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  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2656640#Comment_2656640

    I can only get 32k, double pip, 4ks until after awhile, there is nothing else to do. If you watch old streams before mmr, I would almost always 4k no matter if I play Trapper at Rank 1 (when it was relevant) until now or Nurse. I always had fun and loved to interact with survivors, even if they didn't know I was. I play to enjoy myself. I give hatch a lot if they played well because I don't want to face ######### players. If MMR was shown, maybe people would chill about their complaints a bit but until then, most of the forum will keep spouting killer terrible and that is my issue.

    There are a variety of reasons for that from newer players, some of which are valid and some aren't. In my opinion, non-valid ones are expecting a 4K the majority of the time. While good for the killer, that sucks for the survivors. The survivors need to have a decent chance to escape. A problem, in my opinion that has arisen, is that in order to advance as a killer some will camp and tunnel from the beginning to get kills. In the short term, that will work but in the long term the killer doesn't learn how to spot survivors and will soon need to. Instead, they'll get severely frustrated which is not a recipe for player enjoyment. Face camping should be treated by the devs perhaps by making it so if the killer is within 16 metres and no other survivors are around the hook timer is put on pause. That would stop face camping and put more emphasis on hunting.

    Possibly just my perception but the other problem is that a lot of feedback from survivor mains seems to be they expect to be able to escape all chases. As this is an asymmetrical game escaping the killer should be rare. Being able to do consistently escape a killer harms the game as this is a 4v1; not a 1v1. More experienced killers have an easier time but the game starts out appearing killer sided but once you're not facing potatoes it becomes more and more apparent that the game is survivor sided. The highest MMRs, as per the devs, is survivors. This by itself shows the game mechanics favor the survivor side.

    I think a lot of the complaints being made would disappear if flashlights cost 0.5 seconds of power to click, crouching repeatedly caused a negative effect and one head on stun meant head on from any source wouldn't stun the killer for another four seconds. Those are the primary tools the bully squads use. They are a minority but there are some very toxic survivors and, regardless of whether it bothers you as an individual or not (no idea if it does) it does bother some people and is harmful to the game.

    Personally, I deal with it by, unless I need to, going for hooks rather than kills so I can get BP and only killing bully squads. When alternating hooks and making sure I get at least six hooks before killing any survivor my MMR stays down and, when I face a bully squad, they're generally a group I can easily handle. That works for me though; other people enjoy the game on a competitive basis and their frustration stems from game mechanics working against them.

    In my opinion as well, the devs are trying to make it better for both sides but are more conservative in buffing killers and freer about buffing survivors. I understand because overpowering one side too much would lead to a terrible game that would then die but SBMMR has seemed to bring out a lot of flaws in the game design that need to be addressed. I totally support the goal of an average of 2K per match but achieving it by 0K one game and then 4K the next isn't the best way to bring it out. Neither is making it so one side cannot do anything against the other. After thousands of hours I'll probably be able to handle it as well but, to get there, players shouldn't face groups they stomp or groups they get stomped by on a regular basis. That, unfortunately, is happening far too often and is boring on one side and frustrating on the other. Neither promotes a healthy game and that's where I think some of this is coming from as well.

  • Playing a variety of killers is an easier way to rank up. Since MMR is individual for each killer your MMR won't rise as much as if you played only one killer. As pipping up is based on emblems and it's easier to get more emblems at lower MMR playing 2 games of each killer is an easier way to rank up. As well, since grades don't degrade once you hit Iri 1 you can tank your MMR if you want over the next few weeks and make it easier next time. On the other hand, you can't be completely incompetent and get iridescent emblems so there is some correlation but saying Iri 1 equals top MMR isn't necessarily true.

    I have no opinion on the rest of your post OP but I just wanted to point that out. A better test would probably be playing the same number of games on the same killer the same way. However, after playing 5,000 hours of DbD, you're not the average player and your experience doesn't reflect the majority of the players so I'm not sure how you could draw any inferences.

  • @Tr1nity said:

    Is this canon?

    I wish!

  • It's fun when you get a group of survivors who want to bully Micheal. A bit of taunting and now you're in Tier III all match and the survivors have barely started a gen. Other than that, Scratched Mirror is a lot more fun.

  • By ditto, I meant WGLF. For WGLF, it depends on what you want. I run it on every survivor but you have to consider the time sink for that vs just advancing one survivor. If you have it loaded you will get more BP but if you put it on more than one survivor you have to spend BP to advance them. Realistically, survivors are just cosmetics and, to increase your BP for each side, do daily rituals and tome challenges whenever possible.

    For perks and seeing them used watch Otzdarva's videos. They're really helpful.

    For prestige, once you hit level 50 you can reset to lvl 1 and get a slightly higher than normal chance to get better items. You can prestige up to three times.

    For teachable perks once they're unlocked they're unlocked forever. You can just trade shards for BP when they show up on the Shrine of Secrets. If the RNG gods favor you you might get a perk you want that way instead of having to level up a character for it.

    When you're looking for survivors don't look in random places. Patrol gens. As for who to target, if a survivor is good at being chased and tries to lure you off either being clicky clicky, teabagging or just being hard to catch abandon the chase if it'll take too long and chase someone else. Hard to catch survivors are a lot easier to catch when most of their teammates are dead and, while you're chasing, if they have multiple teammates those teammates are working on gens and escaping.

    Also, don't overlook surveying from the high ground for a couple of seconds when you get a chance. It's a bit easier to spot survivors outside your TR that way.

  • For blood points and hence advancement your best perks are BBQ&Chili and WGLF. For long-term advancement, get the Cannibal to level 40, unlock BBQ. I really like Franklin's Demise but only unlock the perks that you want. Ditto for David King.

    After you've advanced the Cannibal and David King, advance the other killers and survivors you think you want to play until you get their respective BP farming perk at tier one. You can somewhat increase your chances of them showing up by picking other tier one perks you might not want (the Bloodweb will randomly pick from those available so less to pick from is a higher chance for those).

    Go through and unlock the teachable perks you want on a killer or survivor and then advance the ones you want until you have the perk.

    Once you have all the ones you want if you play a lot and don't use your iridescent shards buy up more teachable perks and exchange them for 150,000 BP per purchase via the Shrine of Secrets. Keep in mind your Bloodweb will be messier with less perks you want after this.

    If you care about prestiging then consider if you want to prestige them first before unlocking more perks. Each perk you unlock you don't want reduces the chance of getting the perk you do want.

    Eventually, you can get any perk you want on any character but, at the beginning, if you want the process to be more efficient do those.

    Also, as a beginning player keep in mind that 8 hooks and 0 K will typically give more BP than 4 hooks and 4 K. It's also better for learning to not facecamp and tunnel as you need to learn how to spot and chase survivors. You can figure out when to do that later with more experience.

    As a survivor, you'll die a lot. As with killer, don't be afraid to lose. You'll learn a lot and that will just help you in the long run.

  • Nearly always as long as there was no teabagging. The only exceptions are if they let one of their teammates one hook or let the second last teammate go from the start of two hook to nothing without even attempting a rescue. In that case, if I find the survivor or the hatch first I kill them. If somebody plays altruisticlly and works on objectives then I'm far more likely to let them go. If they're selfish I'll be far more likely to kill them.

  • @GeneralV said:

    Anything that is done with the sole purpose of annoying the other side.

    This is a pretty good definition. The main problem that DbD has is that the survivor side is more toxic. I'm not saying that more toxic people are drawn to survivor than killer but there is extra confidence in numbers. Since there are 4 survivors and only one killer survivors who have toxic tendencies feel more emboldened. Or, in the case of SWF that do this, come together specifically to be bullies and make people feel bad.

    That type of attitude is bad for the game as it discourages people from playing killer. I just ignore them now as there will always be terrible people and you can't escape it. I'm heavily on the care bear side as a killer and I still sometimes get tea-bagged by survivors who I literally let go and somehow don't realize I hook or slug and then run away to give them more of a chance.

    Also, I don't focus on the bad people as they are a minority of the community but rather on the good survivors who will say gg or express appreciation for an exciting game, win or lose. One terrible group doesn't represent the other groups who are just trying to play the game.

    I also think that a good thing to do is to play both sides to gain an understanding of both. As an example, blinding after a pallet is getting a small tactical advantage and getting more bp. It's also good because then you can honestly ask yourself when you're annoyed if you would have done the same if you were in that situation.

    Of course, some people are just out to be pains in the butt with their multiple head on and flashlight stuns. I just focus on the BP I'm earning while looking for a mistake and then exploiting their mistake. Overconfidence on the other side really helps get that 4K or 3K and a hatch escape on a team that would have had a 4 person escape if they had just respected the killer.

  • I have the exact same bug as well.

  • It's an awesome perk that brings more variety into the game. I definitely approve. Do you risk cleansing the Hex: Blood Favour, Crowd Control or Third Seal or do you let them stay up so as to not risk a 30% gen debut? Can it be more useful than Undying with Ruin? It depends; since the survivors cleansed it once they obviously know where it is so does having a potentially unknown hex location sound better than a known hex location?

    It takes time from the killer to set it up and time for the survivor to recleanse it. As someone who plays both with and against boon totems, I think it looks fine so far. Further testing might change it but I really like what the devs are doing.

  • Depends. Do they have Iron Grasp and Brutal Strength? If not, the Entity needs to include a gym membership in its employment perks.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615004#Comment_2615004

    you are partially right with this.

    There wasnt any individual Killer ranking in the old system, meaning if you got to Rank 1 as Blight and decided to try and learn Nurse, thats where you'd start out.

    However, there were a few more things to it:

    1) there was no reward for being high rank, meaning you actually had no incentive to ever be Rank 1 in the first place - so losing your rank was actually not a big deal, unless you, for whatever personal reason, decided that you really wanted to be Rank 1.

    2) Rank 1 was full of people of very varying skill levels. This means a Rank 1 game was usually a lot more chill than a high MMR game in the current system, due to a lot more mediocre players being present.

    And this leads us to another point: The "individual Killer ranking" the MMR system provides us with is actually nowhere near as individual as they made it out to be.

    You still have an overall Killer MMR rating, which is actually quite close to your highest Killers rating - if im not mistaken, then the max MMR you can have currently is 2000. So if we assume you got max MMR on someone and then pick someone else you never played before, that would only reduce your MMR rating by 200, meaning you still get matched with Survivors who are pretty equal to the ones you got with your main Killer as well.

    Okay, thanks for clearing that up for me

  • @Mister_xD said:

    Hey all!

    in case you've missed it, i've made a Poll the other day about whether the community likes or dislikes the MMR system in order to see how the view of the community has changed (or not changed) between the latest MMR test run (with MMR being a rather controversial topic) and now after its full release.

    as of right now, it is quite clear that there is a rather big dislike for the MMR system (of course my poll cant speak for the whole community, but thats the trend i have been noticing with, at this point in time, 70% of people saying they dislike it)

    however, this post isnt for those people. This is for the 25% that did say they liked it, because i have a genuine question to you.

    So if you dislike the MMR system, you do not need to bother with replying. This isnt meant to be a discussion to determine whether someone is right or wrong, whether the MMR system is good or not - we already have plenty of those. This is just me asking a question, hoping to get some more elaboration on the topic.

    enough of that, lets get on with the question:

    the most common response i saw from people who said they think "MMR is a good addition to DbD" was, that, while they do not think it is a perfect system yet, they do view it as a better system than the old Emblem system was.

    Now my question to you is:

    what makes you say that?

    because personally i just can not understand this argument.

    in my opinion, the MMR system is actually quite inferior to the old Emblem system - my argument for that being the following:

    MMR not only fails at determining an individuals actual skill level, it actually never even tries to. all MMR is looking at to determine who wins and who loses MMR points is the final result of the game; in other words, all it cares about is whether someone escaped or not.

    This means that it does not matter how you played in game, if you make it out it is counted as a win, while if you died at any point in time it is counted as a loss - the most glaring issue with this philosophy is, that the final outcome of the match absolutely doesnt stand in any correlation to how good you actually are at this game. Lets just say you were the absolute MVP during your last trial - you did 2 to 3 gens on your own, went for a couple of really clutch saves and kept the Killer busy in a chase until the last few gens got done too, but then got downed right at the end with the Killer making sure you die on hook. Does this make you a bad player? Does this mean you played worse than the 3 people that made it out or even the Killer in that matter? I dont think so - but MMR does.

    And this is where i believe the old Emblem system to be way more advanced that the current MMR system is, because in that system the ultimate outcome of the match was only one of four overall factors that went into determining your score, instead of being the sole one. In the Emblem system the game at least tried (im not saying it was particularly good at it, but at least it actually tried) to judge you based on your actions ingame, meaning that, at least in my eyes, the Emblem system did a significantly better job at actually determining someones skill level in direct comparison to MMR.

    the same applies to Killer btw - the Emblem system actively rewarded you for playing well and giving Survivors a multitude of second chances, to ensure that you couldnt just hook someone, camp them to death and then get a NOED strike on someone else and repeat the same - if you did that then you would be severely punished by the system due to you not engaging in many chases (even losing points in this category due to a camping penalty), not defending your gens, not injuring many people and not achieving many hooks either. MMR on the other hand only looks at the overall outcome of the match, meaning if you just do that exact same thing, MMR is actually going to reward you for it, due to you achieving 2 kills over someone who played fair and, lets say, only got 1 kill but had the others on deathhook.

    In other words, the Emblem system actually tried to get Killers to play in a way that Survivors would enjoy, instead of taking the safest and most boring way possible - while MMR does nothing of the sort and actually encourages this behaviour by Killers.

    but maybe i'm just missing something here, something that gives the MMR system a clear edge over the Emblem system, something that the MMR system can achieve which was entirely impossible for the Emblem system to ever get right, which is why i made this post to ask you all to elaborate on your previous statement a bit more, so i can understand where you are comming from with it.

    thank you for replying!

    I barely played with the old system before it transferred to the new (new player) but here's my opinion on the problem with the old system. Your rank fluctuates and that promotes sweaty style play. I like bp and once I hit Iri I as killer, I don't care what happens in a match. Do I want to try out a new build stress free? Got it. Do I want to try a new playstyle? Sure. Do I want to pick up a new killer? Use suboptimal perks? Try new strategies? Why not? If I get one hook on each survivor for BBQ and Chili, I don't care about the rest as I'll make up any lost sacrifice points on brutality, chasing and deviousness.

    Correct me if I'm wrong but wouldn't the old system punish that? If you were good with Billy but decided to try out Nurse your ranking would get smashed? If I decided to not kill anyone but go for eight hooks so I could practice more strategies wouldn't my grade go down? It's that as a new player that would make me hesitant about switching back to the old system.

  • Shouldn't it be a lot easier to track survivors using Shadowstep with Bloodhound, Stridor or Spies in the Shadows? I find the Boons really powerful with both operating as if you down a survivor during a chase the increase in healing speed doesn't matter that much. It's evading the killer and then healing that's really powerful. They don't rely on auras so the lack of scratch marks on a smaller map wouldn't be as big of an issue.

  • As a presumably rare case, I just hit Iri 4 yesterday on the survivor side (solo queue as well) and for each pip from Gold I to Iri 4 my survivor was sacrificed. My MMR took a hit each time but I did enough gens, unhooks, heals and won enough chases my grade improved. It is entirely possible my MMR going down made it easier to get Iri 4. I needed to do more each game (eg. 3 gens, 2 unhooks, win a few chases on the average per game) but I still 'lost' for MMR. I had fun so I don't care but, especially for solo queue, you can still 'lose' but advance.

  • @Fuzzels said:

    I saw a comment recently that basically said most people think they're better than they really are, and they think their own ideas of what needs to be buffed or nerfed is absolutely correct and no one else is.

    Would it help if people actually knew where they stood as far as MMR is? I mean obviously anyone can lie on a forum but I'm talking about having people who actually have proof of being high skill players giving their ideas and thoughts on what is and isn't good in the game. (Other than the few well known content creators as there isn't enough to get a big enough sample IMO)

    In other rank based games for example, you would never listen to a bronze or silver ranked player calling for a nerf to something they perceive as OP, when the platinum and diamond ranked players don't see any issues with it, and have clear counterplay. It would be laughable to listen to the low ranks.

    But then of course DBD isn't meant to be a super competitive game which then begs the question of should we balance the game for high skill players or the larger majority of low skill players? Obviously money says the low skill majority but taking out that fact, and every single factor OTHER than gameplay that is the fairest it could possibly be, what should we be asking to balance the game around?

    No, it would not help and would lead to a toxic situation where the 2200s consider the 2000s to be scrubs who consider the 1800s to be scrubs who consider the 1500s scrubs, etc etc. DbD is not a competitive esport and, as stated, the focus should be on all sections having fun; not just a small section. Another game example is from WoW their 'balancing' for esports hurt players in different situations (just an example from the past, I started in closed beta and finally quit in Cataclysm due to that; I have no idea what it's like now).

    As game developers, BHVR needs to work on trying to ensure as many as possible have fun, not just one section.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2609903#Comment_2609903

    See meme above. Flashlights are an item not always available to a survivor. Plus, flashlight = limited use vs. unlimited traps. Which it also alerts the Hag when traps are disarmed from flashlights.

    Okay, let's add

    a) running through the traps to draw the Hag off preferably with someone standing by to unhook if the Hag takes the bait

    b) unhooking when the Hag is in a chase

    c) unhooking when the Hag is carrying someone

    d) if there's no Make a Choice in play unhook and take a protection hit if you don't have Borrowed Time

    And, of course, crouching and flashlights.

    There' a lot of counterplay to and ways to waste a Hag's time

  • Crouch and/or use a flashlight?

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2608122#Comment_2608122

    Well there’s still Nurse. I think having 1 truly competent killer out of 25 is a pretty good job so far. If we aren’t careful, things could get a wee bit OP, so it’s best to air on the side of caution.

    https://forum.deadbydaylight.com/en/discussion/comment/2608128#Comment_2608128

    Honestly, so long as we still have DH I’m not too fussed.

    This has got to be sarcasm. Well done.

  • @Voodoo101 said:

    I have had the game for over a year now, however it stayed in my Steam library until the last month, when I have played killer and survivor equally. As a killer I have found that sometimes it is better to let the team gets saves, I may not get a 4K every time, but BP stacks up. If I have a bad game and it looks like I won't get a kill without escapes, I either just let them go or hook and give them a chance to save, however not every killer plays like this.

    I have just played a game where the killer was about to lose a 4k. At the game he managed to get me down, no problem, it happens. He then took me to a hook and stood in front and kept hitting me, not even worrying about the rest of the team trying to get the rescue. Unfortunately nobody had BT, so as soon as anybody went for the save, I just had to take the death.

    He then came on and started being toxic to us on chat.

    Then in another game the killer was bad, and decided to camp. We went for the saves with flashlights and the like and did gens. Two escaped and ran out, it was a long game keep trying to lure the killer away, we opened chest, broke pumpkins to give him a chance. The killer was hitting people on the hook. At the end of the game he said he camped cause we used flashlights and started calling us toxic. The only was they got two kills because we gave them a chance. They was bragging that they was a silver and it was higher rank to us and most of what they said was censored. There was a lot about the survivors having perks, which was funny when they ran corrupt, barbeque and chilli and ruin.

    I'm not really bothered how people want to play, if they want to camp then they camp and we do gens. If they want to pressure the gens and stop us doing them, then so be it, but please don't get toxic with a team that all said ggs and blame them for the toxic way you play.

    Please toxic killers, stop making it worse for us killers that play the game in a fair way. The object is to kill, but not by being toxic. I am the first to say I hate toxic survivors, but you can't moan about them if killers play like that and still carry on. If you don't like that survivors have perks then play something else.

    I agree with your main point but I just wanted to mention a side issue. The cool down for a missed basic attack is 1.5 seconds and unhooking takes one second. I'm only coming up on my third month so what I'm saying might not be overall true but I did rescue a face camped survivor by standing behind the killer and then unhooking as they swung at the hooked person

    It is risky but if you do want to take a chance and it doesn't work out they can't facecamp two survivors. If someone's feeling altruistic, try it. Unrelenting and Save the Best For Last could totally mess it up but I found it good practice anyway. Trying to stand behind could backfire spectacularly as well but if the killer has a lot of spatial awareness they probably wouldn't be facecamping to try to secure a kill.

  • @El_Gingero said:

    Honestly I think one strong killer is more than enough for this game. We don’t need Nurse AND Blight, so yeah I see no issues with removing tech.

    Can we reduce survivors to one good perk then as well?

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598295#Comment_2598295

    I really like Devour Hope and BBQ and Chili's design for the simple fact they award players for not tunneling. It makes a far more interesting game.

    Sorry, I meant not camping.

  • @LeonxJiwoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598279#Comment_2598279

    Ok amma put my hand on the killers sides right now, complaining of NOED is one thing, but complaining of Devour hope, I find that as a survivor main a very stupid petty thing. Killers have to invest and work hard for devour hope, its on the survivors fault who is not good at looping or hiding. Please give me devour hope over noed anytime or day. If survivor just watch themselves and be more aware, then devour hope is nothing unlike noed now I can understand the frustration.

    I really like Devour Hope and BBQ and Chili's design for the simple fact they award players for not tunneling. It makes a far more interesting game.

  • @LeonxJiwoon said:

    https://forum.deadbydaylight.com/en/discussion/290892/flashlights-at-pallets-toxic

    I got pm by a blight literally yesterday saying I was toxic for stunning him with pallet then dropping the flash bang..and saving my friend he was hard tunneling and face camping at the exit opens..... umm ok then am not to use a perk that I find more less toxic over a flash light, which I hate and am a survivor main? Alright I guess ill just carry it in my hand for prize or pass it on to my team mates then.

    That's not toxic. That's a strategy.

  • Thank you, I didn't think it was toxic. To me, toxic is hate messages in post game chat or when you don't camp or tunnel and say 'gg' after but survivors still mock and/or insult you after (only an occasional, not a common occurrence) Besides, if you like farming BP, which I think you should do as a new player, you need to learn how to use a flashlight and the easiest way is if the killer is in an animation.

  • @ThiccBudhha said:

    I do not like it. If you do it, you get face camped. Simple as that. And just like flashlights aren't toxic, face camping and hammer smashing your face on hook is not toxic, uwu. Toxicity is about words, not in game mechanics, I have you know!

    Completely valid reason. I just didn't see it as toxic.

  • Nearly always I avoid clicking and mostly I ignore teabagging because it's either (a) someone who's a strong looper trying to aggro me but my best chance for catching them is after I've killed their teammates or b) someone whose ego leads them to make bad tactical decisions. It's the post-game chat where I've normally seen toxic players.

  • It's not toxic. As a newer player, I don't think it's that helpful for newer killers in the long run since it's better to improve your chasing skills overall. My opinion is that it's better paired with Blood Warden, No Way Out for a full end game build. I don't think that's toxic either as the devs have stated that their intent is, ideally, 2 kills and 2 escapes. As such, planning to delay things in the end-game just replaces the slow down the mid-game strategy

  • Kill the sandbagger. Let the other go.

  • I don't think Deathslinger needed any changes. People tend to play characters in any game primarily on (a) accessibility (including ease of use) and/or (b) effectiveness or some combination thereof. Interesting play is also seen but is a minority in comparison to the other two factors. Deathslinger is a rarely seen killer that already had close to the 50% kill rate that's the designer's intent. As such, I don't know why he was changed.

  • I think the best way to get over it is to play both sides. I do because I'm not going to buy and then play only 50% of a game. It's easier to sort out which complaints are bs and which are valid.

  • It was a joke. I was recently left to one hook while the killer was on the other side of the map and a teammate was doing gens about 15 meters away and not even close to the killer's terror radius. Hence, I cheered for the killer. You haven't seen that? Or when you have a Pig trap on your survivors' head and your teammates don't even give you a chance to get to a Jigsaw box before they finish a gen?

    I've seen a sandbagger but the killer killed the sandbagger and I got out.

  • How can you play killer any amount of time and not be bullied at least once? It's too prevalent to not be encountered.

  • I'm very chill as a killer. Unless someone is very toxic, and not in a I'm trying to aggro you way, I don't face camp, tunnel, and I've lost games because I wouldn't three hook survivors with bad luck. If I see bp offerings, I don't three hook. I try not to kill any survivors until I have six to eight hooks as well.

    While many survivors are good, there are still survivors who t-bag and mock me at the exit gates or in post game chat. I don't pay attention because they're either toxic people irl or have very little going on in their real lives to do that. Hopefully, they become better people later on in life.

    However, that is my personal playstyle and my choice. If you're calling out killers for playing the way they want, I have a question. Have you called out survivors in post-game chat for mocking and bullying killers? If not, why not? In the end, we're all just playing a video game and trying to have fun.

    By the way, I have done exactly what you suggested. On the flip side, I've also had an SWF coordinate bloody party streamers (3) and I had one as well, pump out gens, and bolt in a few minutes. I don't begrudge them that since it's their playtime and their coordination and skills outmatched my skills as a killer. Do you also feel they were toxic?

    Call out toxicity if you would like to but, in the end, let people play as they want. In the end, it's just a video game.

  • Porqué? Qué pasa? Tambien, quiero decir que lo encuentré eso comentario en el forum de ingles entonces si quieres más respuestas a lo mejor tendría que trasladarlo a otra parte de los forums

  • Tactics that are called cheap usually have the same qualities (a) they're effective (b) they're hard to counter. I also consider them from a third point of view: are they fun for me and for my opponent? That's why I normally don't intentionally tunnel or camp. Unless the survivor wants to Earl Grey bag me I don't tunnel and I'd prefer if any deaths started happening after 8 hooks. Why? A longer game is more fun and gives more BP.

    Intentional genrushing from SWF is not fun either. The only good thing to say about it is it'll lower your MMR and increase your chances of getting an enjoyable game.

    That said, sometimes it's not intentional. I may have appeared to have been tunneling but I wasn't. As an example, it's just as I was running to a gen away from a hook your teammate pulled you off while you were still in my TR instead of waiting 10 seconds for me to be somewhere else. As a solo survivor queue, by pure chance the gens just flew because the game put four survivors by four gens and the killer was far away.

    I'm not a fan either being done intentionally but that's also why I like the Plague. If the survivors don't do the secondary objective they get the Broken condition and vomit and cough so much the only thing I need to find them is ears. I think there needs to be more 'do the secondary objective or get punished by not doing them' mechanics. Maybe allow killers with Hexes to reactivate their Hex if dull totems aren't cleansed?

    However, to get to your original question, if one of those tactics is toxic the other is as well and vice versa in my opinion. I think both of those tactics have their place but the problem is that neither of those tactics makes for a fun game for both sides.

  • I think the salt would be hilarious if crouching 3 times in 3 seconds or something like that disabled exhaustion perks and the sprint button for 10 seconds. It would get rid of most tea-bagging though.

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