ShamelessPigMain
ShamelessPigMain
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@GoobyNugget said:
https://forum.deadbydaylight.com/en/discussion/comment/2081687#Comment_2081687
Billiam Will Beckover
Wow thanks you single handedly killed my love for Bill
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2081678#Comment_2081678
Yeah, but OP says the Doc forced a three gen from the start.
Well that's DBD for you. Anything can be toxic if you try hard enough.
The one time I went against a 3 gen doctor, we just waited around in the corner of the map until he DC'd. We just stayed away from him to deny him bloodpoints.
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The only inhumane thoughts I have are when Bill takes off his shirt
Which is a euphemism for if I can't have Bill then nobody can
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3 gen hostage Doc is a pretty old occurrence, back when his terror radius gave passive madness buildup it was infuriating. The most important thing to do when you see a doctor is prevent a 3 gen.
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I don't play much survivor, but the moment I step out of red rank territory, I see the stampede of facecamping Bubbas coming over the horizon. BT is great, but it won't save you if you're gonna get grabbed.
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@Rougual said:
All killers have a title they are described with in their description.
Examples:
Trapper is an Area-Control Killer.
Clown is a Stratigic Killer.
Nurse is a Warping Killer.
Trickster shares his Killer Title with The Huntress, both labled as a Ranged Killer, I feel like this is a huge oversight by BHVR, even Deathslinger is known as a Vengeful Killer instead of Ranged. My question is:
>What fitting title would you give Ji-Woon Hak aka The Trickster?
If we keep this somewhat civilized maybe one developer will notice and make a simple text change using one of ours.
I think you're talking about niches, not necessarily titles.
Not every killer needs to have a catchy title. Freddy's title would be an entire essay, Demo's title is Usain Bolt on 12 Red Bulls who can also teleport, Twins' title would be a dissertation, Bubba is literally a man with a chainsaw, and Clown would be a very risqué joke about Bill Cosby.
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You're not likely to get a straight answer, the developer team is probably arguing amongst themselves and it would be unethical for one of them to make their thoughts known before they come to an official conclusion. At that point they'd probably release an official statement.
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He looks like a teletubby who just got out of jail so if that's your thing ...
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@GlamourousLeviathan said:
Now we know what there is on his VHS.
This comment has no right being this funny
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@burt0r said:
I just wanted to hear if anybody has ever gotten a survivor given them a mercy/consolation kill when they got stomped/were obviously outmatched by the survivors.
I play dbd since it's release 5 years ago in a casual on and off fashion. I never went for tunneling (even letting fresh unhooked survivor pass by to get a new one or hit them to get points for injuring them), camping (mostly heading for the opposit side of a map) or slugging (Atlrast not multiple people, only people on death hook to give them another chance).
I only start killing people when they dont get much progress done in 5-10 minutes, even then go for 12 hooks and most often let the last survivor get hatch (except they were TBagging/overly cocky, not contributing to their team or even sabotaging their teammates by bodyblocking or the like).
But I have never in these five years ever seen a survivor come to me after getting stomped by them and give me a mercy sacrifice or anything like that. At most hits when I chased them out of the gate, which I stopped doing since at some point most often they just faked to get more chase points without getting hit and just want to rub in the loss via TBagging and clicking. Instead I go for pallets or breakable walls while the mist annoying ones spam fast vaults and the normal ones leave halfway through the egc timer.
Sometimes. but I reject the offering since it's really not that many extra blood points. I just get some snoot boops and go equip NOED.
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@fatbabyslayer said:
I had downed a person and the other survivor was right there injured of course ima hit her and not just pick up the downed person but thats slugging, I see a person and hook them the one survivor takes them off the hook, then they run and run and I stop the chase as I wanna patrol gens, then I see the still injured person that was recently unhooked... am I meant to just let her go??? End game I hook a person see nea and the silent hill girl around the area I go to nea and the silent hill girl goes I go back and forth I get hit off on nea down her pick her up hit the silent hill girl put nea up and IM CAMPING??? do they want the win handed to them? I literally am not aloud to win under any circumstance or else I am being toxic/scummy when they are running meta perks and im running "fun" perks. then the post game is the red rank nea "slugging, tunneling and camping." wait so its ok for you to use ALL OP PERKS but I am not aloud to try to win the game.
To be fair, just calling them hypocritical (which probably isn't the case if they aren't running keys, maps, and a 4 man SWF) (And don't be lenient about the usage of "OP," there are literally no "OP" perks in the game for either side other than maybe old, old DS and NOED), doesn't detract from the point that slugging camping and tunneling are pretty sweaty and unfun ways to play the game. The whole point of games is to have fun, after all.
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@GannTM said:
How exactly does one person being an ######### automatically make the whole community bad?
Easy, you get a lot of bad people.
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It's definitely great, but the stupid part is that it deactivates right after you vault. I guess it's because you've already found a loop, but if you want to break away, then you've got nothing.
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Nea.
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It's incomparable to compare killers to survivors, because, in case you didn't notice, this is an asymmetrical game. Comparing survivors blinding killers to facecamping is like comparing apples to moldy oranges (getting blinded is a blessing, most times. As long as you have ears you can hear and trace the survivor, and they just end up losing distance).
Instead, you can make approximations based off of nothing but how powerful the tool is. Tunneling is boring, but it's the most efficient way to play the game. Same thing with keys. Hitting someone on hook is a symbolic gesture of disrespect with no actual consequences. It may actually be to your detriment by giving survivors a chance to save. Same thing with teabagging at the gates; get a NOED deathslinger and watch them wet themselves. Getting blinded in animations is hiding your read stain by moonwalking. The list goes on. There are no perfect analogues.
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I think upticks are mostly regional. God forbid you play DBD in Russia.
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Deathslinger isn't really a "range" killer, he's pretty much just extending the reach of his arms. If I glued a bunch of sticks with a knife at the end to my arms, I wouldn't be a range killer. He's pretty much just a hotter version of nurse that slings spears instead of himself. Same thing with trickster.
Huntress is really the only killer who has "range" capabilities. Unlimited range and a curve allow you to snipe off survivors at a range.
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Well they do make a concerted effort to pick out the most iconic series. I don't know crap about Scream but I know that it's about a funny man running around in a bad halloween costume while committing felony murder.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2081500#Comment_2081500
You cant at high mmr, simple as the game is based around bad players who cant loop efficiently, dont do gens and will selfcare or hook trade constantly. Besides I'm asking more as a survivor, it's too easy unless I'm paired with players that never touch a gen which shouldn't even be a thing at rank 20 let alone 1... the game is no way balanced, just looks it with god bad players. 4 people like me = 3/4 man escape every game no coms needed... not trying to be cocky but it's just the way it is..
Well I it doesn't really matter if you're talking as a survivor, a cultist in the basement of a DC pizza shop, or as the hot waiter at femboy hooters. If survivors are based around bad players who can't loop, are racist against gens, and self-care in the corner, there is no reason to add NOED. It's already a strong enough perk on its own, and if it becomes basekit (which would absolutely necessitate a totem counter), it should take away a perk slot (just for the sake of balance), which would be very much unfun for both the killer and the survivor. I'd much rather run Devour Hope and three other perks than NOED.
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@Profezia said:
Title.
Right now if a killer 'grabs' a survivor but they let go of interaction button quickly, the server takes their side and doesn't count grab as successful.
I believe that it shouldn't work like this and instead should be killer sided, aka "if killer grabbed survivor from their perspective, then the survivor IS grabbed".
As if survivor lets killers go close or ends up in a hook standoff, they should not have an advantage and a chance to go away just injured or even unharmed in worst cases because of latency.
It's hard to tell how exactly it works. It could be normal hit validation, it could be based off of the survivor's position overriding the killer's grab signal, it could be anything. we don't know. All I do know is that having the killer's grab signal override the survivor's communication to the server would open up the door to subtle lag switching.
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@Phasmamain said:
I still don’t know ######### about silent hill to be honest but I still like the chapter
How do you not know ######### about silent hill, it's literally illegal to not know about silent hill
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2sp00ky4u
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Oh dear lord no. The delicate balance of this game is pretty much at its best so far (which isn't great but you take what you can get).
I don't think we need radical changes to equalize perceived inequalities. It would be better to directly nerf those aspects, instead of adding a counter-buff. Would you rather nobody have nuclear weapons, or everybody have nuclear weapons?
If gen speeds are a problem, then 1) play a more viable killer or 2) mix up your play style to apply more pressure (which is the nudge nudge wink wink way of saying tunnel).
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2073113#Comment_2073113
It's called being alert.
No amount of Red Bull is going to help you detect the Ghostface on the other side of the wall.
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@Brokenbones said:
The way I see it, the survivor techs are usually caused by technicalities of the way certain mechanics work. The most widely known cjtech only works because killers can't break a pallet a survivor is currently vaulting, so when they press space bar it makes them pick up the survivor instead.
The heal tech also works in a similiar fashion - killers can't pick up someone who's being healed on the floor.
The dumb 'tech' isn't even a tech really. Vaulting into the killer then vaulting back or using Lithe to run away is something basically anyone can do at any time. There's nothing to it.
I've heard window teching is harder to do or bugged so I'm not sure about that one
I think window techs got removed. I haven't been window teched once in a while, and every attempt ends up with them rubbing against my legs like a dog. They probably added vaulting collision a while back.
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@JimbusCrimbus said:
As survivor, we have a 360 degree rotatable camera. I also have eyes. I do fine without Spine Chill.
I'd like to borrow whatever X-ray glasses you're using in that case
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2072987#Comment_2072987
Exhaustion perk don't need to get value out of them.
Sprint burst will give you distance a take away some precious time from the killer if the killer want to chase you.
DH give you short distance to make it to a pallet window and again make the killer lose lot of time.
If you can't get value out of lithe maybe you should stop running to the corner of the map, avoid pallet & windows.
As for balance landing you should have plenty of time in most chase to get to an elevated area and use it.
As for adrenaline, unless most survivor are playing hide & seek you should have it pop 4 out of 5 games.
Funny enough I quit playing for about half a year, come back with a brand new account & obviously no perk and got rank 1 playing 60%/40% Solo/SWF with yellow/green/purple rank for the most part and a good red rank from time to time.
That's not what I mean by you needing to get value out of them. In order to make exhaustion perks work, you have to already be a competent looper and in a favorable position. To make balanced landing work, you need to have an elevated area, and use it to get to a loop. Holding W with exhaustion perks won't extend the chase by long. To make lithe work, you need to find a window, if you're not already looping. To get the most out of sprint burst, you want to be sprinting to a loop, at which you must loop. To get the most out of DH, you must be near a loop or in position to DH to a window, so you can extend the loop. They augment your skill., instead of handing you a bushel of power and saying lol good luck with that. Adrenaline is the same situation. Finishing 5 generators takes work. It's adds to your winnings. NOED adds to your losings.
I can't ever break through the red ranks; I'm always stuck at the border of rank 4 and 5; the moment I'm at rank 5, I'm playing against literal infants. The moment I'm at rank 4, I'm playing against the CIA. But again, the only reason I even play survivor is so I can have romantic moments will Bills and Davids in the corner of the map.
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Definitely, a consistent way to get exposed downs and indirectly pressure survivors is great. You don't even have to set up or go out of your way, like you would for Dragon's Grip. Normally, you'll be hooking survivors, and that means they have to be unhooked, guaranteeing MYC value. Most times, the rescuer will get spooked and stealth around, meaning they aren't doing objectives. If they be bold, all the better for you.
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I don't play much survivor, so I'm perpetually stuck switching between ranks 4 and 5, but it's been years since I've seen a hex, and even longer since I've seen the cursed icon and haven't walked 4 steps to the right to find the totem.
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I think he's kinda hot ngl
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Probably not. People use syringes, people use styptics, people self care at loops when the killer is trying too hard to mind game a pallet. None of these indicate that you aren't being tunneled. If you manage to get a full heal off while the killer is nowhere near you, you probably aren't being tunneled, but it's not that unheard of to heal while in chase or while the killer is approaching you.
Having it immediately deactivate once you ever tap the objective/healing action, especially if you're in deep wounds, is way too strict. It shouldn't deactivate if you do any of these actions while in chase with the killer (and within 5 seconds of leaving chase with the killer, because we all know inconsistent the chase mechanism is), and rather than immediately deactivating DS when doing an altruistic action or objectives, it should simply double the speed at which the DS timer runs out. There's more nuance to tunneling than "I see, I chase."
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2072801#Comment_2072801
Survivors also think it's tunneling if the killer goes after them when they were unhooked in the killers face, and try to body block with BT. Survivors also think you're being tunneled if you were working on a gen right after getting unhooked and the killer came to get them.
Survivors also whine that anything the killer runs to help them win = boring, but all their second chances are fine.
Apparently BHVR thinks it's not tunneling if you tap a gen, use a syringe on a teammate, are slugged on the ground, or manage to loop for 60 seconds, but it's still tunneling if you jump into a locker.
All this nerf did was make DS even more gawky and awkward. It's the hormonal teen trying to find out who they are, in the middle of a gigantic identity crisis. Is it an anti-tunnel perk? No. Is it still a second chance? No. We'll never know.
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@[Deleted User] said:
hex: offender
have this Pulitzer prize
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@Shenkspine said:
THIS WAS NOT A NERF. This was a rework of the perk to work as originally intended. To be anti-tunnel. If you are progressing the game, you feel safe and are not be being tunneled. It's been seen as a nerf because so many survivors are used to being able to abuse the freedom for up to 60 seconds after being unhooked. As someone who plays both sides equally, y'all need to quit whining and learn to loop. Killers get smacked with the nerf bat constantly.
Tapping a gen does not indicate you're not being tunneled. Being slugged on the ground until DS runs out does not indicate you're not being tunneled. Conversely, jumping into a locker does not indicate that you are being tunneled.
They're trying to narrow down its activation to only activate when you're being tunneled off of the hook, but they used the wrong indicators and didn't fix the plethora of other issues it had.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2072987#Comment_2072987
That's why I would say "maybe" you could call it one. Because it really has no "earning" requirement and just helps you by default. I don't actually think it's a crutch.
I guess coup and fire up could count as being in the same camp as NOED.
happy late April fools
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2072739#Comment_2072739
Yep but if you are a 4 man SWF, know the killers hex is crowd control and have 4 soul guard UB why are you making a quarter of your perks useless
It's soul guard, unless you're a slugging nurse then picking yourself up from the ground an infinite amount of times is pretty "meh."
The better question is, are you really asking survivors why they're cleansing anything that glows?
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2072770#Comment_2072770
NOED is the only true "crutch perk" that killers have. You can't really look at any other perk on the killer side and call it a crutch perk, except for maybe Corrupt (but if you call this crutch, you're dumb, ha). It's the only perk that just activates without earning it on the killer side. Everything else (Again, aside from Corrupt) has an earning requirement in order to get use. Hooks, tokens, hits, whatever.
Let's compare this to every single crutch on the survivor side (which is basically their whole meta). Almost all of them just exist without being earned, or are even a reward for failure.
I definitely wouldn't call corrupt a "crutch" perk, it's just there to help you out regardless of if you play well or not.
Most of the survivor meta are either earned in some nuanced way, require the killer to do something bad, or have some sort of condition that scales with skill. Adrenaline, for instance, requires you to get 5 generators done. That's your reward for doing objectives. Exhaustion perks require decent positioning. Sprintburst won't help you learn how to loop, but it will help you if you're already a good looper. DS used to be like watered-down survivor NOED, but now it requires the killer to actively hard-tunnel a survivor off of the hook (and down and pick them up in 60 seconds, though). BT requires the killer to be in proximity to the hook, although double calm add-on doctor throws this out of the window. Mettle of Man is an absolute joke but you still have to work for it. All of these require some agency from the survivor's end. Adrenaline especially is incomparable to NOED; the survivor team is rewarded for getting all 5 generators done.
The other issue with NOED is that it's really not that necessary. It's meant for beginners to use, like a walker to help you get on your feet. But early ranks are already in the killer's favor. It's the higher ranks where it becomes evened out more, and you'll rarely need to use a beginner perk at that point. Might as well run Devour Hope instead.
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@[Deleted User] said:
My Console has a 10 character name limit so sadly the really funny stuff is not possible there. However, once saw a person named "Otto no :(" and I wonder to this day who Otto is and what he has done 🤔
But the best has to be the Cheryl player with the Lisa skin named "Nurse Joy".
This destroyed me for some reason I don't get myself lmaoo
reminds me of the time I saw a Tapp named officer Jenny
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2072716#Comment_2072716
Toxicity is never deserved. It's quite bold of you to assume who i get paired with and how often since you don't know. Sure we can all have fun but you shouldn't depend on the other side for your source of fun. If i think killing survivors is fun then that's my right and for anyone to tell me that me having fun is being toxic to them(when its my job to kill and get survivors out of the game) im sorry but it is what it is.
Apparently, since it's in everybody's interest to care for their own interest, it is not for anybody to say that toxicity is deserved or not.
(Sarcasm again).
My fundamental point is that everybody looks out for their own interest, and it's in everybody's interest to not tunnel, because survivors can bring out the 4 man SWF's and keys. If you unbalance the playing field in your favor, the other side will try to rebalance it in their favor to have a miserable experience for everybody. It's like mutually assured destruction: unfun playstyles beget unfun playstyles.
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Before we eviscerate NOED for being a pRoBlEmAtIc crutch perk, consider what the developers were going for.
NOED is entirely meant to be a crutch perk. It's supposed to help you get kills that you didn't deserve because you played badly. It's supposed to be the killer counterpart to No-one Left Behind (insert laughter), which is supposed to enhance your ability to coordinate late game saves, but come on, really?
So, we can give NOED points for staying true to its purpose. In fact, it may stay too true to its purpose. At the endgame, survivors are going to be concentrated at 2 locations, the gates. This immediately jacks up the power of NOED. I've pulled of 4-man slug endgames with NOED. I had 4 survivors left and I probably didn't deserve that 4k, but hey.
Which segways into the issue of perks like NOED in general. The entire premise of them is unfair, giving killers a bottle of steroids to help them tip the balance so they can get kills they didn't deserve. Imagine if survivors had a perk where you literally cannot die until all the generators are completed, to help baby survivors get wins they don't deserve. This is distinct from second chances; you have to work for it, and in return, it gives you another chance to do well. It gives you the opportunity and you must capitalize on it. That's why old DS was changed. Not only was it nigh uncountable, but it was quite literally a "no skill" perk. If the killer downed you, they probably earned it. The last change, being 60 seconds after being hooked, fixed this and made is to that it was countable and helped you in situations where the killer was playing in a very much unfair way (being tunneling, although you could still get DS'ed without tunneling). NOED takes that fundamentally unfair concept and jacks it up on steroids for something that's both unfair and menacingly powerful.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2072716#Comment_2072716
Honestly the reason you see them occasionally is more likely the difficulty in getting 4 people together to play the game as a team who all have the best possible loadout. Toxicity doesn't have much to do with it.
I meant toxicity in the DBD sense of "being good at the game." If anybody calls you toxic it's usually a subtle compliment.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2072693#Comment_2072693
I ran into the stupidest SWF while doing my trickster adept. They had 4 soul guards and cleanse my totem they could have had free soul guard if they just left my poor tier 1 crowd control alone.
That's soul guard for you. It's supposed to help you keep your totems up by giving survivors an equally powerful effect to counteract the hex, so both sides can get the big buffs, but 1) solo queue exists and 2) who the hell slugs in 2021
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2072648#Comment_2072648
So to you tunneling means when the killer also goes after other Survivors?
Starting to think the perk isn't the problem here
You can't tunnel a survivor on the hook. So you might as well go do something else. If you're at work, and your computer is busy updating something, you might as well go through your inbox or something instead of sitting there and waiting for it to finish. Now, the moment that survivor is unhooked, or the moment you get better WiFi, you can go back to tunneling the ever-loving hell out of them.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2072681#Comment_2072681
Never said survivors have to care about the killers fun, and most times they dont. You can not tunnel all you want but that wont stop the other side from using things like keys and 4 meta perks. I never expect 4k's and do my best to earn them each game, but survivors give you hell for trying to get 4k's by saying that you aren't giving them a chance to play.
They clearly do. You again, you don't just see 4 man SWFs with keys, DS/DH/BT/Iron Will, you only see them occasionally. And the reason you see them occasionally is because they are considered "toxic" and "unfun," and since I can pull out the stridor/NOED/Knockout/Devour Hope Spirit with yamuyoke amulet and mother daughter ring at any time, or the facecamping Bubba. Again, there's a subtle agreement that we all want to have fun, and that means considering the fact that the other side could be infinitely more toxic than they are right now. Toxicity begets toxicity.
And it is perfectly right and just for survivors to complain about you getting 4ks, since all that matters is the pursuit of wins. Their goal is to win, and so you can't criticize them for wanting to win. Their win is your loss, meaning that all toxicity is deserved.
(Note the sarcasm).
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There's an add-on for maps called the "glass bead." Using secondary option on a map with a glass bead will spark this little marker than only other survivors can see. You can use it to mark the location of a generator your doing, a locker you're in to set up a head on, etc.
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Friendship with unbreakable over
Now soul guard is my best friend
not /s
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2072637#Comment_2072637
Killers aren't entitled to care about "fun" for the survivors. It isn't unhealthy and there are ways to stop and help anyone being tunneled. The game has the premise of "survive if you can" if you can't that's not the killers fault and that's the survivor teams fault. Survivors aren't entitled to escape, they have to earn the right to escape. The defense is still there in the form of DS and having teammates help you, stop acting like its impossible.
Survivors weren't ever entitled to care about "fun" for killers either. Yet, old Brand New Parts, Instaheals, etc. were still used in moderation. Even keys, now. You see as many keys as you see tunnelers. There's a delicate balance, a gentleman's agreement that each side adheres to because they have leverage over the other side. I don't tunnel because I don't want to see an influx of keys and 4 meta perk builds.
Similarly here. Killer's aren't entitled to a 4k, they have to earn the right to 4k. Survivors could all run keys and old Brand New Parts and you would have no ground on to complain. Even old DS; just get good and earn your right to a 4k .
But clearly, the stakes were in favor of one side and the delicate balance was thrown off. Yes, it is up to both sides to earn their wins, but it is equally important to ensure an even playing field. Old DS was ridiculously unfair, so they nerfed it. Old Moris were unfair, so they nerfed them. Everybody could run keys in a coordinated SWF with DS/DH/BT/Iron Will, but they don't. Every killer could tunnel as NOED Nurse, but they don't.
This isn't the jungle, where you take what you have and do what you want without regard for fun. This is a man-made universe that you can fiddle with at your will. BHVR has the chance to maximize net happiness, and since that includes balancing the playing field to make wins feel more earned, then that is the right and just thing to do.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2072625#Comment_2072625
Yeah, it works if you are being tunneled off hook. That's what tunneling is. It lasts 60 seconds. That's a lot of time in this game. If you are chasing a survivor for 60 seconds and a single gen doesn't pop, much less 2 or 3, then the Survivor team is probably following you around.
Getting tunneled off hook is one specific occurrence of tunneling. If the killer is playing at maximum efficiency (which means maximum tunneling), they won't patrol your hook. They'll go harass another survivor, but the moment you are unhooked the will prioritize you. If the survivors are playing well and are spread apart, the recently unhooked survivor will be unaware that the killer is coming straight back, and probably do something to contribute to the game (like an objective). Then, the killer comes back, downs the recently hooked survivor, and DS is gone. If they just sat around, anticipating that this would happen, they get slugged for the remainder of their DS. If they have unbreakable, they use their one token, and don't get to use DS.
The cycle of unfun gameplay for both sides continues (nobody likes to be slugged, and nobody likes slugging), the end.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2072605#Comment_2072605
I just wonder how many layers of protection do survivors want? If you DS me then I received punishment for tunneling, me coming after you after that is just playing the game and is not mean or toxic its literally me doing my job as the killer.
Not many. We could give them a suit of armor but DS seems like quite enough. And a reasonable wish too.
The issue you bring up is a moot point. Yes, it's efficient to tunnel as the killer. I do it all the time. We're not talking about why killers tunnel, we're just talking under the assumption that they do, the assumption that it really isn't fun for the other side, and that there should be some sort of guard to take care of that. If it's unhealthy, then it ought to be addressed. Is it so greedy to say, "Hey, I want to play this game, which typically means I want to not die, and therefore I should have some sort of defense against styles of gameplay that help me prevent that occurrence?"
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2072598#Comment_2072598
It currently gives you a second chance.
Free health state, damn near half a minute to find a way out. That's by definition a second chance. Instead of losing 4 chases to die, you have to lose 5. That's a second chance perk if ever there was one.
Right, and that second chance is only applicable when you're being tunneled off of the hook, if you don't get slugged, and as long as your chase lasts shorter than 60 seconds. That's very much situational, and still ripe for its old modes of counterplay. As annoying as being tunneled off of hook is, it's pretty rare, and it's a heavy burden to require one perk for one out of a million possibilities.
And then there's the whole reason I started this thread, being that DS was not consistent with its description. Getting hooked once and jumping into a locker is not the "ultimate attempt to escape."