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Thusly_Boned

Thusly_Boned

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Thusly_Boned
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  • IMO, the word "tryhard" is used as a pejorative in two scenarios:

    1. The complainant wanted to play a chill game and is mad that their opponent wanted to win
    2. The complainant simply wasn't as good as their opponent and wants to give the impression they weren't trying in order to cover that up

    Lame either way. One should expect their opponent is going to be trying to win, and/or be honest enough to just accept a loss.

  • Yeah, it's super rare for me, but I have absolutely been bled out for no discernable reason (or because it seemed clear the killer was just trying to be obnoxious).

    But it's not reportable.

  • I may have misunderstood something (someone correct me if I have), but depending on your level of patience, I would wait to buy any further original character outfits that cost auric cells. I believe all of them not tied to another license (like AoT, for example) are going to be made available with only iri shards at some point in the not too distant future.

    Too late for this case, but I would save all your auric cells for licensed stuff.

  • Another thought on "playing nice": if you are constantly taking it easy on everyone, you are doing not just a disservice to other killers (who catch flack for just playing the game as intended due to maladjusted expectations), but to the subject of your mercy, since they aren't going to get any better that way.

    There is a wide gulf between just ruthlessly curbstomping a team and refusing to risk making them feel bad at all. Success has little meaning without experiencing failure.

    Personally, I enjoy escaping a lot more when it feels like the less likely outcome.

  • @Chiky said:

    not mine. it takes me 10 seconds to write either camping killer or tunneling killer

    1. Neither of those things are against the rules in any way
    2. Tons of frivolous reports made out of nothing but frustration waste BHVRs time and may obscure reports of actual violations

    So yeah, probably best not to do that

  • Zero respect for pallets; I'm coming for that hit. Feed me more, and enjoy a late game with no resources.

    Except on The Game, since there are no end to them.

    If the surv is a really strong looper, I'll switch off. The pallets are an incidental part of that decision for me.

    @Entitled_survivor said:

    I ain't dropping a pallet unless I'm about to actually get hit,, if someone drops shack at 5 _4 gens im lettin them go struggle,, im that greedy with pallets specially on maps like shelter woods

    1. Unless you actually witnessed a teammate drop a strong pallet for no reason, don't assume it was unwarranted
    2. Letting a teammate go to struggle to punish a bad play is only hurting yourself further; no teammate is so bad you're better off with them out of the game. Hook states are a team resource, burning one like that is stupid compounding stupid.
  • @Rulebreaker said:

    Not sure if it's entirely related but we've noticed more killers hanging really close to the hooks lately as well. Might be the reason survivors are bumb rushing unhooks....or the other way around.

    It's usually a function of survs descending on the hook. If you're a killer and a team has demonstrated that one or more of them will come to the hook almost immediately, you'd be an idiot to go far.

    Rule #1 of avoiding camping/tunneling: give the killer a reason to leave the vicinity of the hook. It's the surv's responsibility to do this, not the killer's responsibility to run away from the hook just because.

    If the killer refuses to leave regardless, that's scummy, and there's nothing you can do about it. But you have to at least give them the opportunity to leave.

    Now I will almost always go for the unhooker rather than the unhooked (unless the uhooked body blocks with their BT, in which case they are getting an express ticket out of the game), but make no mistake: 9 times out of 10 going for quick unhooks is a survivor throw, simple as.

  • @FrodoTbaggins said:

    Just finished a match against a SWF. Was going pretty good and managed to get a 3k. Went to the TTV's stream to say hi and gg's. Before I could even begin typing I heard all sorts of crude language from the whole group centered around how I was a toxic killer for X, Y and Z. Needless to say, I left, but it got me thinking...I know everyone isn't like this, but is this the general consensus among people when they lose at this game? Do I need to not hook survivors quickly? Do I need to allow someone to loop me a bunch before I down them? Isn't the objective to win?

    I need to know so that I can be a kind killer.

    Universal rule:

    You can win, but you can only win while playing in a way that massages your opponent's ego, or doesn't otherwise offend their sensibilities, or make them feel for any reason like they might have lost due to a skill gap.

    Because that would be toxic.

    But seriously, this is why I just don't do post game chat/messaging. Far more often than not, people just can't accept defeat with grace or take it as a learning experience. External blame needs to be assigned, and it is often done in flimsy, desperate fashion.

    This is particularly true when you are the killer; no matter how fairly or wholesomely you play, what perks you use, etc. - if you win, you will usually be accused of doing something, anything, wrong. Anything but acceptance.

    Of course this is true of both sides to varying degrees, but killers are more often framed as "not playing the right way" for sure.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265480#Comment_3265480

    I totally understand when you are coming from. I really enjoy playing killer but at the same time I hate eliminating people. Often I honesty feel bad and a bit empty when I do it. It's such a conflicting role for me.

    I only feel this way if the survivor seems really out of their depth; and quite often I let them go.

    For survs who seem as good or better than I am, I have zero reservations about killing them all.

    Funnily enough though, I have gone way, way out of my way to spare survs who seemed particularly potato-ish (I usually try to make it not seem overtly like pity, which can be a tall order), and had them BM me at the end. Not experienced enough to recognize mercy or to realize that they are bad, but conditioned to BM.

    Gotta love it.

    @TerraEsram said:

    Also, when survivor Tea-Bag, it's not everytime for "making fun of you" but sometimes, it's just like "thank's"

    As a surv, I'll either nod or do one slow crouch to express gratitude or respect. High speed teabagging will invariably be interpreted as an FU or taunt, and should be treated as such.

  • Big, too bright, long sight lines, loaded with safe pallets and chainable loops.

  • @Stealthdoorknob said:

    Imagine how an actual employees time is wasted on watching videos, delivering punishments, over people who can’t handle ignoring people or pressing mute. Or they could just actually fix these issues in the game. Cheating and harassment are largely due to the game being boring, on top of the mismatched matchmaking, this game is only a shadow of its former self.

    I would argue that a person who feels like a game's flaws in any way, shape, or form are the motivating cause (much less justification) for being verbally abusive to another player should stop spending money on games and start spending it on professional help.

    I'm not even joking, because that is one warped way of looking at things. If experiencing some bad matchmaking or tepid gameplay makes a person feel like they just have to lob some slurs/insults around, a long, deep look in the mirror is in order.

    Cheating and harassment aren't results of bad game design (especially the latter, I can't get over how insane that logic is).

    When faced with a game that is flawed to the point of being unenjoyable, most rational people will simply play a different game, not abuse their fellow players (which just makes everything worse).

    Additionally, the burden is on people not to behave like scumbags, not on people to not be bothered by abuse, or to actively avoid it. Rather than admonishing people for not jumping through hoops and avoiding social corners of the game deftly enough to dodge abuse, how about people just not behave like pieces of crap? Is that bar simply too low?

    I don't participate in chat, but no one should have to disable it to avoid actual abuse. Racist/homophobic/xenophobic slurs should be met with permanent bans on first offense. Zero tolerance.

  • Virtually none of them I can post here.

  • I think there should be markers at P25, P50, and P75 and P100.

    What I'd like to see at these points are:

    1. Bump in item rarity on the BW
    2. Lump sum iridescent shard reward
    3. Cosmetic rewards (if nothing else, a really cool outfit for each character at P100).
  • Unless you have a bladder/GI issue and have no warning before having to dash to the restroom, afk crows should be a total non-issue.

    Your average game is ~10 minutes, so actually being in attendance the whole time is not a huge ask.

  • @Ghoste said:

    The things people do for a simple number amazes me lol. There's not even P100 rewards. Not worth.

    I hope some rewards system for hitting certain prestige markers will be instituted at some point.

    I've gained well over 100 prestige levels since the new system dropped, but I've spread them out. I just can't commit to a single character; too limiting.

    1. Sadako isn't that bad
    2. Dredge is better

    Dredge is fine, and even as a non-main, I get consistently good results with it. Nightfall is powerful, but not so much as a stealth power per se, but as a teleport boost, disorientation mechanic, and semi-stealth mechanic. Not to mention that having the survs highlighted makes hiding in the environment near impossible.

  • I'll buy it, but because I buy pretty much every chapter (I'm a completionist) and not because it seems particularly compelling.

  • Such a sign of the times that a minimal show of skin would weird people out more than brutal, graphic violence.

    But no, there is not too much "sex appeal" in DBD; sex (and let's be clear, there is relatively very little in DBD) and horror have always gone together like peas and carrots. You know, the old Eros and Thanatos bit.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261718#Comment_3261718

    Can't speak for everyone but it used to be on Xbox that I'd play against the same 30-ish people on rotation.

    It might not make a difference for Survivors but you could really wrack up blocks as Killer

    I can only speak based on my experience and available numbers, but that has definitely not been my experience, when playing either role.

    I don't keep a spreadsheet of who I match with or anything, but I feel like I often notice repeat pairings because they are so rare for me, and it's like a once every few weeks (or months) thing. One night I had the same teammate three times in a row, but that was a white elephant experience.

    Generally speaking, humans tend to remember those outlier experiences and forget about the cluster at the median, and based on available data, the player pool just feels far to deep for allowing blocking to make an impact.

    Unless you are playing with crossplay off, then it might be an issue.

    And if someone is really determined to play only against bad players, they can just smurf. And if they want to boost MMR while cutting down the quality of opponents by locking every good player they face, they're really only screwing themselves.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261697#Comment_3261697

    Yes they will.

    Players will absolutely absolutely abuse that to force themselves into easy matches.

    It even used to exist in the form of an external program WAY back in the day

    I don't doubt that people would do it for that reason, but I don't know how effective it would be. With tens (or hundreds) of thousands of players out there at any given time, for almost everyone there are going to be so many that are better that trying to reduce that pool one at a time would be like bailing out a sinking ship with a thimble.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261650#Comment_3261650

    I can not confirm this numbers. Non-camping Bubba is a comfort pick for me, but nearly every time the survivors comment in the post game chat something along the lines of "awww, a non-camping Bubba. That was fun. And BTW thanks for the hatch <3 ".

    Today I had a trial on Midwich and it was the most fun I had in a long time. I had a Nea how chased me for three gens and dropped every palette in my face, turning basically the whole map into one giant dead zone. After that it was down after hook after down after hook rinse repeat. I could do my favorite Bubba interaction twice, ie instantly noticing that the disappeared survivor hid in a corner, blocking that corner and slowly shaking my head at them when they try futile to move out and then reving the chainsaw two times. I also had one exceptionally fun outplay maneuver when I chased someone up the stairs, doubled back and they vaulted and dropped directly in my waiting chainsaw.

    I hooked a survivor in the basement and even surprised a survivor who was healing at the other side of the map, obviously thinking that I would camp or defend the basement.

    What I mean is that Bubba can be a lot of fun as a chaser and general menace. You need to learn how to run tight loops with the chainsaw and how to weave between trees and desks, and you will still fail while doing it, but oh boil, the times you manage to do it right and down a survivor with the fumes of your third charge are some of the best this game has to offer. So why waste that fun and just stare a survivor on the hook in the eye while 3 gens pop left and right?

    Chasing Bubbas are fun, and I am almost always delighted when I see a Bubba playing that way. But they aren't who I am talking about.

    The other night I played a game (which could have one of hundreds of such games I've been part of) where the Bubba hooked, camped, hit on hook, shook back and forth, nodded, rinsed and repeated. It was on the Disturbed Ward map, and as I worked on the upstairs gen, I saw the Bubba do this (Kindred) while the hooked surv (basement, of course) held on (I escaped, so bless them for that), and I had seen him insidious camping earlier when I knew I had to abandon any save attempts.

    And that game was one of the very, very, very rare times I furiously teabagged at the exit gate. In 3+ years, I may have teabagged maybe 10 total times, and I would say 8 or 9 of those have been at camping Bubbas.

    People who play like that almost exclusively play like that, at least in my experience. It just requires a certain mindset to derive any fun from it, because it's a joyless, boring, low skill way to play killer. I actually tried a time or two, and just couldn't follow through for long. It's just miserable. People who play that way probably are risk averse, unempathetic, and would shy away from more "typical" killer play.

    I always try to understand how someone is having fun even if what they are doing seems really unfun, but insidious camping Bubba I just can't be understanding about (I admit I am a bit stuck in my own perspective here). It's just the worst, and the game would be better off if it were removed or severely curbed.

  • @Aurelle said:

    Insidious needs a complete rework and Bubba needs nerfed near the hook as long as he gets a few buffs in other departments to compensate.

    I propose Bubba's chainsaw go into cooldown after the first down. You still get to insidious camp, but can't wipe out the who team at once. Bubba's ability to camp would be strong, but not so much that saves are impossible.

  • @Veinslay said:

    It's pretty funny and sometimes people just wanna chill and troll with some Bubba after getting mismatched against some sweat team that sent them to Garden of No Joy

    I mean we all hate Garden of Joy, but be serious; 95% of camping Bubbas are camping Bubbas as a lifestyle.

    I've experienced a ton of frustration as killer, but I've never felt like a camping trip with Bubba was the best way to cope with it.

    And really, if anyone gets to the point where they take their angst at one team out on the next, they should just take a break.

  • @solarjin1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260422#Comment_3260422

    my favorite is Haddonfield

    always a gen by the porch and half the time another gen spawn 8 feet away inside the house. The last part of the three gen is at the end the street which isn't far from the house. (no line of sight blockers for that gen as well)

    Yeah, I've been on the killer side of that one, and it's unbreakable unless you just afk.

    But as for the topic, avoiding a three gen is something you should start doing immediately at the start of the match, and being stuck on the wrong end of a strong one is almost always a result of the survs just not thinking about it until is was too late.

    So, so many times at the start of a match I see my teammates just doing gens in succession based in their proximity, which is just asking to be screwed in the late game.

    New perk changes make three gens easier to defend, but being stuck in a three gen to begin with is almost always a product of poor surv play. Spread your gens out, and it's far less likely the perks even matter all that much.

  • @Rudjohns said:

    NExt: remove running from survivors

    Just stand still and let me hit you, dammit

  • Darkness Revealed, Iron Maiden, No Way Out, Deadlock

  • If you time it just right you can

  • Wraith is a noob stomper, but drops off precipitously against better players.

    I may be wrong, but I recall Tru3talent once made the case that Wraith was low key super strong, but got stomped by tournament players while testing that theory.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260609#Comment_3260609

    You're not hearing me. Why should the player have to "counter" another player spinning the joystick? It's that simple.

    I guess I'm not hearing you, because what you're saying seems absurd to me. Maybe it's a semantic misunderstanding.

    Everything in a PvP game is a counter to something your opponent is doing, unless you're doing nothing at all. Spinning isn't an exploit or something, it's just the surv trying not to get hit, the first natural evolution in surv tactic from running in a straight line and just allowing the hit to happen.

    Except in cases where aim dressing just screws the killer, it's 100% a skill/experience issue, just like learning to deal with flashlights, or how to not get looped into oblivion.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260517#Comment_3260517

    So you have 101 hours in the game and suddenly it just stops working? Seriously, you've never seen a really good streamer, playing killer, get 360'd? And you can't claim that it doesn't change how you play, because y'all have literally said "you have to back up and then hit them." And that's the core of my argument, that we as the killer have to learn this new strat or skill just to hit a survivor who's spinning. It's beyond stupid, and you'd be laughed off the Internet trying to make that argument in any other game.

    Yeah, the frequency of getting spun is inversely correlated to play time, but no one is so good they never have it happen. I have like 1.5K hours in killer (and consider myself pretty good), and I have games where I get absolutely clowned.

    But the idea that you have to adopt new tactics to counter your opponent's evolving tactics is hardly revolutionary. That's pretty much implied in every PvP game ever. If it was a case if the basic tactics always remaining the same, then you'd see things like fighting game tournaments just being a collection of players spamming low kick like a 5 year old whose big brother just handed them the controller for the first time.

    And slowing down and tracking a spinning surv is hardly gaming calculus here. Not reinventing killer play or anything, and not a huge adjustment, just part of the killer learning curve. And it's not as if all spinning is equal; not everyone trying to 360 someone is Ayrun; there's a spectrum from "ankle breaking" to "lmao, what are you even doing".

    Killers always (justifiably) tell survs they need to adapt, or that "it's in the game, it's a valid tactic" (which is true), but that knife cuts both ways.

  • @NerfDHalready said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260580#Comment_3260580

    that's a long long reply, but i agree with every single word of it. afk crows makes the most sense out of all solutions

    I think so, and in this instance I think the progression from 1 to 3 crows should be fairly quick, and the only way to get rid of them would be to do a certain percentage of a gen (even small, like 5%). Because just having to tap a gen wouldn't change things much.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260354#Comment_3260354

    It's realisticaly extremely hard for 2 survs to repair 2/3 gens on their own and not get killed.

    Yet you ask for them to do that extremely hard action that will get them killed either way or be punished more.

    A lot of people hate to hear it, but if there are only two survs left and 2-3 gens up, the game is effectively over. The ask is not for survs to accomplish the impossible, but to accept the inevitable.

    I'd much rather die in an utterly futile attempt to complete objectives than to spend 10-20 extra minutes playing hide and seek and waiting the other surv out. As a surv, I find myself in this scenario with some frequency. I will hide/immerse for a couple minutes and if nothing is happening, I'll just jump on a gen and let what happens happen.

    As a killer, if I find a surv trying in vain to complete objective and haven't seen the other, I will do everything I can to bait the hider out, kill them, and let the first go. Or just let them complete the gens (giving the appearance I am letting both go), and then kill the hider when they show themselves, with no direct assistance necessary.

    Playing just to avoid death and not trying to escape is really, really lame. Zero respect for it.

    Also, I'm always amused by people who think avoiding detection in a 2v1 scenario is somehow skillful. It's not. On most maps and against most killers, if your goal is simply not to be found, you almost have to be catastrophically incompetent to fail. Because the game is not designed as a hide and seek simulator; it assumes players are trying to progress the game.

    So to the OPs scenario, it's a difficult call. While helping a killer is technically against the rules, this is a situation that muddies things a bit, because refusing to work on an objective is also really crappy. And giving yourself up when the other remaining surv is just hiding, while being a better option than skulking around or 20 minutes, feels bad. Like you're rewarding them for refusing to play.

    I've never helped a killer hunt down a surv in this situation, but boy have I wanted to, and don't feel like it would have been wrong.

    While working with the killer should always be bannable (you don't want grey area there), I think there should be a mechanism to force action, like afk crows spawning when no gens have been touched for an amount of time, or just force starting the egc. I'm sure the entity wouldn't abide prolonged hide and seek contests, and players shouldn't have to, either.

  • @Malkhrim said:

    Technically, it's tunneling... but that doesn't mean it's wrong or your fault. The struggle to win matches in DbD involves taking advantage of your oponent's mistakes. If someone unhooks in your face, the best option for you is usually to go to the hooked survivor. There's nothing wrong in taking advantage of that and there's no rule against that.

    One of the problems in the DbD community is that people love to talk about certain killer tactics as if they were a big transgression or something. They aren't. Sure, being tunneled isn't fun, but a lot of things killers have to deal with aren't fun as well. That doesn't mean you shouldn't do it.

    Yeah, it's poor killer form, but ultimately the person most to blame is the surv who went in for the insta-unhook. As a surv, when that happens, I am far more irritated by the teammate who unhooked me with the killer 5 meters away than then killer themselves.

  • @Unimatrix00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259937#Comment_3259937

    That's not what I mean. It is extremely hard, almost impossible, to actually hit a survivor who decides to spin themselves through the whole game.

    Oh, so spinning/360ing when you are trying to hit them? It can be a pain, especially if you are new-ish and/or on console (fu, aim dressing), but it's not so bad once you get some experience countering it. The best way to deal with it is to back up slightly to keep them in your FOV and swing as they spin/circle into you.

    Also, don't lunge, time the spin and quick hit. It just takes a fair bit of practice, and even then they'll still make you look foolish on occasion, but the ones who do it all game end up being the easiest to deal with because it gets predictable.

  • @Unimatrix00 said:

    Just stop, seriously. It's akin to trolling, imho. Will the devs ever do anything about it?

    If you're talking about when they do it after dropping a pallet, I think a lot of survs do it to bait the killer into breaking the pallet, trying to see which direction you will loop (and/or bait you into going a certain way), bait you into a swing at a window, or just because they feel like it keeps their momentum going, like a runner running in place.

    I think it's totally useless beyond the lowest levels, but I most of the time I don't think it's any kind of mockery/trolling.

    If you really feel it is in some case, just put them on the hook and do some circles in front of them, if it makes you feel better. Regardless, it's certainly not something devs need to address.

  • @Tostapane said:

    title. since i don't remember the precise name of that challenge, i'll limit myself to warn the players: even if you'll do a 4k, the game will consider only 3 sacrifices done. i did it 2 times to be sure about that bug (one with bubba and the other with the blight), both of them counted 3 survivors sacrificed instead of 4.

    I may be wrong, but I think the last one you you sacrifice that doesn't count.

    I was doing the same challenge, was at 9/10 (after a 4K that only counted as a 3K), got a 1K in the next game (was last surv in EGC), and it didn't register. Next game was also a 1K, but it occurred mid-match, and it counted. So it didn't complete twice when it should have.

    Really weird.

  • I only really feel sel-imposed pressure from mid-gold on; prior to that you'll grade up just by playing. But yeah, definitely can play more naturally once you hit iri 1.

    Of course, then I feel like I need to play the other role until reset, and the process repeats itself, so the relief is short lived, lol

  • @Maelstrom808 said:

    I mean, you can go after the Meg. It's not like you had no choice. In fact she's the one dumb enough to unhook while you are still there so she's the one that should eat the consequences of that. Instead, she farmed her team and then escaped. Personally, I like administering justice upon bad teammates. Locker queens and hook farmers are some of my favorites. You do you though.

    Yeah, I'm going to at least attempt to go after the unhooker in both of those scenarios; it's just the more efficient play, since in both cases Meg isn't going to have BT/haste protection, so either way I'm going to have to land two hits. Might as well punish the Meg for being stupid and not the Ace/Claud for being the victim of said stupidity.

    Unless of course the unhook-ee does the whole BT body block, in which case screw them.

    But either way, it's not an egregious crime to go after the unhooked surv, even if it's poor form.

    And of course this boils to that most common and foolish of all surv throws, going for the immediate unhook (and then making yourself look even worse by blaming the killer).

    People should really stop doing that; the killer simply turning their attention from the hook isn't a free pass to go in for the instant unhook. That's just piss poor surv play.

  • The reason losing as killer often feels worse than losing as a surv is fairly simple: as a surv, "responsibility" for the loss can be diffused among the team. People do it all the time, as evidenced by all the complaining about our supposedly potato teammates (even when we play as badly or worse than any of them). Rationalization is a powerful thing.

    As a killer, it's all on you. You either failed, were beaten, or some combination of the two. That's a lot less palatable than "I played well/was the best on the team, but my team let me down". There are two options to deal with this: accept it, which can be hard, or rage and blame it on the game/devs.

    Mostly for those reasons (in addition to the fact there is no downtime as killer), survivor is the less stressful role.

    How do I enjoy killer? By not prioritizing winning above all else (well, trying not to, anyway), realizing there is no real balance in the game, and that I am often going to go up against more experienced players, adjusting my expectations accordingly.

    And really, expectations are a big part of all of it - try not to have them (in life, but especially in DBD), because there are too many variables to realistically predict how any game is going to go. I would bet that like 95% of ragequits are simply a result of unmet expectations - the game didn't go the way they planned it in their heads.

  • Freddy, he just doesn't feel threatening at all, and I don't feel like I have to account for his power in any meaningful way. Maybe Myers, as others have said.

    There are others I can think of who really need a total redesign (*cough* Legion *cough*), but that's not really the same as a buff. Myers might fall into that category, actually.

  • Did survs running old DH/IW/UB/DS actually have fun? Do people in a 4 person comms SWF have fun? Because that is/was the most OP stuff in the history of history.

    The answer is of course they did, because people running strong builds want to win, and when they win they have fun.

    Running OP stuff isn't my cup of tea, but it's not hard to sort out why people do it.

    @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3258981#Comment_3258981

    That was my first thought as well. The exact same principle applies when you get a 4stack who brings 4 commodious+spool+BNP and a Badham offering. Is winning by extreme overkill and getting matches that offer as much resistance as a gentle breeze entertaining? I don't think so, but given how often I encounter it, the answer's gotta be yes for a lot of people.

    Some people will argue that they need that level of hardball to play against most opponents at their level, and getting a lobby of solos that folds at 5 gens/a killer that gets 2 hooks all game isn't their normal result. If they're conscientious, they'll acknowledge MMR messed up with that match; if they're not, they'll just say the other team needs to git gud, but either way they don't think much of it and they move on to next. Other people don't care either way or actively enjoy the stomp games, because for them, the fun is winning, not the interaction itself. And some people just think it's dumb to deny yourself the most effective tools if you have access to them, so why wouldn't you use the strongest stuff?

    It really boils down to different people having different and sometimes irreconcilable ideas on what constitutes fun.

    Yeah, I can't get my brain around how a gen rush (I don't really like that term, but sometimes that's what it is) squad running commodius toolboxes/spools/BNP/swivel sockets who finish all the gens in 4 minutes finds it fun at all, but just because I don't get doesn't mean they aren't enjoying themselves somehow.

    I don't get the fun of playing sweaty in a casual asym game (I take almost zero pleasure in just stomping), but as you say, for some people the destination is more important than the journey.

  • Mustard only, I'm not a savage

    @Mooks said:

    I think I never even had a corn dog?

    They're total garbage food, but the best kind of garbage food

  • @Laluzi said:

    Plague's a strong killer, but a good chunk of her performance is because survivors have to be very in sync with each other to effectively counter her. One survivor can easily screw over the entire team with a bad cleanse, and recovering from bad choices requires more coordinated action in mass cleansing to reset her fountains. Survivors need to be economical but know when to compromise, and randos are usually bad at one or the other.

    Once you start facing survivors who know how to handle her, she faces more trouble. The "everyone is basically Exposed" thing drops off pretty hard once you meet confident loopers who don't need the extra health state to waste your time. Good squads will cleanse at the edges of the map if not deny her her power completely, or do surprising plays to bonk you on the head over a pallet or just W at the faintest sound of your TR and hug high walls for the next minute. I always love facing a Plague in solo queue because as a Plague main, I know all the best ways to make her waste her entire Corrupt Purge. Well... I also un-love it because I usually run a healer build, but still, point stands. She's not as easy to play as you might come to think if you're still up against beginner survivors.

    While a newer surv might see multiple teammates get downed at once by her power and think it's OP, I think a lot of people who don't play Plague also underestimate how maddening it can be to actually land her red vomit sometimes (they don't know the frustration of watching a stream of it just pass right through a surv and do no damage). And half the time, you can just loop her around a big rock until it runs out if they aren't willing to just M1.

    Amazing snowball potential, but also extreme frustration potential.

    Some of it is maps/rng, but high walls/loops are hell for her against good survs.

    I usually just abandon the corrupt purge at tall loops, especially if the surv is broken.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257837#Comment_3257837

    Deliberate trolls, no, they're pretty rare. Showboating flashlighters who waste time and occasionally get in the way in chase because they're more interested in following you for a save than doing gens - not common, but not very rare either. People who do stupid sandbaggy crap because they have an archive challenge or they're determined to escape? All the time. Fighting people for saves, farming 'protection hits', doing unsafe hit and run unhooks to activate Deliverance or fill a quota, it's everywhere. I run Empathic Connection on my main build and it is incredible how many people will run the killer into my gen when they can see me working on it. Some of them will make a habit of it and do it every time they get in chase, regardless of if they're on first hook and I'm death or idiotically selfish decisions like that.

    https://forum.deadbydaylight.com/en/discussion/comment/3257853#Comment_3257853

    Oh god, this. Like... please. I was hooked 15 seconds ago. I don't need to be rescued right this instant. Someone else will get me and your 1k hook points aren't worth the loss that's going to come out of both of us getting downed straight afterwards.

    If I had a top five pieces of advice to give to new survivors, one would definitely be that instantly going for the save is not the right play 90% of the time. Each hook stage is 60 seconds, and they should be used wisely.

    Going for immediate saves (or worse yet, hook bombing) may be the most common and catastrophic throw possible from the surv side.

    And then there's crying about "camping", because of course.

  • Intimidated because I'm afraid I'll lose with them? None, because I don't mind losing if I am having fun. I adjust my expectations to the killer I am using and just make the best of it.

    Intimidated because they are a pain to use and I don't like feeling like I'm crapping the bed trying to sort their power out? Billy.

  • @MisterMister said:

    The only overpowered part of her is the survivor mindset that you shouldn’t cleanse against her. A truly focused plague you shouldn’t, but most plagues are to busy chasing to remember to drink the kool-aid. So cleanse away!

    Plague has been one of my mains, and I'll say that cleansing/not cleansing really doesn't make much difference, if the whole team is on the same page about it.

    If half the team is infected broken and the other half is feeding her corrupted pools, then you have a problem.

    And is she OP? No, unless you're facing lower level survs who don't know what they're doing and/or can't get on the same page. I would put her in the "noob stomper" category.

  • @RavenBirb said:

    https://forum.deadbydaylight.com/en/discussion/353996/which-survivor-killer-would-you-smoke-weed-with

    David and Legion, then probably shakily ask Michael if he wants a toke

    But you'd never be able to tell if Myers was high. Great poker face

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257677#Comment_3257677

    And of course if you had a real life emergency. Then again, in that case you’d probably just be AFK.

    Well yeah, finishing your match while your house is burning down around you or aliens are invading would be an unreasonable level of dedication, I think.

    But seriously, if there's a real emergency I'm just dropping the controller and not bothering to leave the match.

  • Agreed, most SWFs aren't good. But they are still way better than if you redistributed the four players into solo.

    @[Deleted User] said:

    Daily reminder to improve your gameplay I guess. SWF is almost a complete non-factor if you're playing well.

    Yes and no. In a scenario where a killer and SWF (on comms) of equal skill match against each other and each plays to the best of of their ability, SWF wins almost every time.

    Now obviously that's rare, but implying that you can simply outplay any SWF if you play well enough isn't quite accurate. The ability to coordinate with a team is the most powerful tool in the game, and will always be a "tiebeaker", if you will.

    As for the topic, they're not going to be nerfed for a couple reasons:

    1. Telling players they can't play with their friends is a non-starter.
    2. The most powerful tool a SWF has (comms) is beyond BHVR's control.

    People have proposed solutions, but none of them are good. It just is what it is.

  • Impulse control is a thing, and there's no good excuse (outside of hacking) for bailing on a match I queued up to play.

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