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Prometheus1092

Prometheus1092

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Prometheus1092
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  • @AlexXHunter44 said:

    I play about 50/50 each side.

    What I will say, if you decide to camp and tunnel you're only hurting your own progress as a killer.

    I don't care if people use the tactics because they are easily countered with basic strategy and are fair game to use, but I usually feel bad the killer will never really improve their game sense and probably get pushed around by better squads as their MMR rises.

    Both strats do become more useful against better survivors but only if you actually understand maps, gen pressure and chases.

    Hurting your own progress? How exactly? I'm guessing I'm in a reasonably high MMR due to crazy sweaty swf teams im regularly going against and the fact I regularly get 3/4k every night for the past couple years. You said it yourself they do become useful against better survivors. I'm not seeing how camping and tunneling hurts progress of a killer, if anything it helps.

  • @Tsanders said:

    https://forums.bhvr.com/dead-by-daylight/discussion/434802/slugging

    So what I'm hearing is that it is somehow the fault of the other survivors in the lobby that you are actively making the decision to bleed someone out instead of just hooking them and racing the last survivor to the hatch?

    You do realize that a win for killers is 3 sacrifices right? Even if you hook and the last survivor escapes you still won the match.

    You could move on from that match and be tormenting 4 new people in the time it takes you to sit there and let someone bleed out.

    Survivors are not entitled to a hatch escape the same way killers are not entitled to 4k.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855370#Comment_3855370

    Nobody is "literally" forcing you to bleed people out. This is a choice you are actively making.

    If I see a killer wasting my time with this garbage you can bet I'm going to turn around and do the same.

    I agree that it is a player choice to slug sometimes, especially for the 4k. But it's also players choice to hide it out indefinitely in 2 v 1 situations instead of doing gens, t bag at gates when they could escape and go next faster. Both choices many many survivors opt for delaying the match as long as possible for no reason other than to waste killers time. I'm not saying 2 wrongs make a right but it's kinda hard to feel sympathy for slugging survivors for 4min especially when it's for a genuine reason like unable to hook or for 4k... And not purely to waste time for the sake of it.

    It seems to me that as a generalisation, survivors are fine wasting time if it's on their terms. But they have an issue when the killer does it on the killers terms. Not all survivors, but in my experience a huge proportion thats how it seems to me.

  • @Berienn said:

    Srsly people you need to learn how to play as survivor or find friends and play together. It's only your problem that last survivor doesn't help you and leave you bleeding out. It's not killer's fault that YOUR teammate doesn't care about you and won't help you. It's killer's job to kill ALL survivors and if last one is trying to get hatch then he NEED to leave you on the ground. if you want blame someone then blame devs for creating hatch mechanic like this. Don't blame killer for doing his job.

    Pretty much what I been saying, it's the hatch mechanic that's the blame. No different to when people were complaining about the base kit mori encouraging slugging for the 4k, the hatch does the same. Encourages slugging. But so many survivors seem to like the hatch as a means to escape they wouldn't dare put the blame on hatch lol

  • I get they are saying it because I tunneled but like I said, I don't see any reason for me to get good. Usually get good is said to people that complain about something like if they can't kill survivors or if survivors can't loop, then the response is simply get good... But to say get good to a winner that has no complaints just doesn't make sense to me. If anything it should be me saying get good. I understand why they say it but don't understand the logic.

  • @jmwjmw27 said:

    Whoever said this in the chat was probably trying to rile you up (and it clearly worked because you are posting about it).

    Don't feed the troll, ignore and move on, you won so there's nothing to consider about their message.

    I get it all the time but rather than rile me up it just confuses me lol is there a logic I'm not seeing or is simply flawed trash talk?

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854309#Comment_3854309

    Killers don't complain to survivors for them to slow down on gens. Except for me, I feel like survivors go too fast on gens, and a lot of people probably agree with me.

    The jokes, people. They write themselves.

    I think you misunderstanding complaining and pointing out a reason why me and many other killers do what we do. Like I said I think gens fly too fast so instead of crying about it I accept it and adapt by tunneling. I think survivors should do the same, they can think tunneling is op or unfair or unfun but instead of complaining about it maybe adapt and learn to counter it.

    Reason I think this way is because since I tunnel I don't care how fast gens pop, I still get 3/4k in most of my matches.... Rarely get 2k and extremely rare I get less than 2k. See the difference between complaining about something doing nothing about it and stating an opinion, accepting it and adapting?

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854294#Comment_3854294

    No, there is nothing about the game that requires you to keep hooking only the same survivor until they are dead. It is a choice to do that. I personally love getting killers who do that to me specifically, because I've gotten some pretty sick chases that lasted multiple minutes and resulted in easy 4-outs, but that's beside the point.

    By contrast, when survivors do not take advantage of loops, they simply die. There is no other option there.

    Also killers absolutely love telling survivors that they did gens too fast. It's, like, the thing killers complain about. I went up against a streamer who rage quit and accused me of gen rushing because we got a grand total of 2 gens done in just under 3 minutes at the start of the match. The audacity to pretend "gen rush" isn't within the top handful of most common killer complaints is astounding

    Survivors do have options, they can lose line of sight, they can hop from pallet to pallet which some do especially with windows of opportunity, they can hide when heart beat kicks in... They choose to ignore these strats and rely on loops and when they go against an anti loop killer like pyramid head or huntress they still try to loop and go down fast. Therefore looping a method of avoiding being caught like many others. Killers that tunner is just using another tactic to kill the survivor. All part of the core mechanics of the game, chase and be chased.

    As for gen speeds, I have said many times here that I never used to tunnel... Until gens started popping faster and regression perks got nerfed. I don't think I'm the only one that gen speeds have pushed into tunneling people out asap.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854275#Comment_3854275

    Tunneling and using noed are not core mechanics in the same way looping is, and the people who try to take chase by clicking a flashlight and teabagging are not the same people complaining in earnest about tunneling.

    My point is that you don't like DBD, you like winning, and the gameplay style you choose maximizes the ratio of doing what you like (winning) with what you don't like (actually playing the game), and I'm not listening to the opinions on what's "good game design" of anyone who dislikes the core mechanics of the game they're playing

    I enjoy winning at dbd yea lol that makes playing the game fun. I still have to chase people, still have to counter loops, still have to decide what perks to bring and noed is risky because it has a chance of being cleansed very quickly. So tunneling is a core mechanic but not in the same way? Seriously? I am playing the game according to the core design of chase survivor, kill survivor. Survivors love to keep a killer occupied for as long as possible so others can do gens, but when they suck at it and the killer keeps downing them then it's a different matter. It's ridiculous lol. The people complaining about tunneling are the ones saying "ok you got me, now leave me alone so I can finish a gen while you chase someone else" as always it's pick and choose whatever suits the survivor at that given moment in time. Do killers say "ok you did 1 gen now don't do any more until I get a hook" it's crazy 😂 how some people change the rulebook whenever they please smh.

    Simply put if survivors don't want to be chased then don't play survivor? Can't pick and choose when you do and don't want to be chased, it's all part of the game like it or not.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854259#Comment_3854259

    Dudes will really go on the forum for [game] and then complain about [core mechanic]

    Lmao exactly my point, chasing is a core mechanic and survivors are like "come chase me, waving a flashlight around and crouching" then cry when the killer chases them and downs them... Then they are like "stop tunneling" my point is not everyone likes the core mechanic of the opponent but I don't complain about it, I get on with it and counter it my way which is tunnel asap. It's up to the survivors to counter the tunneling not cry about it.

  • It's fun for killer... Survivors don't like it but that's part of the game. I don't like going in circles around a pallet every chase but it's part of the game and apparently survivors find it fun.

  • It works and it's fun therefore it's good game design. What people don't understand is that for a killer it makes little difference who they chase. It could be same person all match it could be all 4 alternating each time. The chase is essentially the same for the killer. If you want poor game design look at the survivor side... Sit on a gen pressing a button now and then when a skill check happens. Or go in circles like a scooby doo sketch looping... That's poor and cheap game design.

  • @DeBecker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853718#Comment_3853718

    Gens arent too fast. Maybe you should start learn how to play killer skillfully and not just rely on cheap game design.

    Lmao cheap game design because survivors don't like it? Maybe survivors need to find a way to counter the cheap game design? Because this cheap game design as you call it is clearly effective.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853726#Comment_3853726

    If survivors looped better they wouldnt be caught to be tunneled or slugged.

    For that, they need:

    1- A killer that does not get a hit on every tile

    2- A good amount of resources

    The current DBD doesn't provide that. With the way things are, and depending on the killer, you cannot expect chases to last for a very long amount of time.

    It's not that difficult to buy enough time for teammates to do gens. Survivors have lots of vault locations, pallets and loops especially on large outdoor maps like autohaven. Many killers have anti loop mechanics like executioner, but his attack can easily be avoided by simply moving to the side if the survivor pays attention to where he's aiming. Chases are not supposed to last a very long time because gens fly so fast if chases lasted that long then all gens would be done by the time killer gets 2 downs. So the aim is last long enough for gens to be completed.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853706#Comment_3853706

    Oh yeah, because killers don't ever finish games on 3-5 already.

    Not against swf they don't lol

  • @upsideinsanity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853444#Comment_3853444

    "Killers control the pace of the game"

    That is why. This game is, be definition, killer sided. Killers control the game and are expected to get a 60% kill rate.

    How are survivors supposed to run anti tunnel perks plus perks to counter whatever the current meta is or may be? We have to prepare for tunneling and slugging while also dealing with pop/pain res/grim, or now a full hex build. You going to drop a suggestion that survivors get 8 perk slots? No, I didn't think so.

    Killers get the play style of tunneling and slugging as well as their perks. Survivors do not get that option, we get perks. The end.

    Survivors get loops and pallets not just perks. If survivors looped better they wouldnt be caught to be tunneled or slugged. They also have a team... It just so happens teams are awful in soloq. But if the team worked together like swf players do and set perks that compliment eachother (4x4 perks is 16 different perks a killer needs to deal with) then survivors can put up a good fight against a killer.

  • @Iron_Cutlass said:

    This is a bit of a mild rant about how the DBD community discusses topics such as Generator Speeds…

    5 Generators. Survivors have to complete 5 Generators, which take around 90 seconds per Generator to complete. Yes there are ways to shortcut the Survivor's objective, such as bringing a toolbox or perks to make the Generators go faster, but it often leaves them more vulnerable to the various Killer strategies available (tunneling, proxy-camping, slugging, etc.).

    I see a post every now and then about how Generator speeds are too fast or how slowdown is ineffective. "All the Generators get done quick, something must be done about it," but within these discussion, I think people kind of ignore how DBD, as a game, is structured. When all 5 Generators are completed, the game isnt instantly over, the Survivors dont instantly escape, the end-game exists to give the Killer a bit more time to wrap things up or pull the game back into their favor.

    Technically speaking, (while I dont have %s to give) a vast majority of my games I win as Killer, often only running 1 or 2 slowdown perks and relying on macro gameplay to slowdown the game and strategically deal with Survivors by applying pressure in the right areas. I dont win every game of course, but I do win a majority. A lot of these games that I win, a decent chunk has all 5 Generators being completed, but Im able to pull things back in the end-game or the game-state is in a way where it doesnt matter if all Generators get done since Id still leave with a 3K or higher.

    Endgame IS important. A lot of people like to write it off about how the Exit Gates dont take that much time to open and how you are always going to lose in Endgame but it is far from the reality. Perks can extend the Endgame and help with much needed pressure, and you dont have to worry about protecting Generators since your objective at that point is to play for kills. And even without perks, playing smart can give you an extra hook(s) which can make the difference between a 2K and a 3K.

    Overall. Im tired of people ignoring the impact the endgame has on DBD, especially when it can make a massive difference.

    Indeed gen speeds are too fast, but instead of complaining about it I accept it and adapt by tunneling asap. My style of play is strong early game, find survivor asap and tunnel them out. Mid game is a bit poor yes unless survivors mess up badly but then end game is strong with noed. I figure more often than not, gens are being completed no matter what so might as well prepare for the end game. 🤷‍♂️ Works pretty well for me

  • I never used to tunnel until gens popped crazy fast. Since gens pop so quick I have taken to tunneling. So your answer is further increase gen speed when a killer kills someone?

    The only way to discourage tunneling is slow gen repair down so killers have time to spread hooks. Some will tunnel regardless but reducing the need of it by allowing killers time would definitely reduce it... I for 1 wouldn't tunnel if I felt I didn't have to

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852948#Comment_3852948

    I'm sorry, if this comes of harsh or rude.

    I dont care anymore.

    Lol not harsh or rude, just simply...fair enough in response to that 😊

  • @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853149#Comment_3853149

    No one forgets that. It’s just a case of not believing it is as prevalent as killers make it out to be. I can’t remember the last match I played, even among all the calls for distortion to be nerfed, where I was consistently seeing it being run by 4 players. Whereas Lightborne consistently denies an effect to all 4 players for the entire match.

    Sure, going against a flash squad is annoying and I’m fully supportive of that having a counter - but killers have a way of dodging that before the match even starts because they can see what items survivors are bringing in. Furthermore, it takes a quite well co-ordinated team to get that sort of play and I’d argue if you’re genuinely seeing them a lot you’re probably at high MMR and doing well for yourself anyway. You’re not a baby killer at the bottom rung being denied any sort of play.

    Ultimately, I’m not asking for Lightborne to be gutted - just changed. Perhaps with a limit to 1 stun per march or a cool down or maybe even you can use it to save but not to blind etc. I never take a flashlight cause I suck at the timing to blind on console and they’ve got rid of things like burning the wraith/nurse /hag traps so it’ll barely affect me. But as someone above said if the devs are agreeing with killers that things shouldn’t be able to negate a whole category that needs to be consistent on both sides.

    I'd like to point out many survivors change items last min to flashlight so killer doesn't have time to change to lightborn and flashbang isn't shown. So seeing what items they bring in means nothing.

  • @DancewithmeKate said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853088#Comment_3853088

    It's free value tho, killer is doing nothing to get value. Just lose generators and get your free down. Hatch is also free but it has rng part.

    Ok I'm not sure your getting it and we are going in circles here. Totems are randomly generated and noed randomly selects a totem when it activates. It could light up next to a survivor, it could light up next to a killer just like hatch. therefore it does have rng, it's luck where the totem is like it's luck where the hatch spawns. Much like noed, survivor gets free value from hatch, just lose their team mates and get free escape.

  • @DancewithmeKate said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853037#Comment_3853037

    So your totem cleansed one match and now this is norm for everyone. Got it. But nah, thanks. Exceptions will happen here and there but 99% of matches, NOED will give free value to killer.

    Except it's not free value because 1.it takes up a perk slot so all match the killer is working with 3 perks. And 2. It the reason it activated at all was due to survivors not cleansing totems. Not much different to saying slugging is a free kill if survivors don't go for the heal... If a noed totem spawned as basekit I would see your point but that's the only real difference between noed and the hatch. The hatch offers a free escape without taking up a perk slot. But both can be dealt with... Survivor needs to find hatch before killer closes it and survivor needs to find the totem before killer downs them (which is easily done as the aura of the totem is shown to survivors. I think if people having that much trouble with noed it's a skill issue by not being stealthy when it's active or not cleansing totems when they have the chance during the match

  • @DancewithmeKate said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852976#Comment_3852976

    The value of NOED is guaranteed, unless you are bad killer. You will get your free down / kill no matter what. If killer is really so bad, then yeah it's exception. Hatch is however, it's fully rng, whoever finds it first gets value.

    This isn't true as like I said I played match recently where my noed totem was cleansed very quickly, probably started cleansing it as soon as it was active therefore it is rng so no it's not guaranteed to have any effect. But survivors do have the choice to cleanse totems throughout the match to prevent it from being activated at all. If survivors rush the gens and then run for the exit gate then yes chances are noed will give value but if survivors play smart, there are ways to counter noed making it a wasted perk slot. Whereas hatch provides a similar free escape no matter what and it doesn't even take up a perk slot

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852902#Comment_3852902

    Well you can only be blinded by flashbang if timed right AFTER the end of the opening animation or after grabbing someone out of the locker while jumping out, in any other case you have immunity against blind while interacting with lockers. That being said I've just seen the flashlight one a few times even if I played against flashlight/flashbang bullysquads, the one with grabbing directly is more common.

    Both of the issues could be fixed with a lingering effect of 2-3 seconds after the end of the grabanimation.

    So basically if it's timed well then there isn't much a killer can do in that situation. The killer relies on the survivors poor timing, that's why lightborn gets used so much. I agree the pick up is definitely more common and in indoor maps it's not too bad because killer can position themselves to face a wall for the pick up. But it's open maps that cause the issues. It's all well and good to check around for any survivors skulking nearby before going for the pick up but especially if they have sprint burst they can speed up and flashlight save from out of nowhere and there is nothing the killer can do because they are in an open area.

  • @DancewithmeKate said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852773#Comment_3852773

    NOED is not rng. It's guaranteed. No matter what it will be activated whenever all gens done. If not, you already won. You are comparing 2 different things.

    Rng means random… location of the totems are random and even the 1 it picks as the noed is random lol. You say no matter what it will activate when all gens are done but hatch which is also rng...will spawn when it's last survivor no matter what. How do you not see the similarities between them?

    Just like the point out I just had a match right now when my noed was cleansed almost as soon as it was activated. No different to when the hatch spawn right next to the survivors feet.

  • As a Myers main (pre update) I had that achievement long ago but still people assume if it's tombstone then it's for achievement. A few times I had people in a locker trying to deny me an achievement I already got... Out of principle I waited until server timer was up lol. A few times that's happened, last guy was gloating saying "no achievement for you" 🤣 I just told him "p100 Myers, had it years ago"

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852779#Comment_3852779

    You do you.

    But just to let you know, it's a cycle. Your actions keep it going.

    Well I would say it keeps it going regardless of my actions, that's the point lol. My actions prevent it happening to me as much at the very least.

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852680#Comment_3852680

    Hatch is not guaranteed. It’s all RNG luck that you have to 1v1 the killer for assuming the killer doesn’t slug for the 4K which the vast majority of them do. Comparing hatch to NOED just makes you look ridiculous

    I didn't say it's guaranteed escape lol I'm comparing hatch to noed because noed isn't guaranteed kill. Both no guarantees, both pop at end game and the comment I was referring to mentioned about the scenario where survivor have a perk to auto complete gens... Hatch does exactly that. Counter to hatch is prevent it spawning via slugging. Counter after it's spawned is close it. Now look at noed, counter to it is prevent it from activating via cleansing totems, counter to noed after it activates is cleanse the totem it's associated with. The 2 are very much comparable the difference is killers choose to counter it before it spawns. Survivors don't counter noed before it spawns, they fly through gens and then get caught out. Hatch has rng where it spawns as all totems have rng where they spawn. I see no valid argument to suggest otherwise.

  • @AlexXHunter44 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852883#Comment_3852883

    I've never used light borne and never had an issue vs bully squads.

    The problem isn't the survivors, it's that you trained yourself to play the game with a crutch so now you don't know what to do without it. Flashlights are the weakest of the main 3 add ons and flashbangs are relatively easy to avoid, you just need to know how to.

    I would honestly love to know how to avoid being blinded when picking someone out of a locker or out in the open, or when smashing pallets.... All of which have a lengthy animation. I understand positioning is key but you can't position with a locker, it's unavoidable. Maybe it's an mmr thing, I don't know but early days it wasn't an issue...these days it's crazy. Lightborn is a perk like any other is so if that's a crutch then every perk in the game is a crutch

  • @[Deleted User] said:

    I think it's more of an issue with impact than frequency. The tactic is too powerful when the survivor doesn't have specific perks to counter it. I had a game yesterday where the killer managed to eat 3 DS's. We absolutely would have been 4k'd if we didn't magically have DS.

    My argument has always been that player-choice things like tunneling have to be balanced in a vacuum. It's not guaranteed to happen in a trial, or even most trials, so it can't be powerful enough to completely swing a game if someone doesn't counterpick for it. The solution to a mechanic can't be to time travel back to the lobby to select the correct perk.

    There's a weak link aspect to it as well. I get that. But I think a lot of killers want to have their cake and eat it too here. Why should the other 3 survivors be disproportionately punished for the performance of 1 in a game mode that doesn't really promote meaningful teamwork or communication? Do we want survivors to coordinate or not? Why should the entire solo queue team lose a game because one player they've never interacted with didn't bring DS or OTR? I would wager a lot of killers in this thread want the entire team to lose based on the actions of 1, and they also think SWF is a problem. I have a hard time twisting my brain into that kind of pretzel.

    Swf is definitely a problem, a well coordinated team that knows what perks each are bringing, knows how to compliment eachothers build and communicate makes it very difficult for any killer to go against. Unfortunately the game seems balanced around swf so soloq get the brunt of it with going against killers capable of tactics usually used on a seal squad of 4 swf. Can't buff survivors as those survivors when then steamroll killers in swf. Cant nerf killers because again swf would steamroll killers. The only thing I can think that might work is having 2 separate modes. Solo and swf. Swf mode killers get buffed to deal with it. Soloq killers get nerfed. Or something to that effect. But until that happens I'm afraid killers should prepare for swf and play accordingly.

  • Just last night I swapped lightborn out for another perk because I always have it equipped and I saw no one had flashligh in lobby... That match I literally couldn't pick anyone up due to flash bangs and even flashlights that people found in a chest. Couldn't even drag someone out of a locker because someone would use flash bang causing me to drop them instantly.

    That was 1 match, the first time in a long time I didn't use lightborn and it's the last time I go into a match without it lol. If people think slugging is high now, nerf lightborn and see what happens.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852122#Comment_3852122

    I see what you mean about survivors who don't contribute to their team getting a decent chance of escaping at the end. In almost all games I've played as survivor or watched, this almost never occurs, but it definitely feels undeserved when it happens. I've had scenarios as killer where I've watched a survivor actively sell out of give up their teammates. In those scenarios, I've slugged the third, hunted the scoundrel and gone back to pick up my slug to give them hatch or gate.

    It would be reasonable to make the hatch mechanic a little skill-based to make it somewhat earned in the eyes of people like yourself who dislike the RNG nature of it. Some people have proposed to make a last chase where the survivor has to last a certain amount of time, but I think that would be unfairly biased between high and low skill lobbies (low skill lobbies will see the survivor never escaping, but high skill lobbies will see the race outcome depend on skill and which killer is involved - a la Nurse). I think the challenge there is to make such a race fair. Personally, I like the current hatch mechanic, but a well-balanced somewhat skill-based hatch rework that gives the last survivor a reasonable chance to escape across all MMRs would maybe be better.

    I know it's not a popular opinion but I think hatch mechanic should be replaced by a simple button that both killer and survivor can press somewhere on the map to activate egc. It would remove the free escape option, remove the need to hide in 2 v 1 situations as they wouldn't be waiting on the hatch and it would still fulfill the purpose that the hatch was supposed to do which is prevent a never ending match by activating egc.

    No matter what happens survivors always have and always will have the option to hide for eternity but when they do this it's mostly because they want the hatch escape. Remove it as an option and it reduces the need to hide. Even reduces the need for killers to slug the 3rd knowing there isn't a hatch the 4th could sneak out of.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852779#Comment_3852779

    You can agree to disagree without having the last word, especially when your data points come from personal anecdotes. All you really can do is say "I disagree because of my experiences, but they are just mine so they aren't a full reflection of the situation."

    Also, not stooping to someone's level isn't "standing on a pedestal," it's about treating others how you wish to be treated; or having the wisdom to know that taking your frustration out on four random people in a video game means absolutely nothing in the grand scheme of anyone's life, so why choose to be rude at all.

    The thing is for a long while I treated others as I wish to be treated but my wish didn't come true, I was not treated the same way. Each person has individual experiences so I'm just saying if others have had the same experience I have had then I can understand why some people play in a way that others don't like it considered toxic. But I agree with "why be rude at all?" From day 1 I asked myself that very question when I was bombarded with rude toxic gameplay and messages. I have learnt to not bother trying to understand the way as it will happen regardless. I just concentrate on minimising it happening to me. I'm sure others feel the same and others disagree.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852497#Comment_3852497

    So basicly "we go down to their level to feel better“?

    Great philosophy.

    Each to their own but I can say that if it's me then I prefer drop down to their level, fight back and actually do something to make sure it doesn't happen to me. If people want play the "I'm not going to stoop to their level" great but be prepared to be hit with it time and time again. I won't stand on my pedestal thinking "it's ok I'm better than these people" while allowing them to throw **** at me, I'm climbing down to throw **** back

  • @DancewithmeKate said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852680#Comment_3852680

    Hatch is rng, it's not guaranteed escape for survivor. And it's exists to start end game. Without it, match can take for forever.

    Noed has rng as it's totem based and can be countered by cleansing totems throughout the match and even after it's activated so noed isn't a guaranteed kill. As for match taking forever that happens with the hatch mechanic due to last 2 survivors hiding until the end of time hoping the other one gets killed so they can get the cheap escape. Even if the hatch is closed, that allows the gates to be opened so that's your finish gens for free perk basekit. Point still stands, a survivor can do nothing all match and still have a chance to get the cheap escape as gens are already auto completed.

  • Lol so people are ok with generator repair simulator because it progresses the game? You missed my point entirely. But ok let's go with that, it's ok if it progressses the game...slug simulator is fine because that also progresses the game right?

  • @DancewithmeKate said:

    It's cheap perk and killer is getting undeserved down / kill. Imagine if survivors had a perk to finishing a generator for free.

    Survivors have something similar as basekit... It's called hatch lol. Do nothing all match then hatch spawns for a free undeserved escape

  • @brokedownpalace said:

    Just went against 3 killers in a row with the exact same build. Thrill, Face the Darkness, Devour Hope and Pentimento.

    Is this seriously the vision you have for the game Bhvr? Playing totem cleansing simulator?

    Totem cleansing simulator lol how is it any different to generator repair simulator?

  • @AlexXHunter44 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852528#Comment_3852528

    I rarely experience anything overly toxic from either side. I think it's greatly over exaggerated by both sides. I think a lot of people on both sides are just kind of ego driven and if a survivor crouched on them at a pallet they are now equivalent to a third world dictator.

    Lol you maybe right but bottom line is p*** someone off enough and they will lash out... Maybe don't crouch at a pallet? Don't bag at the gates? Don't hide for eternity during 2 v 1 situations? It serves no purpose to crouch at a pallet or gate other than to deliberatly gloat. Can't blame killers for doing the same thing. And most importantly don't vent in post game chat because sooner or later killers will retaliate and as it's impossible to tell who the good and bad people are until it's too late the good people get treated like the bad. Not everyone is like that but some people are.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852497#Comment_3852497

    The "years of survivor torment and toxicity" isn't exactly the truth, I'd say. In truth, toxic survivors aren't a majority out there, there are just as many toxic killers.

    But every match of DBD has 4 survivors and 1 killer, so you are more likely to encounter a toxic survivor, regardless of which role you are playing.

    Like I said based on my own experience this is not the case. I was survivor main for 2 years. Majority of my matches went fine as far as toxicity goes from killers. If anything it was my team mates that was trying to annoy the killers quite alot lol. Now I'm a killer main and a huge percentage of my matches has some sort of toxic behaviour from survivors, usually post match ranting. That's just my experience tho, others might have a different experience but if killers get the same experience I get then I can understand why they lash out.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852497#Comment_3852497

    The first Survivor instantly gave up on hook. They tunneled out a Kate right after and slugged the Feng for nearly 4-minutes before hooking her, and spammed hatchets at the hook until they died, then slugged me until I nearly died and then Mori'd me.

    None of my teammates tbagged or did anything "toxic" to them. All this did was waste our time with a game that was artificially padded out.

    I'm not claiming you or your team did anything toxic but based on my own experience of the game as a whole, survivor and killer, survivors tend to be pretty toxic and very mouthy post match. So I can see why a killer might lash out at all survivors if they have bad experiences with majority of other teams. But it's possible he was just a **** because people are ****s....and killers are people too

  • @Iron_Cutlass said:

    https://us.v-cdn.net/6030815/uploads/8FUHPZ4F50WE/screenshot-from-2024-12-07-19-32-20.png

    I sure do love being Bleed out for 4-minutes when the Killer can just end the game. It would be nice if there was some level of agency from the Survivor's end to deal with this issue. :)

    Also yes, as you can imagine, the Killer did ye ole' W + S on top of me, nodded, and threw hatchets at me while I was on the ground.

    (Also since I know someone will look at my perks and complain in some shape or way, Im going for the Left For Dead achievement and Im using Sole Survivor and Wake Up for the increased Gate Opening Speed. Adrenaline and Hope are there in case I get caught opening the Gate I can hopefully make it through without going into the Dying State.)

    It's not what I would do but I can see why some killers do it... Too long being bagged at gates and even pallets knowing there is nothing the killer can do about it. Years of survivor torment and toxic behaviour during match and post match...killers are fighting back lol

  • @apathyinc said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852314#Comment_3852314

    How can you say that bleeding survivors out is a legit method of killing when doing so won't let you complete daily rituals or adept achievements, and your match result ranking drops a rank for each survivor you do it to?

    Because bleeding someone out is not a reportable offence. It's no different to a hatch, it doesn't count towards escape rates yet it's considered an escape by survivors. But the goal of slugging is to slug everyone then hook them.... If a survivor wants to crawl away and hide somewhere to prevent being hooked or Mori they can but they will meet their demise regardless so as far as I'm concerned a kill is a kill regardless of if it's on hook, bleed out or mori

  • @buggybug said:

    I think amma just do a recommended get gens done in 40 seconds builds. Usually am not the type to want to encourage gen rushing but since slugging and this finisher mori wont be addressed.The gloves are off.

    This is the exact reason I tunnel at 5gens most of my matches lol gens pop super fast as it is so gloves have been off for me for a long time. Worst case scenario I get spend whole match tunneling 1 survivor out then camp 1 survivor during end game. So end up with 2k. Best case scenario I get 4k... So pretty much almost never get a "lose" as 2k is considered a draw. Noed helps too, gens are being completed no matter what so why not prepare for end game with noed?

  • @SweetbutaPsycho said:

    To preface this: I very very rarely play survivor. Im mostly a killer main and have like 90% of my hours on killer.

    Today I decided to do some challenges from the archives for survivor and the experience has just been absolutely miserable.

    First of all the killers I got were some prestige 100 nurse and blights 8 games in a row, which I already find very weird since I would assume that my survivor MMR is super low since I almost never play survivor and if I do I rarely get out cause I'm not very good. So I would think that I shouldn't go up against prestige 100 S-Tier killers with 6k hours in the game but apparently MMR thinks otherwise.

    What I found even more annoying was that 7 out of those 8 killers played the same strat, which is just down everyone, slug them, wait out unbreakables if they even exist and then let everyone bleed out for the rest of the match refusing to hook anyone. I mean my team would have lost anyways since when I checked their profiles most of them were players with like 100-500 hours vs 6k hours killer players. Noone lasted in chases longer than 20 seconds.

    Both those things combined, the wonky mmr system and then losing one chase and literally not being able to do anything for 4 minutes just makes for such a miserable experience. No fun to be found.

    At this point those killers are honestly just asking the Devs to make unbreakable basekit imO

    It won't happen lol they already tried the base kit unbreakable and it lead to survivors abusing it by not allowing killers to hook or bleed people out which was actually taking the game hostage. So the choice is endure 4min bleed out which is a legit method of killing survivors and considered perfectly fine to do or allow survivors to take the game hostage by prolonging it indefinitely which is something they are not allowed to do. Pretty clear what the better option is that's why base kit unbreakable was never implemented after it was trialed

  • @Sandt1985 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849222#Comment_3849222

    Myers is simply a quieter stabbier version of an M1 killer. He's one of the killers who doesn't have any anti loop, just like he was before. Myers, Legion, Ghostface, Twins and debatably Houndmaster all have this problem, and thats by design. Their powers are stronger in other areas to make up for it. So, to answer your question as to what Myers is supposed to do in a loop situation, my answer is "do whatever it is you did before his rework, because when its come to loops, nothing has changed, and that's by design"

    But it has changed that's my point. Before the rework when survivors were at a loop I could stalk with Myers which meant loop situations were not a total loss. I could drain them of stalk at the loop, move to the next person and drain them so loops still some small benefit for Myers. Not anymore.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851817#Comment_3851817

    Slugging for 4k is a cheap play, practically guaranteeing the last kill when the last survivor should be getting a hatch race. By circumventing hatch, slugging for 4k literally creates exactly the situations hatch was designed to avoid; it puts the last survivor in a nearly impossible scenario where they're almost certain to be sacrificed, and at the same time creates a long dawn-out hunt that can last for several minutes. At the same time, slugging for 4k forces the third survivor to just sit and wait on the ground during that time, literally wasting the time of a person who'd probably like to just get to their next game. And slugging for 4k isn't even about 'winning' since the game is considered a win by the MMR system at a 3k.

    That act of forcing the last survivor into a situation where they have no realistic chance of escape, and forcing the third survivor to waste several minutes just doing nothing but waiting for death, all to get something that doesn't make a difference between winning and losing all seems like very bad sportsmanship. I'd say it's not wrong to call that toxic since it makes multiple players wait in a pointless situation for several minutes, essentially just wasting their time.

    Having said that, I agree with many of your other points. Someone sabos the hook you're carrying a survivor to? Drop the survivor and chase the sabotager. Down someone and have to chase people off gens? Leave the slug and run straight to the gen. But slugging for 4k has a very different set of effects than tactical slugging in such other scenarios. It's incredibly easy to pull off and is wildly tilted in the killer's favor while forcing survivors into a game of hide-and-seek that can draw out the endgame for several minutes.

    Indeed slugging for the 4k or mori might seem toxic or bad sportsmanship but as long as bhvr allows it and actively encourages it then many killers will do it and I don't see it changing any time soon. Personally I don't think slugging for the 4k is cheap, I think the hatch is cheap. Mainly because a killer still has to do something to get 4k, has to chase and down the remaining survivors. The hatch requires the survivor to do nothing all match, potentially throw your whole team under the bus getting them killed so that 1 person can get a hatch escape...such an anti team mechanic. That's a cheap escape

  • Im not sure what some people don't understand, slugging isn't toxic when it's for 4k. It's a legitimate tactic to counter survivor tactics like pallet saves and sabo builds. They had a trial of base kit unbreakable and it lead to survivors abusing it. Key points that indicate slugging is part of the game...

    1.mori update does encourage slugging

    2. Hatch system encourages slugging

    3. Prevention of hooking via sabotage or bodyblocking.

    4. Slugging has a timer like being on hook or egc

    5. Its not reportable in any way.

    6. There are perks designed for slugging such as knock out and perks designed to counter it

    At this point people really need to accept slugging is part of the game and that's not likely to change. so my advice is get used to it and learn to counter it or simply don't play the game.

  • I thought it was fairly unanimous that anti tunnel wasn't a crutch, it's a perfectly fine means to counter a perfect fine tactic. Perks are there to be used, we all have 4 slots so must use them wisely. Personally I like Noed which many consider a crutch but I don't care lol it's a perk to be used and it takes up 1 valuable slot so it's fair game like any other perk including anti tunnel perks

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851300#Comment_3851300

    From what you wrote it seems like you don't have your toy = you play scummy, so there is like 100% chance that if you'd bring Hex Build and lose against good survivors, you'd still tunnel and slug them, because why not? :)

    Pretty much true, if hex builds didnt work then I would tunnel and slug but that requires time to determine if the hex builds are effective in that match or not. I have been running hex builds with some success so I haven't been tunneling at 5 gens and slugging. When they haven't been effective the damage was already done so even tunneling and slugging wasn't that effective by that point. You say play scummy but like always any other effective method to take on swf gets nerfed due to survivor complaints. If survivors don't like the scummy ways killers play then maybe don't complain about literally everything because all that's left will be "scummy" plays.

    I would like to add that I never used to tunnel or slug, I started doing that when gens started popping too fast. Sometimes on certain maps 1 is done before I even see a survivor lol. Survivors even complained about regress perks so they got nerfed 🤷‍♂️ it is what is but complaining about too many things means they shoot themselves in the foot

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