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Thusly_Boned

Thusly_Boned

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  • @sizzlingmario4 said:

    Not really, but at least Haddonfield and RPD are better than they used to be.

    It may be an unpopular opinion, but I actually think that on balance, Haddonfield plays relatively fair, with open areas in the middle that greatly favor the killers, and areas on the periphery (the houses) that greatly favor the survs.

    But if we're asking which maps feel the closest to balanced, I would say the McMillan maps.

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219213#Comment_3219213

    So Nurse or Blight then... cause those are the 2 Killers that have pressure early

    The other Killers not so much

    There are other plus mobility killers, but you are right many killers are unable to prevent early gen loss because poor mobility and poor map design.

    But fortunately for those killers, there are slowdown perks. The worse your killer of choice is in early game, the more you should run. For some killers, running 2-3 slowdowns is borderline necessary. But I promise that if you stack Corrupt + some combo of CoB/Overcharge/Eruption/Jolt, you can defend gens with just about any killer, unless you are a potato.

    Now if a team all bring Commodious toolboxes with BNPs, Spools, and Swivel Sockets (maybe with Prove Thyself, Hyperfocus, etc.) and just hammer gens, yeah, not much you're gonna be able to do about that. And that is a helpless feeling. But that also isn't all that common, really.

    And generally speaking, I never got the grief about "gen rushing". I mean what else are survs supposed to do at the beginning of a match but jump on gens? Mill around aimlessly? Break bones? Teabag each other?

    I think many killers need to internalize that losing 2 or even 3 gens in the first 3-4 minutes is to be expected. The slowdown starts when there are fewer gens to defend. The early game is about defending the right gens, not trying to keep them all up. I often go down 3 gens with only 2-3 hooks and go on to win. A lot of killers seem to flip their lids and panic when they lose a couple gens.

  • You can probably solo game on 18mbps so long as it's stable at that rate, and you don't have a microscopic upload speed.

    I used to live in an area where I never got much higher than 10-11mbps and could still play many online games (I did a lot of multi Borderlands, PvP Souls, etc.), and my kid played Overwatch all right. Not ideal, but perfectly workable.

    But if it's peaking at 18mbps and taking big dips...well that's something else.

  • If you play a ton of surv and just start out at killer, you're:

    1. Starting with a lot more developed general game sense than most beginner killers
    2. Starting at bottom of the barrel MMR against actual baby potatoes

    This is why survs really trying out killer for the first time aren't really getting a meaningful picture of anything; you'll need at least a few hundred hours to advance to a place where you're getting a good picture of the general killer experience.

  • @Ayodam said:

    I don’t think I’ve ever seen a survivor DC or give up on hook when the survivors are winning. It makes no sense why they would. If it happens, maybe they have to quit/leave because something is happening offline.

    I have, while playing as killer and surv, seen survs DC/SoH when the team was clearly winning, ostensibly because they were personally embarrassed. It's a gift as a killer, it's infuriating as a teammate.

    Which tracks, because the types who DC/SoH most often ore only concerned with themselves and how they look (which is funny because it just makes them look worse).

    Now I've never seen a killer DC a game where they were clearly winning, it's only when they are struggling.

  • @Tostapane said:

    well, at least it's better than the classic gg ez/git gud, don't you think?

    For sure. Especially when you stomp a team as killer and they say GGEZ to you, but that's at least good for a laugh.

    Sometimes you get matched up against a much less experienced team/killer and they did the best they could.

    But in a lot of cases it just seems mocking/condescending.

  • @HoodedWildKard said:

    Idk if it's something in the air or what but had 3 games so far today, one huntress hard tunnelled me off hook twice, got about 5k points yay. Then my next 2 games had a trickster and a myers just wander round the map, basically ignoring survivors and not playing the game. ######### is going on? Lol

    It's possible the wandering killers were looking for glyphs. Other than that, who knows.

  • @Shaped said:

    Just a normal dbd experience.

    Yeah, recency bias is a thing.

    I don't get tunneled or camped much if any more now than I did in 2019, 2020, or 2021. It's just an unfortunate constant.

  • @JustAnotherNewbie said:

    Didn't all killers get a Bloodlust buff just when the meta shakeup happened?

    What if they get mobility and play with their stronger + strongest add-ons? How would that be balanced?

    The bloodlust buff wasn't strong, and really only kicks in when you're already not doing well, and doesn't last long. And you're probably only going to be in it while looping.

    BL =/= map mobility.

    The issue isn't as much a killer issue as it is piss poor map design.

  • I play at least 3-5 matches a day, usually whatever side the incentive is on (so a lot of survivor), but 10+ matches most days. I use it to decompress after work, usually my first couple games are sleepwalking.

    Most days I just use it do tune everything else out for a bit, and I rarely get invested enough for it to make me mad. And to be honest, at 2.5K hours, some days I get frustrated with how much time I sink into it; it's just a super accessible thing to distract myself with, and there's no end really.

    It would probably be for the best if I totally lost interest, but it's like a habit at this point.

    So probably not healthy.

  • @Dead_Harder said:

    Imo the restrictions it has justifies its power level.

    Like yeah for survivors it sucks that they can basically do nothing for 30 secs but for killers it sucks when you kick a gen and it gets completed before you can get a down. What did eruption do for you there?

    And eruption CoB is only really good in a 3 gen scenario where you can defend the gen.

    Like its a solid perk but im still almost never running it because PR is still more reliable and less of an hassle to use.

    PR is better in many ways, but also much easier to avoid for solo players. It's easy enough to let go of a gen after a pickup because everyone can see that, but you never really know when then down is coming in solo. You get one or two good uses of PR (it's only really powerful with DMS, imo) before a team is on to you, unless they're potatoes.

    One of the other things about Eruption is that because you can still lose that gen shortly after kicking it (as you pointed out), it almost demands that you run CoB or Overcharge (sometimes both) with it to increase the chances of getting value. I know I wouldn't run it without at least one of those two.

    Heck, I ran into someone running all three plus Dragon's Grip, which is just mean (and NGL, kinda funny).

    All that said, the only change I would make to it would be to shorten the incapacitated length, maybe by half.

    One thing people forget about all these gen kicking perks, especially people who don't play killer much (or at all), is how inefficient kicking gens actually is. One thing I see a lot more of these days is killers dropping chase and/or otherwise going out of their way to kick gens, which often loses them the game, ultimately.

  • Matchmaking like that is tragic for all sides.

    I'm soft, so I usually go easy when I determine that I am in a match with far less experienced players. I may lot let them win, but I try to make it seem competitive without making it feel like obvious pity. It's not fun for me, but neither is just curbstomping players/teams.

    I don't want to be the final straw that makes someone quit playing, and I blame BHVR's matchmaking for putting people in that position.

  • Yeah, I'd love to start playing more on PC, but sadly like 90% of my metaphorical eggs are in my Playstation basket.

    But I am not holding my breath here, as it seems like there are too many things that need to happen that BHVR doesn't control. And I think if Sony/MS were motivated to do their part in this, it would have happened by now.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216646#Comment_3216646

    It's noticeable when they do the dead-hard animation frame perfect every time you go for an attack, even if the attack is not directed at them, but they happen to be close (like for example when you try to hit a survivor next to them).

    You can also trigger this at pallets; if a surv with auto-DH is on the opposite side of a pallet and you swing, it'll still trigger. It's a total gotcha moment.

    But really, it's something you often see with players who are otherwise not good. If someone can't loop, can't path, displays little game sense, seems generally less skilled, and somehow perfectly nails multiple DHs even when you wait/bait them out...yeah. Not much of a limb to go out on.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216791#Comment_3216791

    You forgot two of the most important reasons:

    1. Survivor starts getting campedand tunneled early on, which is the least fun you could ever have in a video game
    2. Survivors have to go against something broken like a Starstruck Nurse with the most powerful addons and perks

    Some survivors dc for the most ridiculous reasons, and it's sad. But there are also understandable reasons why survivors would give up early.

    These things suck, for sure. But here's the thing: you don't have to DC because of them.

    When I get a game with a Starstruck, Knockout, etc. Nurse, do I want to DC? You bet I do. But I don't. Same with the occasional hard tunnel or facecamp.

    Impulse control is a thing people can and should cultivate out of consideration for their fellow players. And if anyone goes into games thinking "If X or Y happens, I'm probably gonna DC", they shouldn't be playing at all.

    @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216897#Comment_3216897

    One of the major problems is that survivors label just about every single killer strategy as unfun, and demand they should be nerfed because they are unfun….. but refuse to acknowledge that survivor strategies might be unfun for the killer.

    For killers, going against a SWF with voice communication can be the most unfun thing in the game, because they can get so many extra advantages with voice comms, and the killer isn’t compensated at all for this. Excessive hiding, hook sabotages, flashlight saves, pallet saves, and bodyblocking are also unfun for killers.

    But due to massive double standards, survivors think all the unfun killer strategies should be nerfed, but don’t think any of the unfun survivor strategies should be nerfed.

    This is absolutely true; many of the bully/SWF strats employed by surv teams are just as, if not more miserable than being hard tunnelled, facecamped, or slugged to death.

    I play a lot of both roles, and have experienced at least a bit of just about everything out there, and the most miserable experiences I've had in DBD have been going up against good, coordinated squads who don't want to win so much as make the killer's life as difficult as possible.

    But the difference is that the number of teams I go up against who can do that to me isn't that high. Stats show that 1 in about 20 games will be with a 4 person SWF, and not all of those are even all that good (though they certainly have an advantage even if they aren't).

    By contrast, just about any decent+ killer and make at least one survivor's match a miserable experience with a hard tunnel or facecamp. I don't think it happens nearly as frequently as some people make out, but it's certainly been more frequent for me than games where I have just been oppressed by a 4 person bully squad.

    But I generally agree with your point that there just as many things survs do that sometimes make matches "unfun" for their opponent as killers do, if not more. Especially for new players; if you're new to the game, having survs coordinate bodyblocking, spam flashlights, coordinate sabo, etc. can be absolutely miserable and demoralizing, and aren't thought of as being "unfun" in the same way as tunneling and camping, but they absolutely are.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216192#Comment_3216192

    We really don't know where the problem is, care to elaborate?

    Probably that the patch made survivor unplayable, killer op, game's broken, no choice but to DC, yada, yada. You know, the usual garbage.

    It's mostly so much self-fulfilling prophecy; you go into a match, something bad happens to you and the rationalization portion of the lizard brain is like "see? the game's busted now, I might as well DC" (but then they just load into another game 5 minutes later). Which leads to unwinnable games for those left behind, which makes everyone miserable, and the whole thing propagates.

    It's like a whiny ragequitter ouroboros eating its own arse.

  • I love variety, but I think picking a surv you like (based on lore, appearance, etc.) and playing them however you want is one of the positive aspects of the role.

    I wouldn't like it if a surv I liked had a configuration that compelled me to play a style I didn't care for.


    @ProfessorDunwich said:

    I feel like adding this now would cause massive balancing nightmares.

    Nightmare is almost an understatement. The standardized nature of survivors is one of the core elements of the game, changing that 6+ years in would be cataclysmic for balance.

  • Imagine using post game chat.



    But for those masochists who do, there has to be a way to censor slurs (which should absolutely always be censored, without exception) without censoring literally everything else. It's pretty absurd.

    I mean it can't be that hard to maintain a "dictionary" of verboten words and their various permutations, and censor only those words.

  • @Kirahie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213074#Comment_3213074

    She's dead last on the killer roster without the condemned playstyle. Worse than trapper. Worse than legion.

    While the condemned playstyle is pretty much necessary at higher MMR, this is an overstatement, imo. I'd rank 3-5 killers behind her. At low-mid, she's totally viable without the condemnation strat.

    She desperately needs buffs to be universally viable, though. You absolutely hit an MMR wall at which the condemnation strat is necessary to compete consistently. Sadly, that's why I mildly smurf with her to keep from reaching that point, because I don't like playing that way.

  • @SmarulKusia said:

    Not sure if anyone has experienced this, or if it is just my luck for over a year.

    Whenever I equip a specific challenge, if it's something to do with healing, stunning or whatever - I get killers that kinda directly counter that challenge.

    Yesterday night, I equipped a stunning challenge and got Nurse, Spirit, Huntress and then Nurse before giving up. Today, I equipped a healing challenge and get a Legion. Idk if im being trolled by the game but.. Lol and I mean this is happening the moment I equip that challenge, not after a few games or whatever.

    I feel that way a lot, but I think it's just a bias of perception.

    Like you, it seems like whenever I have a stun/blind challenge (I tend to try to do both at pallets), I'll have nothing but Huntresses, Nemeses, or Nurses. It almost feels like malicious matchmaking, but then I think that these are killers I often face under "normal" circumstances.

  • @danielmaster87 said:

    They destroyed Tinkerer so no killers outside of the ones with built-in stealth are really gonna be using stealth builds. What you were describing, lying in wait with Insidious or something, will never be a thing in terms of getting consistent results. Sadakos will try it. But killers have a very loud telltale, each one of them, with their loud breathing or something like that.

    Even scratched mirror Myers can be pretty easily heard (once you know it's him and a re really listening), and that's pretty much the pinnacle of DBD stealth.

    But SM Myers is also the most fun, imo. It's always a good time, unless you're a surv main with a weak ticker or bladder.

    Sadako can also be hella fun, but they need to get rid of her "lullaby".

  • I feel like it was the most accurate from when it was implemented last year up until 2-3 months ago, at least from the survivor side. I for like 7-8 months I really felt like most of my teammates were as good or better than I was, which was great.

    I don't feel like the old rank system was terribly accurate, and right now it just feels like chaos to me. I think the shifting in the player base, DCing, suiciding and dodging post 6.1.0 has really scrambled MMR's eggs.

  • @TheSubstitute said:

    Oddly enough, I have a good kill rate there as Killer and a good escape rate as Survivor. It's not like the Swamp where I love it as survivor and think my past lives must have kicked puppies to get it as Killer. For some reason, Midwich just works for me.

    Yeah, I just really like the map in general, and find it fun from both sides.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212878#Comment_3212878

    Did you not read what I said? It would be literally purely for bonus Bloodpoints in struggle phase, for anyone that wants to take a stab at a high-paced rhythm mini-game.

    https://forum.deadbydaylight.com/en/discussion/comment/3212879#Comment_3212879

    What do you think of the rhythm mini game idea to spice things up in a fun way for anyone who wants to challenge themselves for some sweet bonus Bloodpoints?

    "What do you think of the rhythm mini game idea to spice things up in a fun way for anyone who wants to challenge themselves for some sweet bonus Bloodpoints?"

    I don't know about a rhythm game, but maybe they could do a tie in with Hatsune Miku/Vocaloid and bring in some more players (lol, kidding obvs).

    If you're going to go the route of getting rid of the mechanics that allow hook suicides, just make it completely passive: no penalty for failed self-unhook attempts, no second stage skill checks at all. Just guarantee the hook stage duration will be at least two minutes if you're not unhooked or kobe.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212857#Comment_3212857

    By not having a system that can facilitate something like that in the first place:

    1. Rework self-unhook mechanic so it cannot immediately force stage 2. There’s a huge variety of ways this could be done in any sort of mix and match or with other compensation. A few examples:
      1. The 3 attempts no longer penalize time. The 3 attempts are risk-free. Luck/Slippery Meat reworked/base % chance reworked if or as necessary.
      2. Only 1 chance instead of 3 (-20s X 1 instead of X 3).
      3. Self-unhook attempt is only unlocked in certain situations or with active Deliverance and Luck/Slippery Meat are reworked.
    2. Struggle phase skillchecks only affect Bloodpoints. Can no longer ignore 2 consecutive checks or fail 3 checks to die. Maybe a Give Up option if only 1 other survivor is alive, for attempt at hatch. But no other situation.

    For example, 1a + 2 = A survivor literally cannot force their own hook timer to go faster. Hook suicide would be literally impossible outside of trying to give hatch in last 2 scenario.

    Yeah, I was thinking of it strictly from a punitive point of view. That all makes sense.

  • How could the system fairly distinguish a suicide on hook from someone just trying free themselves and/or being terrible at skill checks? In principle I agree with you, but that's a problem without a solution, imo.

  • @Nihlus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3209949#Comment_3209949

    If clicking being gone makes someone leave, I take that as a win for both sides.

    Yeah, if someone is truly bothered by this, that says a lot about them as a player, and if they leave they won't be missed.

    @hatchetChugger said:

    https://forum.deadbydaylight.com/en/discussion/348763/the-responses-to-flashlight-changes

    Literally just add an option to disable the visuals of the flashlight beam entirely, so you can still clicky but people with epilepsy may disable seeing the light that comes from the flashlights.

    For me (a non epileptic), the sound was by far the worst part of macro clicking. It was like when you pull your headphone jack out just far enough that it makes a horrific buzzing sound. It's just obnoxious and serves no other purpose than to be obnoxious.

    Super rapid clicking is definitely something DBD is going to be way better off without.

    As far a "regular" quick clicking, ostensibly to bait a killer, no good killer is going to be swayed by that. Might work against noobs and 13 year olds with anger issues, but that's about it. Certainly nothing that can't be replaced by some extra teabagging.

  • I love it as killer. Most of the loops aren't that strong, there are long, narrow, and dimly lit sightlines, and the gates are static and very easy to defend.

  • It's really not complicated: if the killer isn't on you, work on objectives.

    I think a lot of people go into games with an idea of what their "role" is going to be. Sometimes you'll get a whole team who all want to run the killer, but obviously this isn't feasible. It's like their plan isn't working out, so their brains go offline. If someone else is running the killer, you get on a gen.

    One of my favorite things as killer is to ignore survs who are clearly desperate to be chased, and shadow the chase you are in trying get picked up. I have had these fools chase me around all match clicking, teabagging, etc. trying to get my attention, and not touching a single gen. I will save them for last.

    Also people who shadow every chase trawling for flashlight saves (which they inevitably botch). These types of players are a killer's best friend.

    Lots of silly reasons your teammates don't get stuff done.

  • Blast mine is pretty weak as is. At least the blind + stun makes it amusing to see.

  • For sure. And it's not an original or revolutionary take, but map design is the single biggest roadblock to even an approximation of game balance.

    1. He's strong but takes some skill
    2. Character from a popular franchise
    3. Yeeting survivors
    4. Yeeting survivors
    5. See points 3 and 4
  • @I_CAME said:

    Otz could do 90%+ win rate if he wanted to sweat. He plays nice and routinely uses suboptimal builds for content. There are killers like Knightlight who show how strong killer is when played by a good player who doesn't care about being nice. What the Otz stats show is the idea that you need to tunnel and camp is nonsense. Other prolific killers like Scott would agree with this. "I need to tunnel" is just copium that mediocre killers use to justify their playstyle to themselves.

    Tunneling isn't necessary, it just makes things easier. I don't do it, but I know if I did, my "win" rate would spike.

    That said, I think if you wanted to pursue a killstreak at good+ MMR, tunneling at points would be necessary, but that's not my mindset. I usually don't care if I 3K or 4K, it's just not that important to me.

    And there's a difference between "there's two gens left and I only have like four hooks, I need to get someone out" and just tunneling the first down out every time, which is super lame and the mark of an insecure but sweaty killer.

    But yeah, most people with enough experience could carry a 90%+ win rate if they were just sweaty af all the time. There are definitely streamers out there that play that way, and it just seems lame to me. Otz likes to win, but most of the time he plays a pretty considerate and "nice" style.

    As for streaking, there are definitely really good killers out there (D3AD is certainly one of them), but even if you carry a 90%+ win rate, you're going to run into death squads enough that long streaks are highly unlikely for even the best killers on earth. At top level, really good SWFs are definitely the strongest thing out there.

  • @GroovyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206081#Comment_3206081

    Just think about how bad the average player is. Otz is definitely above average, as the numbers show, but his stats are not impressive when others go on 100-200 game win streaks with mid-tier killers (which would be over 99% win rate). There are people who are just way better. If you play variety killer and can get 175 wins in a row with nemesis and then go on a 100 game win streak with legion then do 200 games with Bubba under the current mmr, I would say that's top class. People just watch popular streamers like Otz and don't understand there are levels to this.

    Who are the people doing this? Where I can I find them?

    Otz isn't the best killer I've seen, but I am not seeing anyone do what you are describing other than absolutely cracked Nurse mains.

  • @Sadako_Best_Girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210036#Comment_3210036

    Not really, it just highlights how ugly the survivors' models currently are.

    Yeah, what is up with that? Everyone's faces look like they've been put through some sort of Salvador Dali filter.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210049#Comment_3210049

    It is a nerf. It's not a huge nerf but it is a nerf in the fact that you will be more punished for mis-timing your flashlight, I am not willing to discuss the nerf/buff or whatever any further though as it's not the point of my thread.

    Also, I am just criticising them for hiding behind the community on the change, I never agree with things like that and some users in this thread have taken quite personally to that, not sure why LOL.

    It's barely noticeable, and what little change there is will be adjusted to quickly.

    Again, the motivation is almost irrelevant. It doesn't even merit a need for justification, or to "hide behind" anyone. The change is so insignificant that starting a debate on the validity of their reasoning seems like it can be nothing but a pretext to start some sort of drama.

    You're pretty clearly bothered by this and instigating (weaponizing, if you will) here, whether you admit/recognize it or not.

    And if you're hellbent to gatekeep positive actions by equating their validity with the sincerity of their stated reasoning, you'll find no shortage of nits to pick anywhere, or with anyone. Because no one does anything for selfless or totally intellectually honest reasons.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210042#Comment_3210042

    How am I looking for a fight when that is the entire point of you making this conversation? You're misatributing your own assumptions on why the devs did this with no evidence other than how long it took them to actually do something about it. My argument is that they are taking steps in the right direction (even though they still slip up sometimes) so your cynicism carries less weight and serves zero constructive purpose. This topic is literally intended for you to argue with people who defend the devs finally warming up to accessibility options.

    Yeah, doing something good/positive for insincere reasons (assuming for the sake of argument they actually are insincere) is always better than not doing anything.

    The world is full of people/groups doing really good things strictly out of self interest or to improve their image. It's not ideal, and kind of slimy, but clearly still better than not acting at all.

  • Yes.

    It's neither a flashlight nerf nor killer buff. You seem to be implying that their stated reasons for "nerfing" flashlights/buffing killers is disingenuous.

    But it's neither a true buff or nerf, so who cares what the reasoning is? It's only affecting a certain subset of the surv base for reasons that aren't really valid.

    But while not perfect, BHVR has addressed accessibility issues, so it's not a total stretch to think that was at least a consideration here. But again, no one is impacted negatively here for reasons that are worthy of consideration, so the sincerity of BHVR's reasoning isn't all that important, really.

    It's not a move that needs justification.

  • Yeah, if we're gonna make them a cinematic showpiece, they should be spiced up. And a number of them will absolutely need to be totally overhauled/replaced, because they suuuuuccck.

  • @SmarulKusia said:

    This isn't the first time. Don't get me wrong, I don't care for the flashlight changes, I use them too infrequently to be too impacted.

    But can we stop using people as an excuse to nerf things in the game? If you want to nerf flashlights whether to prevent BM or to just nerf it, just say it. Don't give a lame excuse about how this is a change for the section of the community that suffers from epilepsy, if you had cared enough, you would've listened to that part of the community if not 5 years ago, then 4, 3 or even 2.

    We get it, you want to buff killer, we get it. We really do. But don't do it by trying to make it seem as if this is because you care for the community.

    This isn't a "nerf" in any meaningful sense. The ability to use flashlights for their intended purpose (blinding) is barely, and I mean barely (even that word is pushing it) affected by this.

    The ability to use flashlights to be an obnoxious ass is decimated by this, but who is this affecting? Obnoxious asses. The issue is what exactly?

  • @Entitled_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3209554#Comment_3209554

    If you think macro clicks are toxic you probably are too soft to begin with,, cheeky bm sure, toxic not even close but whatever makes you cope 💁‍♂️

    It's not cheeky, it's obnoxious. Clicking normally and teabagging are cheeky. The only reason to macro click is to intentionally be annoying and obnoxious (at the very least).

    For some it's the light. For me it's the sound, like something is wrong with my headphones.

    It adds nothing to the game unless you get off on annoying people.

  • I think MMR was doing something approximating what it was supposed to for a while this year, but has quickly devolved into a grab bag free for all.

    I am not a patch hater, but to me it seemed to get a lot worse after it dropped.

  • Fast clicking conferred zero actual tangible gameplay utility. Even a shred of potential downside justifies this change, and there was plenty.

    I guess clickers will just have to teabag more to get their point across now? Tough times.

  • @WorthlessBeing said:

    Don't linger with a Wesker.

    Yeah, best not to play any cute exit gate games against a Wesker. NGL, I do enjoy seeing injured exit gate teabaggers get snatched up right at the threshold.

    I've seen it at the gates or while spectating a few times, and it's hilarious every time.

    If you're healthy and can somehow get between you and the exit, he can throw you back out and get the down. I've seen this happen once.

    So yeah, the takeaway is to just leave.

  • @SpaghettiVase said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207911#Comment_3207911

    I think the problem is many people are to awkward about it. Its like they don’t wanna go for it since someone else is probably going for it.

    Once it gets about 75% of the way to the hunt activating, I just assume no one else is going to. I've been the first to die many times because I am the only one who tried to solve it.

    I think onw of the reasons Pinhead is so maligned is because people just won't solve the box, and chain hunts are really annoying.

  • The reason doesn't matter, but every single time a surv DCs as they are hooked for the third time is tied for the dumbest DC I've ever seen.

    A completely, utterly, mind-numbingly stupid waste of time and BP. Doesn't hurt the killer in the least, as it almost always still counts as a sacrifice.

  • Other than Midwich, it's straight up RNG. Just as often the surv gets screwed by the gate spawns.

    Sometimes the RNG gods giveth, sometimes they taketh away.

  • @Steel_Eyed said:

    I really just want hook grabs to be a thing of the past.

    Hook grabs, for sure.

    But gen/totem/vault grabs are fun and fair, imo.

  • Are we talking about a chain hunt? I might suggest that someone solve the box. One of my biggest solo gripes is that many of my teammates seem to think the box is just part of the environment or something.

  • I will maintain it's a player problem. Some people tunnel strategically, many just get literal tunnel vision, or tunnel someone out because they view time spend on a surv as sunk cost. Some people camp strategically, but many people camp because they like it, or because they feel like it assures them of at least one kill.

    For a lot of people, I think it boils down to asserting dominance over a single player, if nothing else/ What do you do with that? Not much.

    You can curtail it with gameplay changes, but many campers/tunnelers are simply going to do it regardless of any countermeasures.

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