SpitefulHateful
SpitefulHateful
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859402#Comment_3859402
That is not toxicity. The game allows loadout combinations like this to happen. Its not abusing tools, its using tools. Does that make it less of a problem? No. However, its a seperate problem, mostly unrelated to toxicity.
Toxicity is end game chat harassment, writing stuff on peoples steam profiles and, because it goes waaaay beyond simple in game taunting, the notorious humping that some killer players enjoy to do (for whatever reason).
Following your logic, if game allows humping, then it's not toxicity, it's just gameplay?
And yes, it's totally not toxic for a group of "friends" to select map offering that gives them an advantage, equip Head On and keep getting downed near lockers for endless saves. They are totally using perks as intended. It's not toxic for them to chase Killer carrying a Survivor to sabotage all the hooks around vicinity to force either a drop or a wiggle off, denying the Killer all the hooking points. It's not toxic of them after making the game as miserable as possible to hold the endgame hostage by standing in the activated gates and waiting for the Killer to come and watch them tbag, drop a final flash grenade in their face and then leave. Oh, no, they are totally being friendly that way, they were just having fun! You see, they're laughing with the Killer, not at them for sure!
/s
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Yesterday I had to go against several SWFs in a row who all had DS, DH, Sabotage and Head On equipped. Also kits with syringes and flashlights. Oh yeah, definitely the game is less toxic and nobody is abusing the game features to create a miserable experience.
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@thrkeybs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857326#Comment_3857326
What a miserable thing to say. Maybe you think this type of reply makes you look tough when it really just exposes you as exactly the type of player that is the problem in modern DBD.
If you actually loved this game and wanted it to be a better experience for both killers and survivors, it would behoove you to, you know, actually care about others' experience and enjoyment.
Nobody cares about anyone's experience and enjoyment in multiplayer games. Surprise, surprise, people suck and online games are where they get to be themselves unpunished. They're only happy when they get to bring their opponents down and rub it in their face. I'm not excited about this, but humanity is a disappointment in general, so nothing's new.
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Stop looking for wholesomeness in Dead by Daylight or from people in general. What are you, six?
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@MaTtRoSiTy said:
Unfortunately there are some very sad people in any game who will hear that something is broken and they will take full advantage of it until the issue is patched out. The sad reality is there are unscrupulous immoral people who have no issue with using something they know is broken, just to gain any advantage possible. BHVR should have killswitched the perk until they fix it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852689#Comment_3852689
Hex perks are strong and as a balance they are also high risk; high risk/high reward mechanics.
Thrill is not high risk, just high reward and 45 seconds is an eternity in a game like DBD. You can always count on unethical people to fully exploit something they know is broken and this is exactly what is happening here.
With the way they are placed in the game a.k.a. right in front of survivors, it's not even high risk. A totem build used to be zero risk for survivors and zero reward for Killers because they didn't even manage to get any value because it took less than a second for survivors to find totems and even less time to cleanse them. Survivors has endless zero risk high reward second chance perks (which they abuse to the fullest), map offerings, gen speedup perks, but God forbid Killers get a buff for hex perks that actually gives them a reason to use hexes.
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Oh no, Hex Totems are finally being useful! Shocking, I know
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I play however I see fit and I don't care about anyone else. "Lead by example" is a bunch of lies, multiplayer game communities will always be toxic cesspools attracting the most self-centered people who think that the hours they wasted playing the game means "skill" or something, people suck in general and the best I can do is look out for myself.
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It's not Alucard, it's a cashgrab cosmetic. Be at peace.
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Because why want something creative and new, when you can consume the same regurgitated content that sometimes doesn't even fit in the context of the game?
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I don't thank many people know this movie, especially today, so I don't think it's happening. Moreover, when if it happens, it will be our sign that BHVR would rather scrape the bottom of the license barrel rather than work on original Killer ideas.
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Buffs are never coming. God forbid Killers have fun.
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@jamally093 said:
Before you say "Well it's the meta it's the best perks to use" yeah but it's not fun when I have to face the meta all the time when choas shuffle was out I just played that before I knew the meta wasn't showing up plus isn't choas shuffle also supposed to more test killers and survivors with trying new perks and expanding their horizons but guess not. Overall blah blah blah meta is boring to face when you deal with every match and no I don't use the survivor meta because 1. No idea what it is 2. I prefer my meta of perks I feel comfortable with but will sometimes swap them out currently I swapped one perk out with wake up.
Also another thing is something I don't get. A killer will constantly use their power Hillbilly, Nemesis, Trickster, ect. The ones with proper damaging powers and then DC(not promoting it) because they weren't downing survivors fast. A match I had against Trickster ending with him doing bye bye because he wouldn't stop using his power. Sure I was at a safe pallet so I would just vault to the other side and heal up as much as I could but I mean you kinda have to break the pallet or try swinging at that point. It's something I never got why constantly use your power then DC when you can't down anyone.
It's something I never got why constantly use your power then DC when you can't down anyone.
Better endure a short penalty than deal with four tbagging monkeys in the endgame chat.
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Endgame chat should be removed entirely. Simple as that.
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@coldflame said:
how does this make sense? survivors taunting after every stun or sus vault whiff, standing around at gates, clicking flashlights the entire game, yet proceeding to complain that you're being a bad sport by using optimal strategies to try and win the game?
Because, you see, the modern meaning of good sportsmanship is "hold still and smile as I spit you in the face". So, forget about sportsmanship. It doesn't exist, it never existed, and it's particularly non-existent in online games. Ignore their whining.
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@GentlemanFridge said:
I mean, 95% is an obviously wild exaggeration. And expecting a thank-you for not playing optimally seems silly.
Also, this is three topics in one.
I mean, 95% is an obviously wild exaggeration. And expecting a thank-you for not playing optimally seems silly.
It's not about expecting a thank you, it's about expecting not to be BMed for showing lenience.
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Behavior doesn't care.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811188#Comment_3811188
How exactly do you want to avoid getting hit if the Killer decides to neither mindgame (which might give some distance if you play it well as Survivor) nor breaks the Pallet (which will give you distance), but instead decides to just follow you, because they know that they will have a guaranteed hit in a few seconds?
I mean, I see that you are trying to mimic my point, but it just does not work this way, lol.
By doing your own mindgames and knowing the map? A good survivor wouldn't be asking that question, really.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811186#Comment_3811186
If you have a safe structure nowadays, the Killer breaks the Pallet. So Bloodlust does not even apply here.
Yet, if you have an unsafe Loop, the Killer can either try to mindgame or still break the Pallet. But this is also not the case because Bloodlust exists. It is extremely cheap.
Bloodlust was introduced because back in the day we had actual infinites. Structures, where Killers cannot gain any distance anymore. And those just dont exist anymore and if you think they exist, then you are not good at the game, sorry.
Well, if you're the one who can't win against the Killer with Bloodlust despite all the opportunities you have as a survivor, maybe you're not as great at the game as you pretend to be :)
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811181#Comment_3811181
No, those Loops dont exist. Dont pretend that a mechanic which was implemented 7 years ago is still justified today.
But dont worry, the Devs somewhat recently buffed it, it is not going anytime soon. So you dont need to mindgame or break Pallets at unsafe Loops.
If they didn't exist, there wouldn't be such term as a "survivor-sided map". But there is. There are maps that are extremely safe for Survivors — and they are perfectly aware of it. So to suggest that Killers should be slowed down while Survivors get to keep all their Haste perks is kinda odd.
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"Slugging is a problem, but cheaters and hackers isn't. If you don't like it, go play Sims lmao"
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811131#Comment_3811131
You are comparing things you have to bring with a mechanic you get for free.
And to be honest, Bloodlust Tier 2 and 3 are obsolete. Because you have either mindgameable Loops, which the Killer should be able to play without just forcing Bloodlust OR Loops which need a Pallet to be kicked, which removes Bloodlust anyway.
But what we currently have is a lot of weak, mindgameable Loops which are just bruteforced by the Killer without any mindgames, because they can and it is beneficial for them.
And to be honest, Bloodlust Tier 2 and 3 are obsolete. Because you have either mindgameable Loops, which the Killer should be able to play without just forcing Bloodlust OR Loops which need a Pallet to be kicked, which removes Bloodlust anyway.
Bloodlust was added specifically because there were loops that allowed survivors to safely waste Killers' time and essentially leave them helpless to do anything. And given how maps like Eyrie of Crows, Garden of Joy, and The Game are loved by survivors and bully squads, these loops still exist and exploited like there is no tomorrow.
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@Devil_hit11 said:
i don't like it for few reasons. the first one is i dislike that bloodlust forces you to drop pallets, it justify god loops an god pallets being in the game which are not healthy mechanics. the second reason i dislike it is that it punishes survivor for greeding, aka if your good at survivor, bloodlust is actively detrimental to you but if your bad survivor than bloodlust has no impact. Being punished for being good is bad. Last reason is that I dislike that bloodlust is based off time. it makes gen defence == extra bloodlust time which promotes tunneling. a gameplay tactic that should not rewarded. the game should promote going after multiple survivors. not bloodlust 1 survivor to death.
bloodlust should be designed for like emergency situations for like infinity loop as last resort type mechanic. that is what mechanic was originally invented for.
Being punished for being good is bad.
So, you want Killers to be punished for playing Killers instead. Got it.
It's funny how people get countless perks that give them Haste, second chance perks, medkit add-ons, but God forbid Killers don't just sit there without any other way to play, but get looped into oblivion.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810505#Comment_3810505
Simple change:
- If all survivors are inside the exit gate, the EGC happens 4x faster.
- If you are injured by a killer while near the exit gate, the exit gate becomes blocked for 5 seconds.
This means that all 4 can stand there at most 30 seconds. And if they die to it because they all stood around there instead of literally "just leaving" then that is their own fault. If they stand outside the gate to teabag, they give the killer a chance to hit them and land a kill because they won't "just leave"
This is the most adequate and realistic suggestion I've ever seen. Seriously, it would have made tons of difference for Killers.
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Every hex perk is a weak perk right now
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It doesn't matter because he will be nerfed into oblivion with next patches anyways.
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The Mistress of the Dark should be the Killer, I don't make the rules
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People would play other Killers more if the game didn't make it clear that if you want a chance at finishing the trial without being held hostage at the end of the game, you have to master Nurse or Blight.
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None of the players should be able to talk in EGC and the game at all. Chats shouldn't be a thing. Period.
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@angel_pellegrino said:
I don't think some people quite understand that a ton of people adopting the meanest, nastiest attitudes in a fandom are the cancer that eats a fandom up. It takes something that should be enjoyable and fun, and turns it into a toxic energy drain that people walk away from. And know some of you are already going "Well, play something else, a hole!" But let me put it to you this way, not only does toxicity drive current players away, it also keeps newer players from wanting to play as well. Eventually, what you end up with is brutal, miserable gameplay and a lot more players remaining who do things like dc, either because the game has become virtually unplayable or because they no longer care, are toxic themselves, etc.
Dead By Daylight does not HAVE to be a game that makes a person feel miserable playing, with nasty, frustrating matches that build up one after another until somebody quits, it's been made to be that way. Some issues are simply outside of one player's ability to control. And until that's understood and dealt with, nothing is ever going to change.
And know some of you are already going "Well, play something else, a hole!"
The funniest thing is, that if people do follow the advice and play something else, DbD will lose the major part of its player base, which is a death sentence for any game.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805440#Comment_3805440
That depends on where you look. Across the globe, many, many people are perfectly willing to lend a hand to others, be it to other people or nature.
Good people are out there, in their hundreds of millions. You just don’t hear about them because “thing went well” doesn’t make for interesting news.
Performative statements on social platforms don't count as lending a hand to others. If that was truly happening, we'd be seeing an entirely different world now. However, what we see is that good people are a dying and irrelevant breed.
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People will never get nicer. Humanity hasn't improved at all and is heading towards its self-destruction, so when people are given tools to humiliate their opponents and make them miserable, they will.
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I play Haddie (and pretty much Haddie alone) because I enjoy her lore and how nice she fits into the setting. I can't exactly say what can make her more popular — because people are incredibly shallow and would rather go after pretty, but meaningless and poorly explained things dangled in front of them like keys in front of toddlers than care about something beyond that.
However, while I enjoy her cosmetics, I feel like there is an opportunity to do more storytelling through her cosmetics: not about just her life, but also her experiences in the Fog. For instance, there could have been cosmetics that add more scars to her or give her some mystical tattoos to show that she spent a while in the Fog and what she went through. Maybe show cosmetics demonstrating her leaning into her mystic abilities in order to survive. The same could have (and should have been done for Vittorio), but in his case it always boils down to "handsome silver daddy found new duds, now he is somehow even more handsome".
But, well, why try to develop characters when you can just push out more sexy goth girl skins?
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Reasons why DbD doesn't have more players:
- Its current players.
That's it. That's the list.
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My ideas stem from my opinion that a human-ish Spider-themed Killer would be creepier rather than just a large arachnid. The Entity is interested in those who a) want to inflict as much suffering as possible, b) are in the state of constant pain and anger and lash out at anyone around.
So, I mostly have in mind a Killer who used to be human — either already obsessed with spiders or, quite the opposite, very arachnophobic — and lost their sanity after glimpsing the Entity, becoming obsessed by it and considering spiders the most perfect for out there because of their semblance to the Entity . This is someone who already looks like they're merely wearing a human skin, incubating something horrible underneath — and they shed that skin bit by bit during the trial.
Special attack: Infestation
You feel its hunger. You know what to do.
Infesting the Survivor with hundreds of tiny biting spiders. The Survivor can shake them off (similarly to Dispel with the Artist's crows). Infesting the Survivor fore a second time, while the first Infestation condition is still active removes a health state. If a healthy Survivor interacts with an Infested Survivor, they become infested as well.
Special trap: Snare
It's your lair and no critter slips by without you knowing.
Webbing up generators, chests, totems and windows. Any survivor interacting with the webbed up objects reveals their aura. Removing the webbing grants the Hindered state.
Special locomotion: Burrow
With your new form embraced, the world is your parlor now.
You gain the ability to Burrow underground, with aura of every Snared object visible to you. You can teleport to any webbed up object. Whenever a survivor interacts with the webbed object, you receive nose notification.
Special power: Metamorphosis
Each feeding brings you closer to perfection.
Injuring and hooking Infested survivors progresses your Metamorphosis bar. Once it's full, tap the Power button to Molt, leaving your old skin behind and emerging in a new form. After each Molt you gain an Undetectable status for short period of time. Second form grants increased movement speed when chasing Infested survivors or in the vicinity of disturbed Snares. Third and final form accelerates the Infestation rate (Survivors lose a health state if they don't remove spiders fast enough, without the need to apply Infestation for the second time) and adds the special Burrow Locomotion ability. After final molting, Snares no longer reveal aura upon interaction when you're not Burrowed.
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I'm torn between Lithe and Boil Over.
Lithe because nothing is more annoying than watching the Survivor that was almost as good as hooked zoom away from you because they vaulted over a dropped pallet.
Boil Over because usually this implies the Survivor has sabo buddies already making their way to the nearest hook or that they intended to waste my time by running over to the farthest corner of the map to get downed there.
As for Killers, I don't really hate any particular perks. None of them feel unfair, especially right now.
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Killer perk: Lure
"Confuse them, tire them out. May they never feel safe again."
You start the trial with every totem on the map appearing to be lit as a Hex totem. If a Survivor interacts with a dull totem, the illusion disappears. Touching a Hex totem when Lure is active prompts the Survivor to scream, revealing their location to you. Cleansing all the totems disables Lure for the rest of the trial.
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@LadyOwO said:
Everytime I play her and kill survivors I get hate mail from people shaming me for playing a "Overpowered Killer". If anything the hag is just meh though. I Don't camp with hag , I just defend my Devour Hope totem and it just snowballs to the point I kill every survivor so I'm Really confused.
People hate any Killer who doesn't play along with their preferred playstyle and forces them to change their tactic or play under their conditions.
"This Killer is boring" = "This Killer refused to entertain me when I tried to loop them and stun them with every pallet on the map"
"This Killer is OP" = "My go-to approach didn't work with this Killer and their use of powers, nerfs when"
"This Killer is for noobs" = "I absolutely refuse to observe and analyze, so I'd rather call my opponent noob who is too afraid to challenge a pro like me"
I used to hate facing Hag because of how jumpscare-y she is, but now I appreciate her a lot more because she reminds that DbD is supposed to be a horror game. She is also tricky to play, but is capable of making trials absolutely diabolical. So, ignore the hate — it mostly comes from players who think that Killers are some kind of party clowns.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800605#Comment_3800605
- There are very few killer powers that don't work near a hooked survivor.
- Survivors 99 the gates in case they need to do an endgame rescue. This is common knowledge, but there are also players who only care about whether or not they themselves escape.
- In any game that allows it, players will tbag. It's funny to them. It's not something to get mad about. It's annoying, sure, but at the end of the day it's ultimately meaningless and not worth getting triggered over.
- Imagine you play a board game with a group of friends, but one person is always super toxic. They get upset when they lose, and make excuses for their loss. When they win, they gloat and insult the rest of the group. What do you think happens? The group decides that, from now on, they're not going to include that person anymore. This actively discourages that sort of behavior.
- Online anonymity emboldens people to behave in ways they otherwise wouldn't. The benefit of online anonymity is that, so long as you aren't breaking the rules, you are only answerable to yourself.
- By not forcing them out, you're only encouraging their behaviour. The more of your time they waste, the more they enjoy it.
The only reportable thing is abusive chat, and that's something you can turn off. Not everyone was raised to practice good sportsmanship. If I enjoyed a match, I'll approach the killer in the exit gates, drop my item at their feet and leave.
All the changes in the world won't stop poor sportsmanship.
In any game that allows it, players will tbag. It's funny to them. It's not something to get mad about. It's annoying, sure, but at the end of the day it's ultimately meaningless and not worth getting triggered over.
Ignoring the behavior of people who do their best to channel their insults and disrespect to other people because it lifts their mood means encouraging their behavior. Telling players who just want to play the game and not be a punching bag if they lose to endure the humiliation will only result in a game steadily losing player base.
Imagine you play a board game with a group of friends, but one person is always super toxic. They get upset when they lose, and make excuses for their loss. When they win, they gloat and insult the rest of the group. What do you think happens? The group decides that, from now on, they're not going to include that person anymore. This actively discourages that sort of behavior.
I still don't understand why would they not tolerate such people IRL? Can't they just ignore them and smile to themselves?
By not forcing them out, you're only encouraging their behaviour. The more of your time they waste, the more they enjoy it.
How does coming to watch them mock you doesn't encourage them? There is nothing such people like than to spit in the face one final time.
All the changes in the world won't stop poor sportsmanship.IMHO, it's the opposite. The less options players have to interact with each other outside the gameplay, the less negative experience with toxicity there will be. Removing chat and reducing the opportunities to waste time will remove the ways for toxicity, leaving sore winners no other choice than to move on to the next game. There will never be any semblance of good sportsmanship in online games anyways, so I see no point even bringing it up.
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@hygcat said:
Behaviour Interactive is growing every day, which shows how successful they are with their projects.
They have introduced us to many games, and they are very ambitious with each one. Currently, there is a significant gap in the MOBA shooter genre, with existing games in this category being on the brink of collapse. I believe Behaviour Interactive could create a game to fill this void. Yes, I think they should develop a 6v6 MOBA shooter set in The Entity’s universe.
What do you think? Should Behaviour Interactive consider such a project?
Currently, there is a significant gap in the MOBA shooter genre, with existing games in this category being on the brink of collapse.
Good.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800572#Comment_3800572
- Anti-face camp doesn't work in EGC.
- Survivors spam loud noise notifications to annoy the killer
- You didn't deny them the final opportunity to mock you. You wasted your time, and only encouraged the behaviour.
- In my experience, someone usually opens the gate while someone's still hooked and the killer is camping because what else are they supposed to do?
- Tbagging is neither toxic, nor is it positive.
Your analogy doesn't really work, because the reason people do this is because they're protected by online anonymity. It emboldens them.
The only actual toxic thing they're doing is abusing their opponent in the endgame chat, which you can turn off.
Anti-face camp doesn't work in EGC.
Killer powers still don't work near hooks even during EGC. Also, Survivors usually 99% gates, so they could go for the save, and then open the gates in one click, so they have even more time than 4 minutes.
In my experience, someone usually opens the gate while someone's still hooked and the killer is camping because what else are they supposed to do?
Survivors usually capitalize on the fact that the Killer can land only one hit on them — they go for the unhooked Survivor, that Survivor blocks them with an afterhook BT and they manage both get to the gate.
You didn't deny them the final opportunity to mock you. You wasted your time, and only encouraged the behaviour.
How coming over to the gate and watching the survivors tbag discourages their behavior?
Survivors spam loud noise notifications to annoy the killer
And to make the Killer come to the gates. Coming over in that case gives them the satisfaction because they know the Killer gave in to their mockery.
Tbagging is neither toxic, nor is it positive.
If that was true, tbagging wouldn't have been so frequent. There is a negative and disrespectful connotation behind the gesture.
Your analogy doesn't really work, because the reason people do this is because they're protected by online anonymity. It emboldens them.
Why? These people are just having fun, why are their actions different when they're in a public place instead of an online game? Why suddenly sucking it up and accommodating them is no longer an option?
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800377#Comment_3800377
Forcing tbaggers out doesn't give them the satisfaction they crave. How you react in the endgame chat gives them the satisfaction. Forcing them out means you're not wasting your time. They'll tbag until the timer is almost up, and what have you accomplished by not forcing them out other than wasting your own time? Nothing.
Survivors don't always make their saves in the first two minutes of EGC. Sometimes it takes a little longer.
You're not really accommodating toxic behavior so much as you are ignoring perceived toxic behavior. It isn't toxic to tbag. The survivors are gloating that they won, so what? The killer humping a survivor on the ground is gloating that they won the chase, so what? At the end of the day, it's just a game and getting worked up over a bunch of polygons and pixels isn't worth it.
The best thing you can do is report abusive chat, and move on. Tbagging and humping are not reportable offenses.
Forcing tbaggers out doesn't give them the satisfaction they crave.
If that was true, tbaggers wouldn't spam noise notifications around the gate in an attempt to make the Killer come over. They specifically want the Killer to chase them out, so they could spit the Killer in the face — this is what makes the happy.
They'll tbag until the timer is almost up, and what have you accomplished by not forcing them out other than wasting your own time? Nothing.
I denied them the final opportunity to mock me and didn't give them what they want. At least I had that.
Survivors don't always make their saves in the first two minutes of EGC. Sometimes it takes a little longer
In my experience, survivors have plenty of opportunities to heal and get the save in the first minutes — the rest they spend on BM and disrespect. With current anti-camping measures and certain Killer powers no longer working near the hook, the save is quite easy.
It isn't toxic to tbag.
If it isn't toxic to tbag, then where are the examples of positive tbagging? When it's seen in a friendly light? The answer is never. Tbagging is seen as an attempt to insult other player.
At the end of the day, it's just a game and getting worked up over a bunch of polygons and pixels isn't worth it.
Would you keep coming to a place that is supposed to be recreational and meant for fun activities if there is constantly a group that is insanely competitive and keeps insulting people and loudly mocking them whenever they win at a board game? Would the answer "so what? don't pay attention" be enough?
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794234#Comment_3794234
I'll admit I only skimmed this, but:
Players who BM are always going to do that. They want you to take them seriously. You won fair and square, but you lingered at a hook for a second too long? Camper. You won fair and square, but you tunneled because they were bodyblocking? Tunneler. You lost? GG EZ Baby Killer.
The best thing you can do about these people is to not give them the satisfaction that they crave. They want to get a rise out of you.
Reducing the EGC timer won't make things better. Sure, it'd reduce teabagging in the exit gates, but it'd also reduce the time survivors have to make endgame saves. If survivors teabagging in the exit gates annoys you, force them out. A killer downs me and humps me, I laugh it off. It's not worth getting mad over.
Reducing the EGC timer won't make things better. Sure, it'd reduce teabagging in the exit gates, but it'd also reduce the time survivors have to make endgame saves. If survivors teabagging in the exit gates annoys you, force them out.
Forcing tbaggers out gives them exactly the satisfaction they crave— they want a reaction from Killer, and they see the Killer coming over to the as that reaction, an opportunity to disrespect them further. I'm not giving them that satisfaction, but it leads to my time being wasted on waiting till the bunch of monkeys is done gloating. Also, Survivors usually make their saves in first two minutes of EGC and spend the rest milking the timer for the opportunity to BM, so I wouldn't say they use all four minutes wisely and only for useful things.
A killer downs me and humps me, I laugh it off. It's not worth getting mad over.
People can ignore BM for only so long. Nothing good ever happened of telling players to accommodate themselves to the toxicity rather than introduce in-game measures for limiting the said toxicity.
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@For_The_People said:
This may come across provocative but it’s not meant to be be - I do understand that killers will say they need to prepare. But there are a few things I’ve always found niggling as a concept to this:
- are only killers allowed to prepare against the survivor load outs? For sure I understand things like toolboxes and flashlights may dictate how a killer would want to adjust, but by that logic, wouldn’t a survivor also want to (not saying should) prepare against certain killer powers? For example while build can be meaningless against some killer powers or perks. And of course vice versa.
- Supposing I’m a killer and see nobody has items which I dislike, let’s say only maps or even better, nothing. What’s to say they won’t end up going through chests or have that rummaging perk and ultimately end up in a match where the survivors have the very things I would have dodged seeing them with before starting?
- It may be considered ‘scummy’ but if a swf or otherwise did a last second switch out, would I DC? Would you consider that acceptable as a community? Would you see it any different from survivor dc or hookicide during match?
- There are lots of things killers and survivors dislike about the other side in terms of perks, play styles and actions. some of these are pretty uncontentious - teabagging in an obviously provocative way, slugging for the sake of griefing, hitting on hooks etc and whether we on an individual basis think so or not, they are quite clearly gripes the community as a whole have as being perceived to be toxic. Others are not toxic but are severely disliked, killers for sure must had players who have the skill to perform fl saves consistently and aggressively, those bringing bnp etc. Survivors might hate franklins and noed and auras for example. But are we saying these things are toxic? No. Though we may wish to avoid a game where I know my item might be rendered useless because of franklins or my heal build or for the people useless because it’s a legion or vomit lady.
The point is, we may have to be careful to toe the line between “this is going to be toxic” just because someone has an item or perk or power.
My solution is to hide all items and cosmetics in pre-lobby and then can be shown at end game like prestiges.
For sure there will be many who won’t like this idea but I honestly believe this is the sort fair.
One of the biggest issues if not the biggest in this game is MMR matchmaking not being able to do its job as well as we’d like. And we know lobby dodging contributes to this considerably.
So this would remove all the second guessing and pre-judging and stereotyping. This should lead to more consistent matchmaking and hopefully a healthier game as a result.
So this would remove all the second guessing and pre-judging and stereotyping. This should lead to more consistent matchmaking and hopefully a healthier game as a result.
Until players are given less options to BM and waste each other's time in the end, this game will never get healthier. Removing pre-lobby information is only going to fuel the toxicity.
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@Droneinthrwind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796535#Comment_3796535
Most survivors stay to tbag, you can't really determine from the lobby which ones wouldn't.
And it's pretty much standart killer experience for the most part in dbd, again, why people play a pvp game if it hurts their feeling? Getting stuned and blinded. If it really hurts so much just run lightborn and enduring, bam, most of your problems with a game is cured. Enduring for me personally never leaves my build so I can ignore pallets. And you still have two perk slots for that sweet gen pressure.
If a squad with matching nicknames, troll skins and flashlights pops up in the lobby, then there is no doubt they're going to tbag throughout the game and at the exit gate. Sorry not sorry, they can get a fifth clown in their company and play against each other in customs because I won't be entertaining them at the expense of my time and mood.
A standard killer experience is supposed to be experimenting with perk builds and how they synergize with the Killer's power, not wondering if they're going to be griefed at the end and have their time wasted by sore winners. People don't play this game to get spat on, but since the game itself doesn't to jack for limiting BM, they try to create a better experience for themselves by not engaging with potential bullies.
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@Droneinthrwind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796203#Comment_3796203
As a survivor why can't I shop around and dodge every nurse with lethal and midwitch offering and tryhard blights with 600 game win streaks? I don't owe them the game and frustration either.
And isn't it the problem tho? See it more on killer side were they are just terrified of loosing a match. "I will get bullied because this lobby have 3 flashlights, I'll get gen rushed because this lobby have 4 toolboxes". At this point why are you even playing a pvp game if you can't take an L like a big boy? You can't and won't win them all. And getting frustrated because your 30 win streak ends. Lord all mighty, you only winning 95% of your games, will you survive? At this point you might as well play a pve game like helldivers on an easy mode, you will win every game. But is it really fun? Have absolutely no challenge?
I myself "win"(3k at least) 80% to 90% of my killer games. But it's infinitely more satisfying to win against a good squad of survivors than to slaughter baby Meg squad. Will you still be playing dbd if all you got as killer would be baby megs who don't understand basic things of dbd? You'd be bored out of your mind 5 games in. Just play 5 games againts the bots, tell me if you have fun fitfh game in winning at 4 gens every time.
I just think it would be a lot fairer if game would star instantly and all the shopping would dissappear from dbd. And as I said, time save would be massive. Playing 2-3 extra games Ina day would be good for bhvr too. I know lobby wait exist mostly to sell skins, but we would see more skins if we would be able to play more games.
Being bullied and taking an L are two different things. Survivors escaping immediately after powering gates is one thing. Survivors wasting your time in the game because they want to tbag the entire EGC timer after blinding and stunning you the entire game is another.
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- Nerf gen slowdown
- Buff sabo
- Make game absolutely horrible for low mobility Killers
Yeah, why there are so many Blights, a mystery indeed.
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@Hecata_Harbinger said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795679#Comment_3795679
It would be except every time I play Survivor or duo with my friend we get randos who I swear sniff paint as a hobby. I'm primarily a killer main and even I think killer is too easy to play. Half the time they give up on the hook or stand there and let me hit them. The game's losing it's fun, and the only thing that keeps me playing is the cool updates. Even when I want to quit playing they're like "Hey look at this shiny new update" and like the sucker I am I ooh and ahh at it. Even when I complain about the game I keep playing it, it's so damn addicting. I love it, the game is so much fun, but the players are just so toxic half the time. I love those moments when the end game chat is ggwp you were very good at that killer, it was a lot of fun, instead of being called a Wannabe because I got a 4K with my P98 killer main. Like it's my fault the MMR is the way it is, putting a near P100 against P0 or P4 survivors. No, I don't want every killer nerfed I just want to be able to have fun with my friends on Survivor and not feel like I'm going deeper into depression because of the way other people are. And I know I should ignore the bad vibes but it's hard. Sorry for my rant.
I love those moments when the end game chat is ggwp you were very good at that killer, it was a lot of fun
That happens?
And I know I should ignore the bad vibes but it's hard.
The biggest lie you have ever been told is "just ignore the bad vibes and everything will be okay". Because as a result when you feel bad after other players BMing and showing toxicity, you're made to believe it's your fault for having emotions. Meanwhile, the truth is that yes, DbD's community sucks, it's full of disgusting people and it's normal to feel bad around disgusting people. You don't look for pearls in piles of manure.
It's hard to suggest anything, but what helped me personally was to change my objectives as a Survivor, prioritizing escape over altruism and gen rushing. I use perks that help me, first and foremost (Clairvoyance is super helpful, especially if you're the last one standing). If I see that other survivors start going down fast and Killer extremely capitalizing on altruism, I don't play along, setting my sights on either hatch escape or fast gate opening. If you want more bloodpoints, you'll be able to get over 11K this way — minus the frustration of doing chases and throwing yourself at the Killer, only to realize other survivors have done absolutely nothing while you've been running around.
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@radiantHero23 said:
The game is objectively in the most balanced state it has ever been in. This is clear when comparing this version to older versions. Sure, there are some extremes still, but it is by no means as bad as it had been a few years ago.
Edit: if exhaustion is that bad, why do I see sprint burst and lithe every game, regardless of the role I'm playing? Is it the same reason, killers bring pop and pain res despite most people saying that Gen regression is so bad now? Because there is nothing else to use? No. In my honest opinion, these perks still dominate in games.
Is it the same reason, killers bring pop and pain res despite most people saying that Gen regression is so bad now? Because there is nothing else to use?
But there is nothing else to use. Aside from Oppression, most of other gen slow perks suck.
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@VolantConch1719 said:
Where do we start?
- Lore that reads like a 14-year-old wrote it (and that's being generous) that manages to both conflict with previously established lore (though I honestly don't think Sable not being mentioned in Mikaela's lore is a big deal like some people) AND paints her as an incredibly shallow human being. There was so much potential with a character who willingly entered the Realms and only realized her mistake after realizing what she ACTUALLY got herself into, but this wasn't it.
- Her design is clearly based around "hot goth chick" rather than anything meaningful (I'm not saying that's bad, in fact I actually really like her base design, but it is a very shallow reason to create a character). She wasn't made to be a cool character. She was made to appeal to horny teens and basement trolls.
- She's gotten two store skins (one of which is basically nude, but for some reason is okay because it's a swimsuit), a rift skin with a Deep Rift variant and is practically guaranteed to win one of the Design Contest slots (most of which were very erotic in design) in the 6 months since her release. That's 4 skins. For reference, Haddie has received 7 skins, 1 Deep Rift Variant, and 3 shirts TOTAL in the 2 YEARS, 3 MONTHS since her release.
- You can't escape her. She's in nearly every lobby these days. People want to see other Survivors, not a 4-man group of nearly naked goth chicks, but that's all they get.
- If you try using her main draw perk (Weaving Spiders), there's probably a 85% chance that your team is going to kill you for throwing. And her other perks really aren't anything to write home about.
- A personal one for me, she has quite possibly the most IRRITATING screams in the game. I mean, maybe this is just an extension of me slowly getting more and more overwhelmed by sounds that never used to bother me to the point that I can barely function in settings that I used to enjoy that's been happening for the past year or so, but I can't stand her voice.
I'm sure there's more reasons, but these are the ones that come to mind for me. Whether I think they're valid or not (which I think 1, 2 & 6 are), people dislike her for a lot of things. I wouldn't let that discourage you though. If you like a character that I personally see as a waste of potential cash cow, then all the power to you. No one likes all of the same things and that's what makes us individuals.
She is a complete waste of potential though.
Lore that reads like a 14-year-old wrote it (and that's being generous) that manages to both conflict with previously established lore (though I honestly don't think Sable not being mentioned in Mikaela's lore is a big deal like some people) A
Sable not being mentioned in Mikaela's lore is fine, IMHO — Mikaela was mentioned to have several friends who helped her through her worst times and Sable could have easily been one of them.
What sucks is how Sable perceives Mikaela — in Sable's lore, it feels like Mikaela did a lot of effort to help Sable and make her feel accepted, while Sable couldn't be bothered with understanding Mikaela's reasons for her interests (despite knowing her for years and supposedly being aware of Mikaela's loss).
Also, in Mikaela's lore, Mikaela was experiencing nightmares and hallucinations that affected her everyday life and work. You'd think that Sable would notice her only best friend looking exhausted, nervous, and drained, but she is oblivious to all of that right until Mikaela is taken. So, either they were only getting together when Sable needed something from Mikaela (which is doubtful given that they were supposed to work at the same place and see each other daily) or that Sable is that self-absorbed she ignored Mikaela looking like hell and skipping her shift. Heck, she even makes Mikaela's vanishing all about herself — "Oh no, it probably happened because I told Mikaela about the Unknown. She must have dropped her totally boring and lame project to work on my much cooler idea" (even though, logically, the Unknown would have taken Sable first since she was the one who started talking about it).
Plus, there could have been a good hint at Sable's abilities if she sensed that something was hovering over Mikaela, maybe even caught a glimpse of dark tendrils around her and grew worried because something was happening to her best friend — all while Mikaela was growing distant and refused to tell her what was happening (because she didn't want Sable to disappear like Julian). There could have been a good moment for showing Sable's perspective — or even showing her darkness senses tingling once again, right before Mikaela disappeared. Maybe she was the only one to understand that the black fog wasn't part of the show, so she screamed for Mikaela and started elbowing her way the stage, but was too late. There is a missed opportunity on top of a missed opportunity to actually show them as friends and highlight Sable's potential mystic abilities.
I know this looks like nitpicking, but every survivor comes with a lengthy bio attached to them for a reason — and if Behavior wasn't interested in developing and expanding their DbD lore, there wouldn't be The Casting of Frank Stone.
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@hygcat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795423#Comment_3795423
I've always connected the Artist's bond with the crows to The Entity's spies, even though no one really focuses on it, crows are quite powerful. I wonder if The Entity really gave her any special privileges. I'm very curious.
I don't think that she has special privileges.
From the lore, it felt like Carmina was mostly the project by the Black Vale (cultists who worship the Entity) because they noticed the Entity's interest in her (the crows gathering around Carmina were a sign of the Entity watching her — maybe because of the accumulation of negative emotions around Carmina, the kind that would erupt into something murderous at at somepoint).
However, at the same time, if the Entity wants someone, it has little problems with saying "Yoink!" and teleporting them to its realm. It was more like they hoped to break Carmina, make her snap and do something drastic and make the Entity respond — they remotely succeeded in the end by taking away literally everything Carmina had in her life.
But, it's up to interpretation, whether the control over crows was granted by the Entity or was it part of Carmina's own abilities (since we have mystics like Mikaela and Haddie) amplified by the Entity. I think, it might be the latter because the Black Fog appeared after Carmina summoned the crows.