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Thusly_Boned

Thusly_Boned

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  • @Audiophile said:

    …have no basis for believing they’re good killers.

    Good/Great killers are great at map pressure and chase. They know where to go, they keep chases short and they hook and move on until they’ve won. Those 4ks are deserved. When I lose to a trapper or demo or some middle to low tier killer with a decent team because they KNEW how to play, I’m impressed. These are Type A Killers.

    But i estimate 50-75% of killers mostly proxy camp so the survivors come to them and they get cheap hits and can also tunnel if they want. They basically use a flaw in the game’s design to play a bastardized version of the game that gets them fairly easy 3-4ks. These are Type B Killers.

    Both types get tons of 4ks. But if you take away the ability to camp and tunnel, Type A killers still destroy and 4k. Type B killers are lost

    My point here in spelling this out is twofold.

    1) I think Type B killers, because they get so much success, believe they are great at the game and so don’t bother trying to become Type A killers. I’m clarifying that they’re not. If they want to be great at the game they have to be able to win without falling back on camping and tunnelling for the majority of their play.

    2) Type B killers are also a driving force of survivor quitting. People don’t want to play the bastardized “try to save your friends being guarded at the hook” version of the game. They want to play the game as it is intended to be played. So when they see the camping and tunnelling start they leave.

    And just to be clear, I’m not responding to non constructive responses. If you disagree, clearly advance your point with logic.

    There just so much more context necessary to do analysis here. Mainly how you're defining camping and/or tunneling, and how the survs are contributing or not to it.

    Like if a team goes for quick saves and doesn't give the killer an opportunity to leave and the killer hangs around, that's poor surv play, and not really camping.

    A recent example I can think of was a game I played on Groaning Storehouse, where I had just hooked a surv in the basement (in the main building). I came up the stairs, reloaded (Huntress), and was going to leave when I saw another surv through the window. I wound up a hatchet, but heard another surv behind me, just outside the door. So three of the four were within 10-15 meters of me. The first surv kept waving me to chase, but why would I have?

    I never left the immediate vicinity of the storehouse, because they didn't either. Three ended up dead, another DCed, and I got spammed with friend requests (I have friends only messaging set), and there was a lot of teabagging. They were clearly big mad.

    In a situation like that you could say I proxy camped, but who played with lower skill there? One could say I didn't deserve the 4K (it was fairly easy), but I'd say they sure af didn't deserve an escape. They played that terribly.

    This is just one example of countless similar situations I've seen as a killer, surv, or spectator where a surv team was up in arms over the tactics of the killer, when in large part they (the survs) dictated those tactics.

    Now a case where you have a Bubba facecamping their first hook is something different for sure, and low skill, but if they rest of the team just yeets themselves into the meat grinder, how much better were they, really?

    Tunneling tends to be more clear cut, but also not totally so.

    Point is, it's most often not there is a lot of grey area when it comes to these things, and just expecting the killer to "move on" in every situation is really myopic.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283886#Comment_3283886

    To be fair, if I die to a facecamping Bubba, that's not on me or my team. I am physically unable to stop him from facecamping me, no matter my skill. Likewise, he doesn't exactly need a lot of skill to sit in front of the hook and look pretty.

    Bubba is the one possible exception, because there is so little counterplay to his chainsaw around a hook.

    OTOH, the new generator/slowdown meta demands actually kicking gens to fuel slowdown (thus leaving the hook), so this might be the best time ever to beat facecamping Bubbas.

    But regardless, camping with Bubba is still the lowest skill but still viable playstyle in the game.

  • @ElodieSimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283886#Comment_3283886

    They win because they know people get upset from reading text. The mind game never stops.

    I never directly see it because I have pg messaging disabled, but I see it on YT and Twitch a lot.

    Sometimes it tilts the killer and leads to a long exchange, but just as often they just get laughed at, as they should be. It's just a sad look, and obviously feeble clapback for losing.

  • @Crowman said:

    The killer uses a tactic and outplays the survivor.

    Survivors: "That was unskilled"

    Yet you still lost to the "unskilled" killer.

    This is one of my favorite DBD phenomena. The more lazy, boring or low skill the killer tactic is, the worse it makes you look for dying to it. And yet in post game, you see the killer getting lambasted for being "trash".

    It's like losing to in Street Fighter to kid spamming one button but then ripping on them for being bad.

    Or my absolute fave, survs saying GGEZ after getting 4K'd. Priceless. Just quietly leave, you're just making yourself look ridiculous.

  • @Rulebreaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283376#Comment_3283376

    In defense of those that deserve it, there was a time where keys were alot stronger with people CONSTANTLY last second swapping to them. Some people have a grudge from those days.

    It seems so long ago, but absolutely. Keys were the most evil of items, and switching to one (hell, bringing one at all) put you on top of the hit list.

    And not without cause, imo, the old multi player hatch escape was really, really, lame.

  • @Aurelle said:

    Yep it makes playing as Knight feel 10 times worse than before.

    Not great, since he was pretty miserable to use beforehand.

  • Sadako, SM Myers. I may not win as much, but Imma scare the bejeezus out of some people.

  • So these outfits should be available for shards on 12/29, then? Not so much FOMO as instant gratification driving auric cell purchases, if that's the case.

    Fine with me I guess, but funny we probably won't see nearly as many of the festive outfits in game until the essentially end of the holiday event, though.

  • @drsoontm said:

    Of course it's sometimes on the survivor.

    The number of times a survivor tried to body-block after an unhook, or jumped straight on a gen instead of healing (and then was found by the killer) is staggering.

    As far as I'm concerned, I punish these moves religiously.

    Yeah, if you don't actually try to get away after being unhooked, or just stay in the killer's face after being unhooked, you're not being tunneled, you're being an idiot.

    There's this insane notion among many that once they're unhooked, they should have total immunity until someone else is hooked, regardless of what they do, and if they aren't afforded it, the killer is at fault.

    It's absurd.

  • In solo queue? There isn't any.

    Unless of course you only work on a gen when everyone is at full health (assuming there isn't a one hit down killer).

    So yeah, not much on the counterplay front there unless you're in a 4 person comms swf.

  • @Grandpa_Crack_Pipe said:

    Do your absolute best to keep them alive.

    Save them before they finish, heal them, do your best to keep them alive. Don't let them out of the game.

    If I catch someone doing this in my games, I will never kill them no matter how long they stand at the hook. I'll keep them alive until the very end, and only kill them to make sure they won't get hatch.

    If they want out of the game and don't want to eat the DC penalty (wonder why they're scared of it), make it as much of a long and grueling process as possible. Be like the Spirit I just played against who grabbed this guy off a totem, saw he was trying to suicide on hook and refused to play, and never killed him until the very end.

    Hopefully one of these days they deal with this silly mechanic.

    If I'm the killer and see someone trying to suicide on hook, or who gives themselves up to me early in the game, I will absolutely save them for last.

    As a surv, I'll teabag them then unhook, or unhook then teabag, depending on their hook state progress.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282447#Comment_3282447

    Not saying this is an every match thing for me, or that I can't also evade flashlight saves, but this is an uncounterable situation no matter how rare it is. It's the exact same thing as locker flashlight saves. You either go for the pick up and get blinded or you don't go for it at all.

    This change isn't going to be paradigm shifting or anything. People awful at saves still won't get them, those on the fence will get a little bump, and those already great at them will be largely unaffected. Picking up in an exposed dead zone is going to remain risky. This isn't a huge deal, and it isn't going to render all open area pickups guaranteed saves like locker saves were.

    The counterplay is going to remain essentially the same.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282455#Comment_3282455

    By horror convention, shouldn't 1 survivor always have more than 50% chance of escaping then? Perhaps even higher. Considering the final girl trope.

    In theory, sure, but there's no way to translate that to a 4v1 and make it remotely fair. I don't think one surv being blessed above the others each game wouldn't go over very well.

    I like the team aspect, and I think we've all been in that situation where we know another surv has a better chance of getting out (due to hook/health states, etc.), and essentially gave ourselves up so they could carry on. And I feel vicarious success if that surv ends up making it out.

    Like the "final girl(s)" is a product of circumstance and gameplay rather than having been designated ahead of time.

    If everything was a statistical coinflip it just wouldn't feel as compelling to me.

    Of course this all just my feeling on the subject.

  • I like a 60/40 balance in favor of killers, honestly. I feel like thematically (I am a huge horror fan in general) the game feels better when you feel like death is the more likely outcome as a survivor. I want the odds against me, it makes escape feel like an accomplishment.

    In horror movies, how often does half the main cast of protags make it out alive? Essentially never. An imbalanced kill rate just feels more appropriate to me.

    Objectively, the game is fundamentally asymmetrical and unbalanced. Shooting for a 50/50 is trying to lay a symmetrical game balance ideal on a game that is inherently imbalanced, and likely unbalanceable.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281855#Comment_3281855

    That's what I'm literally trying to explain to people. They say "just chase them off" "just quick 180", like they're playing dumb to think we haven't tried that already. You can't do anything against off-screen saves.

    There will be situations where the surv goes down in a really bad place, and there's not much you can do to prevent the save.

    But those are relatively rare. That vast majority of the time, there are viable counterplay options. I am not a god tier killer by any stretch, and I evade like 90% of flashlight save attempts.

    And most of the times they are successful, it's because I was careless.

    Now there will be good teams that coordinate flashlight saves, but those players are not the ones who will benefit from this change.

  • @DyingWish92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282343#Comment_3282343

    He should grab them out of the locker and close the locker door then pin them up against the locker with the knife.

    3449928-bob.jpg

    This, but in a locker.

  • @jinx3d said:

    if you say that youre camped and tunneled every game, chances are your definition of camping/tunneling is very broad

    That's not really a hot take, I feel like it's kind of obvious. Some of the stuff I've seen decried as tunneling and/or camping is pretty far from.

    One of the problems here remains (and will always remain, imo) that there is no agreed upon definition for these terms.

    My personal definitions are pretty strict, for others they are as broad as can be.

    I also think they are the go-to excuses many survs have for losing. Easier to say the killer wasn't being fair than to admit you just weren't good enough.

    @eleventbh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280830#Comment_3280830

    I feel like complaints about tunneling are actually issues with MMR. Tunneling does happen a lot but it only feels bad when the killer is doing it at 3-5 gens and the tunneled survivor goes down in 20 seconds every time. It's not really the weak link's fault they're matched up with a killer smarter and more skillful than them, nor is it the killer's fault they're choosing the right target, but casual players won't have fun so they look to blame the sweaty killer.

    A lot of truth here, imo. A really good killer will create the feeling that they are tunneling even when spreading their attention. When you are well on the wrong end of a mismatch, it can make you feel helpless and frustrated.

    I'd like to see an option for survs to re-watch a match from the killer's perspective; I bet many who feel like they'd been treated unfairly would be forced to change their minds.

    And yeah, sometimes the weak link just can't stay out of their own way, and keep themselves constantly in the line of fire even when there is no intent to tunnel from the killer. I've had many games a killer where I was actually pleading with some poor potato to get away from me so I could justify going after someone else.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281118#Comment_3281118

    Sometimes, yes, that's true.

    I've only played a couple of absolutely flawless games in my time and I've lost both of them, so I understand.

    Those games are few and far between.

    Most of the time, Survivors make mistakes. Nobody's perfect. There's almost always something you can do to swing things in your favor.

    But yes, sometimes things are just stacked against you and there's not much you can do, sometimes it's just a mismatch.

    Yeah, I don't recall a game where I felt like I couldn't have played any better. That's not to say I haven't had many games where I was too overmatched for it to have mattered (there have been many of those), but I think the area where anyone (as killer) can legit say "I played as well as I possibly could have and still lost" is very, very small (usually when you're using a low tier killer, absolutely screwed by RNG, and/or facing a really strong SWF. When all other things are equal, being in a SWF will always break the tie).

    Almost all my losses are due at least in part to lapses in attention and/or decision making.

    DBD is an odd duck. People are constantly making mistakes on both sides, but you can't always see them when they happen (most often you don't), nor are they as clear cut as they would be in a game of chess or something.

  • First of all, losing a couple gens in the opening minutes is kind of to be expected with most killers. You have seven gens, all spaced out. If you're a low mobility killer, and survs don't split up, you'll likely lose one in the time it takes to cross the map.

    You have to keep the mindset that things are likely to start quick, but as a killer it's largely up to you how they finish. The first three gens might go in the first 120-180 seconds, but as they do, each subsequent one becomes easier for you to defend and harder for the survs to finish.

    There have been plenty of times I've been down three gens almost immediately, but it never got beyond that. Conversely, there have been tons of times where I was on a team and we pounded out 2-3 (or even 4) in the opening minutes and all ended up dead. The moral here is not to freak out when the gens fly early.

    And yeah, killer is more stressful than surv, that much is for sure, especially if you're not picking from S or A tier killers. But I sure don't think playing killer is a brutal slog, as OP states. I play a fairly relaxed, forgiving style as killer, and most of my games are ~2K, but I have at least a 2:1 4K:0K ratio.

    And NGL, I'm also pretty incredulous of anyone saying they're "escaping all my solo survivor games".

  • I'm sure it would also make you feel powerful to walk down to the park an wail on some 8 year olds, but not sure that would be much more of an accomplishment.

  • @killer998 said:

    Honestly just from the thumbnail alone, I have never been so happy a killer could be bought with shards. I hadn't bought anything in the game or shrine with shards for ages. So when knight released I didn't have to spend any real money.

    Best f'ing thing I've ever done. Thank god there is even an option to get him through the in-game currency than just real money like licensed killers. If I had to waste some of my actual money on him I would have been demanding a refund. Not to mention saying people HAD to pay for him with real money would have been the biggest slap in the face ever.

    Like there's been terrible licensed killers come out where you had no choice but to buy them, "cough sadako cough* but knight just takes the cake this time on bad killer releases.

    I would have used shards, but I am straight up hoarding them now that we know all original characters' cosmetics will be given shard costs, and cosmetics are far less economical than DLC chapter costs.

    But yeah, Knight is super underwhelming. Might be #1 on my list of chapters that would have been better off spent on general game health.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280085#Comment_3280085

    I think Mandy or at least another Mod has confirmed if survivors are doing nothing but hiding and not doing Gens for a extended period of time that is hostage taking because of the fact they are refusing to do thier objective and not progressing the game. On maps like Mother's Dwelling the Survivors could hide indefinitely because the Killer won't leave the patrol of their gens to search I'm dead zones.

    I do like your idea of automatic EGC if progress of Gens is idle for too long. ATM the match will automatically end after 2 hrs when the game server shuts down

    I thought to combat the hackers they already trimmed max game time to 1 hour from 2? To me, that's still 30 minutes more than is reasonably necessary.

    I can't recall any game I've been in that went beyond 20-25 minutes (granted there haven't been many) where actual gameplay hadn't ceased and been replaced by some sort of nonsense.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279939#Comment_3279939

    ooh really? but i mean its not really holding the game hostage thats the thing you can find the survivors... But is it really enough to be bannable i mean shouldnt people be able to play how they want?

    I get body blocking as a killer because there is nothing you can do as a survivor but a killer can def find the survivors

    You can find the survs, but let's be honest, if al you are doing is avoiding detection, that may be the easiest thing to do in the game. The game was not designed as a hide and seek simulator, it assumes players are going to try to progress the game (even if it means getting killed, ultimately). As a killer, finding two survs who are only trying to hide is a painful and near futile endeavor. On some maps it's near impossible, unless the survs really screw up.

    Should it be bannable? Not permanently, but maybe. It certainly not on the same level as physically blocking someone into a corner.

    The better solution is to cap game length at 30 minutes, maybe force EGC at 28 minutes regardless. Realistically, there's no good reason any game should progress beyond 30 minutes anyway. That would also head off any new hostage taking efforts by hackers.

  • I've had this very thing happen a number of times over the past few days. Only closing and restarting the game fixes the problem.

  • @danielmaster87 said:

    Keep playing the game normally?

    Yup. I will push objectives as best I can until I am dead (or the killer takes pity on me), even if all three others DC. Every time.

  • @Pulsar said:

    He sucks to play as and against.

    It's one thing if the Killer is funny to play against, like Ghostface. At least you know people are having a good time.

    Knight is just so boring to play against and to play as.

    Run to loop, place Guard, run away from loop. Repeat ad nauseum

    Yeah, Knight is boring to play as in a way that is effective, and ineffective to play in the way that should be fun. His power just wasn't well thought out.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280000#Comment_3280000

    If the global kill rate is close to 60%, it's not unlikely that versus Solo's it's close to 75%

    I thought that recent stats showed that kill rate v. solo wasn't markedly higher than v. swf, though I may be misremembering. Like a ~5% difference or something. And if it were like 75%, that means the kill rate v. swf would have to be like in the 40%'s.

    Either SWF is super powerful or it isn't, we can't claim is isn't but then bemoan how weak solo is in comparison (I happen to believe SWF is that powerful, personally).

    I know it's anecdotal, but my experience doesn't jive with the "almost all killers are all running 3-4 slowdowns and tunneling" narrative. Some? Sure. Most? I don't think so. Almost all? No way.

    I play mostly surv these days, but I know that if I really ceased giving a crap about survs' fun and cranked up the sweat, I would 3-4K almost every game.

  • @Pulsar said:

    Not like this changes anything for the current Killer population.

    In my experience, most killers play "nice", or something close to it. At least with some sort of empathy. It's the minority of my games where I really feel like the killer just dgaf.

    If every killer played with total, cold mercilessness, there'd be like a 80% global kill rate vs. solo queue.

    But killers shouldn't have to kneecap themselves.

  • It depends.

    Four slowdowns is excessive af, especially on high mobility killers. However, there is a tradeoff the killer is making by not running other types of perks. On another killer (Huntress, for example), I'd rather they run four slowdown than 1-2 slowdown and aura perks.

    Imo, stacked slowdown is often annoying, but only really feels oppressive on killers like Nurse/Blight. I've only run four a few times, and only when I was testing how much of a jerk I could be, and not to actually win.

    And having a low mobility killer having to stop/break chase all the time to kick gens because they are running CoB/Eruption/Pop, etc. can often be pretty useful.

    So yeah, pretty context dependent.

  • @scenekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273980#Comment_3273980

    This. It isn’t OP by any means but the devs need to stop developing perks that get activated by effective gameplay from the other side lol

    A pallet stun isn't always (I would argue isn't even most often) the result of good surv play, but good killer play. As a killer, most often I want you to drop that pallet, and am quite happy to eat the stun in the exchange (at least prior to the end game). It's a win for me.

    As a surv, I often feel like I've made a poor play when dropping a pallet, even when it results in a stun. The good survs are the ones who refuse to throw them, or only do so when absolutely necessary.

  • @GrimoireWeiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273972#Comment_3273972

    You're saying like Nurse gets stunned all the time by pallets. It's not a terrible perk on her but if we are talking about Exposed there are way more consistent perks like Starstruck and MYC.

    Yeah, it's a full blown occasion when you pallet stun a Nurse. It's like a full solar eclipse. Hubris wouldn't even be worth running on her even if the exposed status were increased to five minutes, imo.

    No, you run it on a more basic killer with Endurance/Spirit Fury.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273913#Comment_3273913

    The adept was surprisingly easy ... against beginners.

    Against decent players though, shift-W trumps all.

    Yeah, I ate crap for a few matches before running into a bad squad and getting the adept. Barring fundamental changes, not sure he'll ever be more than a challenge/daily killer selection for me. The design seems to indicate playing an unfun strat or just getting owned by good survs.

  • It's a great cosmetic. I'm in no danger of becoming a Knight main so I won't pay actual money for it, but it's a top tier skin. Miles better than his others, imo.

    The arrow in the knee is a great touch.

  • @Seraphor said:

    It's for leaving games that are literally unplayable. That means hackers holding you hostage, or bugs that prevent you from progressing the game, or RL emergencies that mean you literally cannot play. It does not mean getting a map that you claim is "unplayable" or going against a killer you deem "overpowered".

    If a game is literally unplayable, then a DC penalty is a small price to pay.

    This. You have to give people an out for game where there is no other way, save for a hard shutdown.

    It is not for leaving when the match annoys you, or isn't going your way.

    Now by far more people us it for the latter than the former, but you probably can't remove it, as nice as that would be. I've used that function maybe 3-4 times in the three years I have been playing DBD, and would not miss it, but I've never been properly held hostage, either.

  • It's really annoying, but fortunately not all that common that survs just go right into hiding; it's usually when there's only two left.

    I really don't get it form the surv perspective. Simply not being found may be the easies thing to do as survivor, there's no challenge in it at all. Just boring for everyone.

    Not much you can do other than try and find them, or go afk until someone completes the gens and forces egc.

  • It's only been like a day, but I have noticed that most of the Knights I have faced have been super campy.

    @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273833#Comment_3273833

    It's not that he puts guards around hook.

    He can hit people coming to the hook with guards and force trades or double hits.

    Yeah, it can turn the area around the hook into a real meat grinder if the team is altruistic. I've had a few really short games a surv against the Knight.

  • I will only dodge if I see like 3-4 TTVs in a lobby; while I am not going to shy away from a challenge, I'm not here to be the comedic foil in some pre-baked shenanigans.

    And even then only sometimes. If I'm feeling spicy I'll lean into it.

  • @Jago said:

    If the character don't sell / isnt played.... Thats what happen.

    Chicken or egg? She's not played because she doesn't have cosmetics. People like to act like they're not birds and cosmetics as shiny objects, but that is absolutely the case. Lots of customization options = popular; you seeit everywhere across the industry and beyond. Once they are established, then the cycle starts to feed itself (i.e. Feng, Kate, etc.).

    If you release a character with a bunch of cosmetics and/or support them early, they will sell and get play. Don't, and they won't. Not giving a character cosmetics early is the kiss of death, and it's absolutely something BHVR has a large degree of control over.

    My proposal has been that each new character release with no fewer than 4-6 unique, distinct cosmetic sets (not recolors). Do that, and you won't see what we have seen with Haddie and others, or at least to the same degree. Give them a chance.

    @skyllus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273342#Comment_3273342

    They've done model reworks before - quentin, cybil, claire etc have had major reworks to improve their facial features... theres no reason other than sheer laziness they couldn't give haddie this treatment if they wanted to

    Quentin and Laurie were across the board visual abominations before they were reworked. All they need to do with Haddie is make her in game model look more like her profile pic, which is actually pretty great.

    NGL, I committed pretty hard to being a Haddie main when she dropped because she was visually distinct and had amazing lore; time had obviously been spent on her concept. I thought for sure BHVR would push her.

    I've backed off a bit, but I still hold out hope they'll come around on this.

  • I don't care if they dump truckloads of fanservice on us, so long as it's evenly distributed (relatively).

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270715#Comment_3270715

    To be honest, I've never seen a Killer DC over a survivor getting a flashlight save. Stand in a corner after multiple blinds, yes. DC after not getting a single hook after five minutes and 4 or 5 gens done, yes buf a flashlight save, no. Has this happened to you frequently before?

    No, it's probably just an attempt to create a false equivalency.

    In my experience, killers DC less overall, and when they do, it's usually not until at least mid-match. DC after multiple coordinated stuns/blinds? Sometimes. DC after 5-6 minutes of getting dominated in chase? Sometimes.*

    Killer DCs after the first blind/stun? Not sure I've ever seen it.

    Conversely, a surv might DC the second they realize Lightborn is in play because their whole game plan was to get blinds, and they are unwilling to play any other way. Which is why it is best to hide that you have it until well into the match, if possible.


    *there is no excuse for DCing, but these are the situations most likely to result in a killer DC, in my experience.

  • I'm as excited about this as any DBD change ever, save maybe the DH nerf. I might actually play Billy/Oni/Blight or Nurse (probably not Nurse). An addition long overdue.

  • Bring end game build, play like scumbag. Profit?

  • It actually kinda sucks, imo. Not just because you're not really playing the game, but because it's nearly impossible to get a decent score against a fully afk killer. You're gonna get zilch for altruism/benevolence, little for boldness, etc. I usually scrounge for a flashlight to maybe get some blinds, jump in/out of nearby lockers for those few boldness points, etc.

    It's great if you're just looking for that escape, or for niche tome challenges, but it's generally kind of a bummer when the killer is AFK.

  • Yeah, that is highly unusual, at least in my experience. I may see one afk killer every couple weeks on average. 10 out of 14 is absolutely bizarre; if true, something weird must be going on.

    In my experience, it was actually a lot more common when I started playing a few years ago.

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267921#Comment_3267921

    Now imagine how a completionist has to struggle. I aint one, but just imagine 😨

    I am a completionist who has completed/100%-ed some of the most challenging and/or time intensive games out there in which to do so), so this actually pains me, but there are certain games that evolve in such a way as to make "100%-ing" them too much an exercise in frustration, and just make the endeavor miserable rather than challenging. DBD is one of those. I prefer my challenges to be defined by skill rather than skill plus a bunch of other random factors.

    I used to not be satisfied with less than full completion of any game, but as you get older and begin to realize what a finite quantity time is, you start to choose which completionist hills to die on.

  • Yeah, and this sort of thing is why I have no ambition to complete all the tomes. There are several (particularly old ones) that I have just laughed off as not worth it, predicated on outdated mechanics, or would require me to throw so egregiously I can't bring myself to do it.

  • A profound sense of emptiness at having spent all that time, and having no further milestones to pursue, nothing to look forward to

  • I'm not terribly invested in Prime rewards, but even by their own established standard the last few have been really lame. Prior to the Plague skin, they had at least been worth the time to enter the code. The past few have been a joke.

  • I don't really know, tbh, since I only really notice the names if they are unusual/funny or repeats (which are rare).

    I also don't know how many people use the same name on the forum as in game (I do, ftr).

  • They are all functionally the same, but they often look different, feel different, and it really screws with me sometimes.

    Some feel "longer", "shorter", "quicker" or "slower" than others. I've had instances where I switched killers and immediately started whiffling like and optimized whiffing machine.

    I know it's totally a perception thing, but it does have an effect.

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