable areas in so many cases, and then they excuse their reasonings for tunneling, it's a skill issue, and no longer treating the match casually, if you ask me.

    As for people lining up behind objects and allowing you to hit them.. That's what I see as mocking you. Perhaps, I'm just being too pesimistic here, but I'd rather have them leave ASAP than to stand by the exit for me to hit them two times. I do value my time a lot more than that, and I prefer being called a bad player than having people complimenting me without even meaning any of them, as I don't really wanna get spoiled, you know?

  • Tunneling is fair and unfair at the same time, mostly depending on how does each player treat the match and its outcome.

    If the survivors play as a team and see the game as a team game, then they're gonna accept it for what it is.. But the moment one or more survivors get entitled and start thinking along the lines that „I shall be able to play the game, no other player shall have the option to ruin it for me!“ or otherwise disagree with the killer's approach, then there's gonna be a clash of opinions. Misunderstanding, otherwise the survivor would've accepted it for what it is under the conditions that the killer is clearly lacking hooks, running out of time, and needs to get back into the match ASAP.

    However, I see tunneling as quite a receipt for losing and problematic feature at the same time. It is especially problematic in the lower MMR, where survivors wanna heal at all costs and use their precious time for unnecessary tasks, as the killer is more likely to commit to chases rather than switch targets in case of encountering obstalces posing difficulties - It's better for survivors to hop onto the generators in such cases, but that changes once the killers gather some experiences and know when to break off the chase to catch the greedy and unprepared survivors and punish them for not healing themselves.

    Once we get to the high MMR with experienced survivors and other veteran players where they know what they're doing, tunneling is unfortunately a must and the necessary mean to secure a victory.. Because playing 3 Vs. 1 is the only way to get more than two sacrifices against such well coordinated SWF premades, regardless of the map, add-ons, and RNG factors because the killer is obviously the nurse who ignores those RNG factors, besides the percentages to trigger skill checks and hook spawns.


    However, as a casual player, I do see more killers resorting to tunneling because they're inexperienced. They don't know when to break off the chase and start chasing some easier prey upon creating a dead zone or two, luring them in if the situation allows it, and so it's easier for them to just chase that injured survivor to enter the mentioned 3 Vs. 1 scenario to have three or all of the survivors sacrificed by the time they get their second or third generator done. This is, unfortunately, even more present with the game being F2P on various platforms, as oppossed to what it has used to be when it was only available on Steam with much less competitive playerbase.

    The difference between the casual playerbase consisting of veterans and the modern new playerbase consisting of young people with too much free time and energy on their hands is, we do carry matches by experiences and outsmarting opponents, whereas those competitive players do carry matches by exploiting every single weakness within the players' roaster and treating each match like a World Tournament or something..

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509747#Comment_3509747

    Do I really need to be the 10th person here explaining why it's fair?

    It's not about you explaining us of how it's fair or unfair, but rather about you providing your thoughts onto the matter, regardless of the obvious or not obvious facts. It could be as simple as „Tunneling is very unfun for both sides, but many times necessary to ensure having a chance of getting back into the match. There's no need to tunnel if I supply myself with the necessary generator regression META perks, though.“, or as complicated as typing down an entire essay of over five hundreds words, explaining all your reasonings and describing various scenarios, such as some of the players pretending that tunneling is everything that they see as an unfun thing to encounter.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507080#Comment_3507080

    There are many games where if you aren't on your A-game, you will NOT have fun.

    This goes for Killer and Survivor. Killer figures out you're not a crazy good looper, instantly decides they need you out of the match. Idfyou aren't on your A-game, you're gonna be out of that match in 2 minutes. If a Survivor team comes in and spawns split on 4 gens, you're gonna need to play extremely smart and sweat if you want that match to last.

    Getting stomped isn't fun. One-sided matches aren't fun. That's the casual mindset.

    I do disagree with that. I'm having fun even if I know that what I'm doing is pointless, as long as I'm aware that what I've done was the best thing I could have done at that time, regardless of how pointless it was.

    If the killer tries to take advantage of me being a bad player, I'm gonna be the one having easier times due to running Renewal, Lithe, and Off The Record to buy my team even more time than the game mechanics do intend, making the killer feeling all miserable and regret starting to tunnel me in the first place, as it's basically a receipt to guarantee the other two survivors an easy escape.

    Although one sided matches aren't fun, I can be satisfied with knowing that I've made the match fun for the people who were involved within it. Losing or winning is very much irrelevant to me. I do prefer having balanced matches, having players pull out some ace cards during the match and completely turn it around, but those are very rare, indeed.

    The casual mindset is that you don't care about losing or winning. Winning is just a bonus. You do play to have fun, and if you're not having fun the moment you're losing, you're no longer within the casual mindset, but leaning quite heavily onto the competitive mindset that causes you to treat it competitively and robbing you off all the entertainment that you could've had if you were to force yourself or think about it to see it in a different way. Like you have, however, mentioned within the past responses, you're a competitive player, so I don't really expect you to understand what I'm going on about, because our point of views do differ quite majorly from each other.

    *Don't mind the edit, it was just a correction of grammar mistakes, like thinking too far ahead and typing „to“ instead of „do“, and so on..

  • The game certainly feels more sweaty than what it has used to be in the past, but you're the problem by having such a mindset, if you ask me. Now, I don't mean to complain about your take or to call you out for it, but how do you expect yourself having fun, if you're already subconsciously having thoughts along the lines of „I have to sweat if I start to feel like I'm no longer winning“, or „If others sweat, so will I.“, because that's just you projecting your thoughts and forcing others to adapt to that, you know?

    Sure, you do barely see survivors running without items and using all sorts of perk varieties within your matches as a veteran, but that doesn't really mean anything. I do consider myself to be a casual-competitive player, leaning heavily towards the casual side because I do know what being competitive is, and how unfun that is when it comes to gaming.. Unless I'm already better than over ~80% of the entire playerbase to guarantee myself the dopamine boost and satisfaction from winning every single match.. With ease.. And, so I treat the game casually, while the younger audience with tons of energy left because they're not going outside (mostly applying to students and people without a job) still has tons of energy and can easily dominate me by playing better than me, because I'm past my prime gaming years already.

    You shouldn't be like that. You should have thoughts along the lines, like „Why shall I sweat? Go ahead, I'll play my own game!“, and even though this kind of attitude more or less guarantees you losing your matches, that's not really gonna be a problematic thing for you, until you get used to losing. You can't win without losing beforehand, but you do have to learn „how to lose“ to know how to learn from losing and not having it get to your ego.

    Be yourself, play your own game at your own pace. Don't care about what others think, but don't have the mindset of wanting to be the same as them.. Because that only results in you encountering such players more and more frequently due to having nearly the same attitude and playstyle as a result, and never ever making it any better for yourself. Do know your limits, and do know how to get into the MMR you do wanna be in.. With other casual players - That's not gonna happen until you start playing like them, though, and that means many times putting yourself at a disadvantage, because the result will be all the more satisfying and worth it.. Or, at least, shall.


    I'm still having fun playing the game.. But if I feel powerless as a killer, I just dedicate myself to that one chase or area to guard, and see what they can do about it. If I lose four generators per a single hook, that's fine by me.. I mean, I've caught a really difficult prey to catch, so I've won in my book despite losing by the game's mechanics. Silly me, but it works. I am satisfied, and it works in my favour.


    In order to proceed, you do have to start with yourself, see your own faults and acknowledge them. It doesn't matter how silly or absurd it sounds to you. It's not like we can peek into your mind and know your thoughts, so whether it's embarrassing from your own point of view or not is irrelevant, and it shouldn't matter because it's all in your own head. Nobody's gonna make fun out of you and your thoughts, you do have peace and all the time in the world that you dedicate to it to know what to do and how to enjoy videogames like back in the day.. Or so I'd say.

    If you do disagree with any of my takes, that's fine by me. I don't expect myself to know everyone the best, and I don't expect you to agree with everything I'm claiming just because .. Of whatever reason you can think of. I'm wrong about something, that's for sure, but I'm not wrong about everything.

  • If it'd apply exhaustion and have an effect of always showing scratch marks - Sure, I wouldn't mind.. But as long as you can hide your scratch marks with certain perks and aren't inflicted with exhaustion status effect, buffing any higher would be really unnecessary.

  • You shall see those as statistics to base your conclusion and speculations on; You're still missing the proof, and what happens within your matches doesn't happen everywhere.. But that's pretty obvious, isn't it?

    In my, mid-high MMR (~60 - 80% top, by a guess) as a veteran player, I do see at least two MFT every single match, then Adrenaline competing with Dead Hard and Resilience. Of course, there're also Nic's perks because he's new and they're interesting, paired with the mentioned Unbreakable.

    I do see no other perks being used while I play as a killer, but while I play as a survivor? I do see either MFT, Sprint Burst, Lithe, or Dead Hard with Windows of Opportunity or Prove Thyself, and perhaps some other perks that aren't even mentioned here. That's, however, solo queue for you, and so my MMR's gotta be at intermediate-mid (~30 - 60% top, by a guess) MMR.


    The problem with MFT, once again, starts when veterans queue up with each other in SWF. Solo queue and MFT is barely a problem, unless they know what they're doing, which is a gamble with about a ~10% chance.. Yeah.

    It's solo queue, yet, nobody runs Kindred! What.. Or Boons! I feel like the only player thinking about all the possibilities with my most common build being Off The Record (to prevent tunneling), Lithe (to gain some distance in chases), Boon: Circle of Healing (for the aura reading and increased healing speed), and Kindred (for obvious reasons, to help us coordinate saves and overall gameplay while I'm being hooked).

  • @GentlemanFridge said:

    some of them are alright

    others are way too goofy

    others again somehow change the character to look like someone else

    and then there’s also the ones that give the characters absurd, character breaking animations

    Yeah, that could be problematic in a way, as the character is supposed to remain themself without being somebody else.. Unless we're talking about complete sets and entirely different characters, like Hulk, J. Byers, C. Redfield, (...). Cosplaying doesn't change and shouldn't change the character, but should give you a feeling of looking like a different person. Looking, so animations and everything shall remain the same.

    And, please, no animations. The moment PC Dead by Daylight gets those animations from Fortnite, I'm leaving.

  • 3rd, 13th, and 16th would've been an instant purchases for me.

    And, no, you're not the only one who prefers the outfits in mobile version over the outfits in the PC version. They're objectively better, probably because it's not the same people working on them.

    We do also get some good ones from time to time, but they do really shine only upon being matched with other pieces from other outfits.. I think. The sets just shouldn't have been a thing, because .. Why..

  • I feel like almost every single add-on helps the killer way too much than it should.

    Just an example.. Using one of the Spirit's brownies? A difference of half a second up to two seconds of duration, recovery, or something.. That literally means one more round around the objects to force the survivor to drop the pallet, saving up about ~5 - 10 seconds of your time. That much saved time already, and we're only talking about the common rarities.

    Not only I wouldn't feel satisfied and had fun for having add-ons play the game for me, but I'd also feel bad for the other players within the match for being subjected to such a player, you know?


    Most killers don't need any add-ons, unless the survivors use toolboxes or medkits, which is unfortunately a thing of every single match in high MMR.. Truly a shame..


    If I could have an infinite amount of add-ons - Sure! I'd be running them 24/7, but only once I'd feel confident while using the killer's ability. I do wanna learn how to play the game, not to get used to rely on some add-ons.

    *Thanks Maelstrom for pointing out the obvious flaw within my response. I've added „almost“, as even I can tell that it didn't make much sense.

  • I'm fine with Made For This if I play an M1 killer like Demogorgon, Wesker, Wraith, and so on.. ~115% killers.

    However, the moment I'm playing with ~110% killers, I'm finding the perk being really strong.. No.. Overpowered, even, and prolonging each chase by ~5 - 20 seconds per a hit, RNG dependable based on the map tiles' generation. Although you could argue that this is a skill issue and that I should use my power, that's only possible if I were to use add-ons and give myself some chance, you know?

    I do play killers without add-ons, so whatever benefit I could get isn't relevant and present within my gameplay.. So, it's ultimately only about how well I play and the players within the match play, along with the RNG; There's no getting carried by perks like Bamboozle and such, as I don't use them.

    Anyway.. My point being, Made For This should be nerfed.. Not a lot, just a little.

    If you ask me, the nerf should be decreasing its value from ~1 / 2 / 3% to ~1.5 / 2 / 2.5%, and that's it. And, yes, this would be a huge nerf and good enough to keep it a a balanced state.

    You could also claim that I can tunnel and do whatever strategy the players with competitive mindsets do use, but that's far from the gameplay I'm trying to go for, okay? I'm tired of treating the game with a competitive mindset and dominating the matches, because it's certainly not worth the effort, and all I'm doing is making the match even less pleasant for the players involved. What if they just wanna relax after a day of work? In that case, I'll try my bests to make it fun for myself and them at the same time. No tunneling, no camping, nothing of that sort.. But if they bring four Made For This, then the match is basically decided from the get-go, unless they mess up a big time during some loops.

    According to my experiences, the difference between Made For This and no Made For This equipped is being able to run from pallet to pallet or those few windows in a lucky RNG ~2 - 8 times more, which is equivalent to about ~15 - 90 seconds of a received time „just for using the perk“. Naturally, I'm gonna drop the chase if the tiles don't favour me and the generators aren't too far from my position, but even that is sometimes not of an option, especially if we're talking about SWF with VOIP. In such cases, Made For This is the main culprit and the reason why they're escaping the match. And, don't try to tell me that I don't know how to play.. I know it all after six years of experiences, including faking red stains, double backing, faking picking up the survivors, knowing how to dodge flashlights and pallet drops, (...).


    And, to bloodlust..

    That's just a band aid mechanic that has been in this game for a very long time; Removing it or nerfing it is like asking for even more players to play with killers like Sally, Lisa, Wesker, or Rin.. And as far as I know, everybody loves facing those killers when it's basically a fifty-fifty, relying on the killer to mess up, right?..

    I mean, if you wanna face more S an A tier killers, go on.. Keep on convincing people to ask for such a feedback, but then don't complain about what you've indirectly asked for. As for me, I don't want to face them that much. I do prefer a variety of the killer roaster to keep the experiences unique and interesting. Facing the same killer X matches in a row is boring, and it gets even more boring if their gameplay doesn't differ whatsoever from the previous one, especially if it's tunneling and camping.

    As long as the map RNG exists, Bloodlust shall exist aswell. They're in a harmony with each other.

    However, if maps were to stay the same with no RNG tiles anymore, then I'm in agreement to remove bloodlust.. Because that'd mean no overpowered tiles and players knowing how to play around them all in no time; Possibly avoiding them completely, resulting in a boring gameplay with no chases until you get to the point where you're nearly invincible, like waiting a meter from the exit after opening the gate. There's no way, I'm trying to down you if I know that dowing you moves your character to the exit and makes you escape without you doing anything, and this is the exact same principle.

  • Yeah, I'm having the same mindset as other people here.

    It's sort of like a habit to collect things, you know?

  • As a survivor, I do enjoy being part of the team and making coordinated plays with my team mates, escaping chases that last quite some time, getting hooked after a little while to see and experience some chaos.. Such stuff.

    I most certainly hate being tunneled just because the killer lacks the experiences to mindgame, hide red stain, use powerful add-ons to gain some advantage, being slugged just because the killer treats the match competitively, and having survivors throwing the match just because they do happen to be in a SWF premade; I do get that it's fun for them, but they're literally ruining it to me and to the killer by removing the challenge from the match. I do also hate getting camped, but that's for another time.. Not even the killer enjoys it, although I've met some sadists who've told me about how much fun they had while they didn't move further than ~5m from the hook where I was hooked at the time..

    I don't like when the match is one sided or unbalanced. The killer is too good, plays boring strategies to gain the edge (tunneling, camping, slugging, ...), or the killer is too bad and can't get anything from the match. Both are equally bad, although the competitive mindset definitely ruins it the most despite having a killer who's too new and too much of a casual player to make the match fair makes me feel bad..

    When it comes to playing as a killer, I do enjoy some challenges. I do enjoy knowing that I still have a chance to make some impact by playing the game in a way to make it fun for everybody involved. I do despite of tunneling, camping, slugging, and so I do never use such tactics.. Which unfortunately ends up backfiring and having myself getting one hook after three or four whole minutes of all generators being repaired.. Only to have some survivors offering me „pity sacrifices“ or „pity points“ with the positive intention, that do only add insult to the injury. It feels as if I was being mocked and been made fun of, so don't do that.. Whoever does that.

    I also don't enjoy matches being over too fast in general, or when I'm so dominating as a killer that they can't get any progress on the generators, or have to sacrifice half of the team to get two or three generators done.. As that's when one plays hide'n'seek, having both of them trying to sell each other out, so one can take the hatch.


    It is a pity that most matches are decided way too often by the starting few hooks and generators, and so there are barely any comebacks.. Unless you're playing vabank with perks like Rancor or Grim Embrace, at which point the survivors can simply hide until the effects of the perk run out..

    I wish, the maps would get darker.. It's not a lot of fun seeing survivors across the entire map even though they're trying to be sneaky and wear the darkest outfits possible to slip past me. There's no fun in that, I miss the old Dead by Daylight with dark fog and actually a valid stealth gameplay.


    I sure dislike when I play the game well, but then killer just happens to win the chase because of a perk X or Y add-ons.. Times when it's a matter of half a second or even less that tells whether I get to vault the window or not, wacky hitboxes, and so on.

    I could easily burn all my Mother-Daughter Rings and other add-ons with Rin and achieve some easy victories, but where'd be fun in having them handed on a silver plate?.. Which applies to both sides, but mainly to the SWF premades running Brand New Parts or Commodious Toolboxes. Those are plain and simply boring players with competitive mindsets trying to win the match ASAP.. Probably youngsters with so much energy that they can compete for hours with other players, but us veterans do wanna have some fun after a long day, to have an escapism from the reality, you know?..

    Players with competitive mindset do ruin the game to players with casual mindset, and vice-versa.. But because the playerbase is too small, we're not getting Ranked X Unranked queues, as that'd also be abused by the competitive players trying to boost their egos by treating casual matches competitively and mocking survivors for being unable to escape them..

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462895#Comment_3462895

    If a survivor is already in an exit gate then they’ve pretty much already secured an out. If they’re baiting you just don’t go for it and your time won’t be wasted. You can head to the other exit gate.

    Exactly, and that's what do I do.. But the moment I run back, they do use that momentum to get to windows and repeatedly fast vault to mess up with my eardrums; Once I get to the second exit gate, the picture is still the same with X survivors waiting there for me to force them out.

    There's not much I can do here besides forcing them out even though it doesn't benefit me in any way.. I have learned throughout the years, however, that the best move is to force them out while walking backwards, so they don't get rewarded the chasing points and the chased emblem.

  • Two generators per a chase is what each match shall be on average, as most of the killer's perks do kick-in upon hooking and unhooking the survivors, or interacting with the generators.. As far as I know.

    Therefore, if you can get another hook by the time one generator gets done, it's safe to assume that the two remaining generators that are being worked on are close to each other, making it even easier to find survivors and hook them due to no longer having to move as absurd distances to get to them.. Moreover, using perks like Make Your Choice, Hex: Devour Hope, and such for another insta downs and applying some extra pressure.. Because if they don't heal, then they're a dead meat.

    You do also have to remember that the game is balanced around two sacrifices per a match. Two, not three, and certainly not four. If you expect to get them all, then you're expecting the game to be balanced in favour of the killers, as one sacrifice shall be only the case if the killer commits too many mistakes, fails to apply the pressure, or gets some really good survivors.. Not to mention, there's a huge difference between survivors with medkits, toolboxes, and killers with add-ons.

    If you see at least one toolbox, you can assume that one generator will get completed, at least, by ~20 seconds sooner, which is literally half of the chase, the same goes for medkits as most players do bring up more charges.


    If you wanna guarantee one survivor per a match, I do suggest running Rancor and a perk of your choice.. Probably something to get rid of the pallets or to help you finish chases faster, like Bamboozle or Save The Best For Last; Once they get the generators done, get to your obsession and secure that survivor, then get to other already injured survivors and end up with two per a match.

    Rancor and No Way Out sounds good, but do remember that No Way Out only works if you can hook all survivors.. Without hooks, the perk doesn't work, and so I'd suggest using something like Deadlock to give you even more time to apply some pressure. On paper, Merciless Storm, Deadlock, Rancor, and a perk of your choice sounds like a really deadly combo.

  • The situations I am assuming you've meant to describe are quite annoying in the beginning, but once you get used to it, you'll feel numb to them and no longer bothered by them attempting to waste your time.

    Then in other cases, as have others mentioned, refusing to leave just to buy time or be there in case a team mate awaits or requires a rescue is a nearly guaranteed way to have everybody escape, unless the survivors mess up or the killer messes up their timings on their actions..

    .. But if that's not being the case and they're just mindlessly staying there just to leave the moment the killer swings at them? Yeah, such players shall be punished for wasting everybody else's time. One might argue that „you can simply make them leave“, which although is a valid explanation, it doesn't fix the issue as there are two gates and if those gates are quite apart and you're playing a classic M1 killer, we're talking about approximately ~70 seconds of a wasted time every single match this happens. If we were to count the numbers, then it's no longer a small amount in ten matches, is it? That's literally an entire match being AFK just because the survivors have felt like it and wanted to taunt the killer. Surely, that's fun, isn't it?..

  • A very effective, but very anti-consumer strategy, usually ending with higher loss than gain.

    With how many players have decided to leave the game in the latest major Patch where killers got base kit buffs, they've gathered them back with the Resident Evil Chapter. Alright? That's cool, keep it up!

    But, with this move.. You're scaring them and pushing them away from your game once again. Whoever comes up with such ideas is clearly trying to use risky tactics with no safety-guarantee consequences.. That may be how you do business when even the lower losses don't affect you, so I guess.. There're still more than ~80% outta the highest playerbase peak consistency.. Which, consider me surprised, is simply mindblowing.


    Luckily for me, those are the characters I do literally never touch, and I don't like the outfits aswell.. So, no loss on my side.

  • Awesome design, finally a handsome killer.. But, poorly executed design of his power!

    If he catches you in the open, you're getting downed.. Kinda like Bubba's chainsaw, but much less effective and punishing with little to no punishment for missed daggers and absolutely no counterplay on the survivor side, unless there are objects to hide behind.. That's right, I do see them as daggers, not knives.

    Anyway, he's, both, boring to face and play with.. And weak at the same time.


    The only credit I can give to him is the laughing of a truly insane person.. And his design visual-wise. That's all he has going for him at nearly the top level, even higher than Mr. Jeffrey's laugh after successful hits, whenever he gets stunned.. That's where Amanda dominates, but whatever..

  • Franklin's Demise is very weak.. The cost of a perk slot is a huge price to pay, considering that the perk has competition like Barbecue & Chilli, Save The Best For Last, Scourge Hook: Pain Resonance, Dead Man's Switch, Overcharge, Call of Brine, etcetera.

    Please, don't tell me that you'd rather face a gen. regression build than a rare Franklin's Demise.


    I do run the perk myself, and although it's weak, it does provide me with the effect I really like, especially while playing with Anna. If they're in open sight, I do let them decide; M1 or hatchet? In most cases, they pick M1 and drop their precious item aswell.. That'll teach them to step into my hatchets! 😎

    Regardless, as has TWiXT mentioned, the perk used to be numerous times more effective and punishing.. This.. This is nothing.

  • Lithe dependable tile, just like some tiles are Balanced Landing dependable.. Sure, it sucks when you don't run Lithe, but what can you do.. The killer has to be the power role and shall earn his or her down even if you're performing exceptionally well, but at a huge cost.

  • I do see different characters as skins; I don't expect players to run their character's teachable perks.

    Although I do play with Yun-Jin or Feng 24/7, none of them does have the character's teachable perk or two.


    I do choose survivors I do play with based on their visual design and assumed personality based on their lore and face expressions. That was also the main reason, why I have been playing with Rin almost all the time back in the day, but I do tend to switch from Rin to Anna from time to time; Hatchets hits are pleasant, and so are hits right after tracking my prey while phasing..


    Even if survivors were to get passive built-in abilities in the future, I would still play them based on the preferences I have mentioned above. I don't care, if Yun-Jin would be getting some sort of a stealth passive ability or something, I'd still equip her bright Seoul Socialite outfit..

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221015#Comment_3221015

    I've run Kindred before. Solo Q is full of bad players or selfish players. I've been left to rot on hook to death hook many a time. It's not that people don't know. It's that people don't care. Solo Q is full of mini-killers in the form of survivors, who will let you die, backstab you, sandbag you, snitch on you, body block you, refuse to take chase for you. After 1,500 hours of purely Survivor main.... you learn this. No matter how good you are, you cannot save a team from themselves. The other day I played a game or two in the evening, and I took first chase and ran the killer for a LONG time.. no gens got done. The killer gave up on chasing me and refused to chase me any more for rest of game until he got everyone out. Killer broke chase off of me, and within 20 seconds of breaking chase, my teammate lost 2 health states, in 2 separate melee swings somehow, and got hooked. 0 gens done, gets hooked from full health --> hook after I ran the kller for like 2 minutes. I sat there mystified how that is possible.

    Solo Q is a hilarious experience.

    This build seeks to maximize the fun for me as a Solo player, so you don't quit DBD

    That's understandable, but as you've mentioned or haven't mentioned - The point is clear; Your build is a selfish centered one, focused on yourself while providing other survivors with little to no benefits.

    I'm a different kind of a person even in real life.. And I got used to it, so I just try to help whenever I can, even if it means to prioritize others receiving benefits or advantages while I get put into a disadvantage or worse situation thanks to my actions helping other people. It's quite silly, isn't it?.. But I just can't have fun if I know that I'm not, at least a bit, providing help to other people around me, regardless of the consequence(s).

  • Umm.. Where's Kindred? Literally, the most necessary perk for every single Solo Queue survivor?..

    Lightweight is clearly underated, I'll give you that.. But you'll kinda need Iron Will for that to be effective, as you can't always rely on getting healed by your team mates. And, because of that, I'd suggest Boon: Circle of Healing, so you can heal yourself and have survivors heal themselves when necessary instead of relying on you or other survivors, which becomes problematic the moment you're down to three survivors in the trial instead of the starting four.

    That shall leave one perk for you.. If Calm Spirit wouldn't have been reducing the blessing and cleansing speed, I'd have suggested that one, but I can't do that with its current state. Yeah, drop Iron Will and get something else, I guess.

  • @Draxlore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220844#Comment_3220844

    If i only have to hit the unhooked survivor right off the hook once, then your team didn't bring the right perks. That's the survivors decision. You seem to be attempting to blame the killer for bad decisions on the survivors part.

    It takes skill to know when tunneling is better than not tunneling. Just like when camping is better than not camping. They all have their uses. If a killer uses them wrong, survivors can make a decision that punishes the killers misstep.

    When i was a kid, I would carry that frustration over. Now i play so I can have fun...win or lose I say "GG" and move on to the next game as if its my first of the day. If a player cant handle their frustration, there are options....therapy, choosing other sources of fun that don't cause them mental suffering. ect..

    You keep saying its the killers "fault" but that is inaccurate. That is the killers decision. Fault is being responsible for an accident or misfortune, an error, mistake ect.. If the killer wins and tunneling worked, it wasn't a fault. Killers don't need to care about survivors feelings or gameplay. We need to kill all 4 survivors at the end of the game. You don't have a choice in the matter as a survivor. You have options for yourself but if you choose wrong, you'll be back here on the forum complaining more.

    I disagree with tunneling at 5 gens being wrong. If I chase a survivor at 5 gens and a flashlight starts hitting me, I'm going to remove that player from the game as quickly as possible. That flashlight is going to go away. if that means camping and tunneling at 5 gens....not a problem. There are reasons at 5 gens to do so.

    As a killer, I do not want to let up once I've created an advantage. I want to continue exactly what is working against that team. Each survivor team is different so what works against them are going to be different. I may camp and tunnel immediately if its an organized SWF. If its a casual team, Ill play more casual. The point needs to be driven home that survivors can massively influence the game with their own playing, but they have no say in the killers decisions.

    If it's SWF and the killer is camping the hook, it's only logical to want your friends to have fun, no? So, it's very predictable and effective strategy to camp and tunnel, but at the same time is going to ruin the match for the rest of the players. That's being selfish, a party breaker, and possibly even competitive although the game isn't competitive and will never be treated as one. Although we may make the decision to unhook, you do make the decision whether our friend can have a bit fun or if he or she gets it cut short; That's all onto you.

    No, not really. Tunneling the survivor with the most hooks is always going to be worth it, but I'll give you a credit here, as that's going to depend on the area where tunneling will have to occur; It's not worth going to the part of the map with no generators to ensure one survivors' survival or sacrifice, if it gets to cost you all the remaining generators.

    I don't believe, this is a matter of your physical health or age, but more of matter of your mental age; Meaning, even somebody who's at their fourties could possibly carry over the frustration like a children, and vice-versa. Therapy, all of the options do cost money.. Which isn't to mean to sound like arguing, but that most people will gladly keep their frustration if it means saving up energy that they could use while they're frustrated. Naturally, not everybody behaves immaturely.

    Oh, I must've been so wrong! No, it's all onto the killer; Killer's decision, killer's fault. The survivors doesn't get to choose what's going to happen under this case scenario, it's all in the hands of the killer. If you're going to disagree, then I'll drop it. I've thought that being considerate of others' feelings and emotions even in PvP games was normal and to be expected, but I guess.. I was wrong and too naïve.

    If flashlight is such an issue for you, why don't you use Franklin's Demise? Alright.. If eating a perk slot matters so much, then.. Good job on attempting to ruin the match for that player, although I'm not going to fully blame you; Half of it goes for the survivor for even bringing the flashlight to the match. There is never a reason to tunnel at five generators, unless at least three generators are being repaired in the meantime and about to pop.. Which does literally never happen, and you're only making excuses here. Fine, have it your way; Like I've mentioned, I'll drop it here.

    I see, that's a competitive behavior. Nothing wrong with that, until you do decide to deliberately play in a way to ensure ruining the experiences of the other players. If you're in a huge advantage and you do tunnel at five generators... Shame on you, really.



    No need to respond to this. I'm dropping it, so even if you were to respond, you wouldn't get any response from me.

  • @Draxlore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220809#Comment_3220809

    Some i agree with and some I don't.

    I don't think tunneling ruins the match for anyone. It makes people mad that they weren't good enough to escape the killer and they were the first one out due to bad luck and lack of skill.

    As soon as the match is over, you're free to start a new one and play more. Just don't carry your frustration from the first match to the next one.

    The person tunneled does get to play the game. You could say they get to play the game the most during their time being chased. If they have a lower skill level, the chases are quick and that's not the killers fault.

    The reasons for tunneling you mentioned are accurate, but the number of killers doing it to make people angry is few and far between. Just because you feel the killer is doing it for this reason doesn't make it true. Its impossible to differentiate between them without an outright admission. Either way its a valid strategy that the killer has in order to make the best and most efficient play under the circumstances.

    PvP play in general is selfish. Two players on opposite sides should always play with winning in mind. if you are not being selfish, you're throwing the match as a killer. Survivors need to be selfish with the killer(and they always are) but selfless with their teammates at times. Efficiency and intentional moves are key to winning any PvP game. Why would the killer be intentionally SELFLESS to the opposing team when it is the least efficient move and causes the killer to lose?

    I would say that you are being unsportsmanlike when the killer and survivors farm BP in a game. The match is essentially not being played in a competitive nature. No sport. I would say its unsportsmanlike to talk trash in chat or teabag at the exit gates/pallets. Being a sore winner is not better than being a sore loser. This includes killers rubbing in a win during end game chat as well.

    You're making reasons as to why you tunnel....but it doesn't matter. Any reason is valid as it is the killers decision to do so and the survivors don't get to make the killers plan. Thats part of the fun for me as a survivor is no knowing who the killer is at first, then not knowing how they play the game and being unable to predict the killers moves.

    I don't think, you can really apply the statement or argument about skill, if the survivor has no time to run and make it to a safe spot before the killer hits the same survivor again, refusing to hit the rescuer instead. This isn't about luck or skill anymore, but about your gameplay. You can't possibly claim that it takes skill to hit a survivor once if there's no obstacle in your way. I'd have accepted it, if you'd have presented in a better way - It takes skill to predict the survivor's movement and end chases quicker when you can't see or hear the survivor.. But this? This isn't about skill whatsoever.

    The way I see it, most players do carry the frustration over, which is .. I don't know, I don't understand it myself. If I get frustrated, I do play the match to its end and then take a break until I feel better or play something else.

    The tunneled person gets to play only like.. ~33% of the game, probably even less, as ~50% of the game is playing as a killer, then there're interaction between repairing generators and timing your skill checks, as well as cleansing and blessing the totems.. Healing and unhooking the survivors.. So, getting chased is only like ~15% of the game. That's like being forced to stay iddle or something.. And, no, I wouldn't say that they get to play the game the most, especially if the killer literally camps the hook, refuses to create longer distance than ~10 meters from the hook, and then runs after the unhooked survivor right-away and refusing to hit the healthy survivor, who's attempting to body block the killer and saving the unhooked survivor. This is absolutely the killer's fault for choosing the way the killer plays; You've mentioned that the killer gets to choose how they play, and if that's the case, then how come their gameplay isn't „their fault“, as in based on their decisions? That's one huge contradiciton, unless you've meant to present yourself in a different way and haven't.

    There're are no other reasons beside turning the match into your favor or to ruin the match to the tunneled player. What I don't understand is that you haven't mentioned any other reason, yet, you've disagreed with me and claimed that there are other reasons? If so, please, do mention them in your next response.

    Mmm, yes, pretty much. That's just the way PvP works. I'm not gonna argue here.

    That was quite of an exaggeration of mine, I can admit that.. But it is somewhat unsportsmanlike, dependable on the situation and reason for tunneling. If you do tunnel because ruining the matches does satisfy you, then it's clearly unsportsmanlike, just like it is unsportsmanlike to tunnel because the survivor is playing with character X instead of character Y; Such gameplay is marked as a bannable offense, I might add, but it's almost impossible to tell the reasonings as to why the killer targets the specific survivor; Sure, the reasons do eliminate each other in different case scenarios, but you'll always have to pick one or multiple possibilities, and in case of multiple possibilities, you'd never know which ones' taking the priority. For example, tunneling at five generators while having the majority of generators affected by white aura due to Surveillance's effect is unreasonable and done only to ruin the match to the player or to get the challenge done. You do tunnel, because the requirement is to win or perform better in the match, and your odds of performing better are greatly increasing with lower amount of survivors in the realm, afterall. But, it's absolutely reasonable to tunnel when three generators are done, and you've only hooked all survivors once.. That's absolutely understandable, and even if you tunnel that one survivor, it will very likely result in three or two escapes at max.

    No, not every reason is valid, because different reasons do apply under different circumstances. Like I've mentioned in this response, tunneling while the survivors are struggling to get even one generator done is absolutely unreasonable. You're putting them under so much pressure that they can't even recover, yet, you're going to put them even under more pressure? That's just unreasonable and overdoing it when it's not even close to necessary.. That's just being the party breaker.

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