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Thusly_Boned

Thusly_Boned

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Thusly_Boned
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  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179546#Comment_3179546

    Sure wasn't. Meant every word and I'm not sorry for it. :)

    Not a great look, but hey, lean into it.

    @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179356#Comment_3179356

    Posts about shirtless Myers and shirtless Felix? That's all well and good. A post about the dress of one of video game's most iconic and loved female characters? The audacity!

    It wasn't that it was about the dress or Ada's sex appeal, it was about the context. Don't be obtuse.

  • Mine personal killer code of conduct is short:

    1. I will not facecamp before the gates are powered. I will proxy camp at any point if the hook is bombed (I do not consider this to be proper camping)
    2. I will not hard tunnel until unless there 2 or fewer gens, and the number of remaining survs is greater than the number of remaining gens. I reserve the right to hook a surv twice consecutively at any point when circumstances make it too easy, but will then leave them alone for a good while.
    3. I will only BM in cases where the surv has BMed me excessively.
    4. I will only bleed someone out intentionally in extraordinary circumstances (extreme toxicity/exploiting)
    5. Once the gates are powered, there are no rules beyond #4.


  • @MDRSan said:

    Playing as Ada I feel like I can’t blend in with anything but oddly when playing killer the red dress doesn’t pop as much as I thought it did against some of the maps. At least efinitely not as much as the neon or laser bears outfits others have.

    It does seem skimpier than I remember (at least memory-wise). Maybe the model is taller or perspective different than in the RE games and that’s why. I think I need to see Jake Park in it to be sure. For science.

    Yeah, Ada's isn't that bad, relatively speaking. I'm pretty sure half of Nea's and Feng's outfits can be seen from orbit

  • I think most people feel like if it happens to them it's a game issue, and if it happens to someone else, it's a skill issue.

    But seriously, I think it depends on a lot of things. If you're consistently losing chases quickly as a surv, it's almost certainly a skill issue. If you are having long chases as a killer and losing them, it's probably a skill issue.

    As far as why people lose games, that could be any number of issues. As a surv, it can be low skill, bad matchmaking, and getting stuck in MMR hell.

    As a killer, a bad map combined with bad RNG and the wrong killer can put you in a really tough spot. But if you're continually losing as killer, it's probably a skill issue, since you'll end up at a low enough MMR it can't really be anything else.

    Survivor is a tricky thing because even if you are good, if you end up at low MMR with bad teammates, you can still struggle to string together wins.

    I think generally you have to be mindful of sample sizes. You can be good and have a demoralizing losing streak, but in a large sample the average will indicate more.

  • @JackFrostMan said:

    Most survivors I come across just leave before you even have a single moment to swing a basic attack or bound at them. Only the really cocky SWFs or the three-four man bodyblock train at end game ever tend to do that.

    Most. For some, the teabagging imperative is so hardwired that it overrules common sense.

    I've even had the occasional injured surv teabag at the gate while I was playing slinger. It's kind of amazing when it happens.

  • A little denial/deflection, a bit of fundamental attribution error, and a lot of the old Dunning Kruger effect, I think

  • @RinsDoormat said:

    I agree, sexuality is disgusting and dirty and you should be ashamed for liking a dress. Now, back to begging for shirtless Felix and shirtless "Daddy Myers" on all the other cosmetic threads.

    Most of us are all horny beasts, but there's a difference between saying things like "Ada sure looks hot in that dress", "I'm a Jane main because I love watching that dumptruck all match", "Rebecca's short shorts make me feel funny", or "Daddy PH is pulling around the hottest caboose" and thing like "I can't see anything but Ada, I think I'll tunnel her dead".

    It just has...overtones.

    I don't think there was any ill intent, it just came off funny.

  • Unless you learn how to fire up one of those combines on the map, you don't see through the corn.

    There's a reason many people hate Coldwind.

  • Solo queue needs to be buffed, nothing needs to be reverted (aside from the DS stun duration nerf).

    Things are moving in the right direction, just not all at once, which creates periods of things feeling bad.

    Buff solo, and we're in as good a place as ever.

  • A lot. I only play solo, so if I didn't, they'd never get used.

    But more often when I am making that last push to Iri 1, or when there's a BP event on, to maximize scores.

    And I've definitely started doing it more freely since costs were lowered.

  • @Itachi_Uchiha said:

    the people who are saying "No" are most likely the toxic killer mains who hold the game hostage.

    Yeah, no. Not just no, but hell no. Every single time the penalty has been suspended, the rate of DCs has spiked, and the game became a mess. For everyone.

    And it is exceptionally difficult for a killer to hold anyone or anything hostage unless they are hacking, ad statistically, that's really not an issue unless you are a targeted streamer.

    I'll turn your "kILler MaINz" accusation around and say it is far more likely that the only ones calling for the penalty to be removed are survs who think it is their right to DC without consequence anytime the littlest thing doesn't go their way.

    People aren't entitled to hop around shopping for matches at the expense of others, sorry.

  • Thirded; this happened to me on RPD with the Cartoon Special outfit. Camera seemed to be inside his belly, and made gameplay very challenging, to say the least

  • We're six years into DBD; they're not just going to scrap the core of the game at this point, nor should they.

    It's kind of like a lot of the whinging around Elden Ring/Soulsborne games, where people are really asking for them to be made more like other games, as if there has to be this monolithic core to all video games, so all games are enjoyable for everyone. Which is ridiculous.

    DBD is what is it is, a relatively unique, unbalanced (and unbalance-able), casual and asymmetrical game. If you make it more like other games (who likely would do it better), DBD is dead. DBD has really only been able to survive and thrive in spite of its myriad flaws because of what sets it apart.

    tl:dr: if you want to play a different game, play a different game.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178857#Comment_3178857

    i have yet to see someone go "Is it just me or do men have a radar for Trapper and spend all match touching his groin" and yet the amount of posts I've seen about Jane and now this about Ada is somehow still shocking to me.

    I think there's probably a deeper social conditioning element at play here; I think cis men feel more comfortable casually expressing their impulsive/intrusive sexual thoughts openly because doing so has been so normalized for so long.

  • Most awkward post I've seen since the "we need to see Feng's belly button" fiasco

  • @Lаurie said:

    Hi guys, im a survivor main with 3k+ hours, i have been playing since mid 2017. During my years of gameplay survivor has had its ups and downs, but i think we can all agree that the game has been mostly survivor sided, solo queue wasnt really that bad to deal with if your team was in your skill range, swf kind of op and many perks have been nerfed such as DS, DH, COH, MOM and OOO.

    Patch 6.1.0 has really changed a lot, gen speeds are slower, killers recover from stuns/cooldowns faster, now maybe it does not sound so bad on paper but these changes paired with survivor nerfs paired with good killers paired with insane slowdown builds.... Its kind of OP.

    I usually play solo queue, and if i play swf i dont use any comms. I have been really trying my best but jeez the matchmaking is #########. Why am i playing with 20 hour survivors and godlike killers that watch otz on the regular?

    AND dont get me started on the camping and tunneling.. I remember before the patch that killers were saying "Oh we are only tunneling because we have to!!!!!!!! Maybe if gens werent so fast we wouldnt!!!" gens arent so fast now and survivors are getting ######### on game after game, camping and tunneling left and right. IT IS UNPLAYABLE! I feel so bad for all the poor baby survivors that are getting face camped at 5 gens. Couldnt last 20 seconds ina chase because they dont know any better.

    Why are these strats even a thing still? This game has existed for 6 years and no core mechanics have been changed. I also hate how the devs promote it by saying "Its a legit strategy!!!!". We can already see that survivors are quitting and if the devs dont at least fix gen times or solo queue this game will lose many more players.

    Nerf the godlike slowdown perks and please give us some meaningful way to counter camping. Reassurance isnt that good since it was nerfed.. because killers couldnt deal with actually having to play to win lmao.

    Some right here, a lot wrong:

    I am also a solo player (strictly), and agree that the matchmaking has been awful lately. It may be perception, but I think something has changed with SBMM recently.

    The hit/breaking speed buffs definitely help the killer in chase, but not overwhelmingly so.

    I personally haven't seen a significant uptick in camping/tunneling. Sympathy for anyone who is, but I just haven't seen it.

    While the gen times have been buffed (or nerfed, depending on your perspective), the most powerful meta slowdown perks have been gutted. Ruin, which was the mother of all slowdown perks, is all but dead. Pop is dead. Some of the new slowdown perks are strong, but they mostly require a trigger, most often a gen kick, which mitigates them a bit because going to a gen to kick it is not efficient.

    Ruin was so powerful because it was passive. Yes, PR + DMS was resurrected, but I think that's temporary. And sure, running CoB with Overcharge and maybe Eruption is kind OP in and of itself, you're using 2-3 perk slots to achieve one overall effect, and often on only one gen at a time,

    And though it can be situational, Hyperfocus has some insane synergies and I have personally used it to absolutely chew through gens as fast as I ever have.

    And Reassurance was nerfed because of survivor abuse, not because killers were crying about it. And that's sad, because I was excited about it. It still does have value, though, and it has had impact on many of my games.

    As to the overall point, while solo is a bit harder than it was before, and buffing it should absolutely be next up on BHVR's agenda, it is very much playable.

    I've played many hundreds of solo matches since the patch, and I am getting a decent number of escapes, and still having fun. I am also enjoying the short queue times, and now all the extra BP.

  • @YOURFRIEND said:

    What is tunneling? What is camping? There's no consensus definition.

    Exactly; some people have a very narrow definition of these things, some have very loose definitions, and everything in between. This is a big issue with discussion around them.

  • I think one universal truth is that prior to the EGC, your odds of escape are tied most directly to how many of your team are alive. Having not been hooked means essentially nothing if gens are on the board and half your team is dead; you'll go from no hooks to sacrificed soon enough with little or nothing to divide the killer's focus.

    Even being alive in the endgame is a coin flip at best if you're alone.

    Now that's not to say you should throw yourself into the meat grinder just because, but taking hits or a hooking to keep a teammate alive is almost always going to be in your best interest if you want to escape.

    It doesn't matter how good you are (or think you are),or how bad your teammates are, being in a 1v1 or 2v1 is not something you want.

    Hook states are a team resource, really, even in solo. The more evenly they are spread, the better.

  • Relatively speaking what they used to be, they are totally trash.

    Pretty much all their residual value lies in their aura reading. From my perspective the hatch opening is a non-factor because if I were really concerned with getting a 4K, I would slug, and the key would never come into play. If I don't slug, I am essentially saying I am okay with a hatch escape.

    What I wasn't okay with was 2-3 survs dipping out with a gen or gens remaining. With that off the board, keys are definitely a "yeah, whatever" thing.

    Under the old system, if I saw a key or keys in lobby, it was a huge red flag, and something you had to game around. Now when I see a key in lobby, I'm glad they didn't bring something better.

  • @bm33 said:

    The survivor challenges on this tome level are basically "be selfish and screw over your team" challenges. Heal yourself only running Self Care and escape, escape through hatch, hide next to killer for 2 minutes... Guess kill rates still weren't high enough so they're using the survivor challenges to help by making more players throw the game for some BP and rift fragments.

    This is kind of how the surv challenges have always been, really. It sucks because to complete most of them you do have to throw to one degree or another. Pretty much anything that encourages you to deviate from the natural flow of gameplay is going to create inefficiency and be tantamount to throwing; only a small percentage of surv challenges can be completed by just playing as normal, and that is nothing new.

    To be fair a few of the killer ones do as well, but not as many, and with killer you're not screwing over anyone else by going out of your way to complete arbitrary items.

  • @GoshJosh said:

    They should give the Broken Key the Blood Amber function by default, and if equipping Blood Amber to it, the duration is 10 seconds longer. It needs something base if it’s not going to be removed from chests.

    Yeah, as it is now, it's an essentially useless thing to find in a chest.

  • How I seem to get a skill check right as I am letting go of a gen like 90% of the time. I'm seriously cursed.

  • @malibu_barbie_26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177630#Comment_3177630

    And just because the Key Holder got tunneled out doesn’t mean the key left. Many of times survivors could poach a key and use it to escape at 2-3 gens remaining on map. Killers are going to face camp and tunnel period that’s a game mechanic. However it shouldn’t be without a threat of others escaping due to luck and strategy.

    There were killers who only tunneled keyholders; the old system incentivized more tunneling. It was viewed, often justifiably, as just a way to escape without earning it, and invited toxic killer behavior.

    The same way no hook or one hook moris did. If you bring back one, you better bring back the other; they were two sides of the same BS coin.

    But this is all academic I think. I would guess this is one of the last changes BHVR would ever revert. It was too contentious.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177614#Comment_3177614

    Old hatch didn’t even work that way. Five generators had to be repaired for all four survivors to hatch escape. Otherwise survivors had to die, and gens still needed to get done.

    True, let me correct myself: multiple survs shouldn't be able to escape with gens left. There was nothing okay about the old system.

    And having the old hatch in play incentivized tunneling even more. I know a lot people who saw a key in lobby and tunneled out the person carrying it, and in that instance I didn't really see an issue with it.

    The old key/hatch system needs to stay in the bin.

  • Yeah, that feels bad, but it's also clearly a case of being more on the killer side when dropping it. Not much you can do but laugh at yourself when this happens.

    It's certainly not a hill worth dying on; there isn't some conspiracy here against you, OP.

  • Okay, bring back the old key system...and the no or one hook moris.

    No? didn't think so.

    Multiple survs just being able to dip with multiple gens left was exceptionally unhealthy.

    @malibu_barbie_26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177581#Comment_3177581

    Yes good and healthy when D strike and Dead Hard were actually worth carrying. Back when pallets and missed hits gave the survivor back some time. Now both of those perks aren’t worth bringing anymore and the survivors don’t have nearly the same amount of time in chase even with good looping and mind gaming. I say the game could use more strategy on the survivor side besides just doing 5 gens.

    DH is still very much worth bringing, you actually need a shred of skill to get value out of it now. A trained monkey could get value out of old DH.

    The DS stun duration nerf was pretty pretty egregious, though.

    @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177585#Comment_3177585

    DH nerfed.

    DS nerfed.

    Survivors speed boost on hit nerfed.

    Killer attack cooldown buffed.

    Killer break speed buff.

    Gen speed nerf.

    Overcharge buff.

    Eruption buff.

    There's a couple of great incentives. There are situations where you should camp, EGC or a 3-gen come to mind.

    However, you don't need to camp the first person you see. If a player still can't win chases, it's on them. Killers have been given plenty of carrots and now I think it's time to test a stick.

    I don't disagree (I hate facecampers), but the question remains: what would the stick be? There has been discussion about this for ages, but no one has come up with a solution that isn't game breaking. Everyone knows it needs to be addressed, but question of how has yet to be answered.

    I just see it as a player problem with no apparent game design solution, unfortunately. Like tunneling, if a killer is willing to throw the game to camp their first hook out, what can you really do?

    At a certain point, it just boils down to people needing to be decent, because you just can't just brute force some things.

  • @Chocolate_Cosmos said:

    Old DH was stronger.

    Without question. Worse yet, it was cheap.

    This version is fair. Zero issue with it.

    And yes, there are auto-DH users, but that's not new.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177089#Comment_3177089

    Just for reference, here's the fairly detailed dev blog on the matchmaking tests and results from earlier this year

    https://forum.deadbydaylight.com/en/discussion/319692/news-matchmaking-tests-results

    The main takeaways are

    • The original acceptable bracket was +/- 500 points of your MMR for a match. That was reduced after the tests to I think 250. (The article above just mentions it being lowered but not the new number.)
    • They lowered the soft cap (the article doesn't mention the number, but I think it was something like from 1850 or 1900 to 1600? Basically they lowered it by about the same amount as the bracket narrowed.

    The main thing, though, is the old version had a pretty similar setup but didn't have "eternal queue times" because you don't actually need 1/4 of the total overall playerbase to be in your bracket to avoid having a long queue time.

    I don't necessarily think it's 25%, just a lot closer to that than <5%, for sure.

    For a while I've been incredulous toward the notion that there's a narrow band of ultra high MMR players who only match with each other. And while I do think you clearly feel it when you pass the soft cap, I have been increasingly of the opinion that pool is deeper than it was even a couple of months ago.

    I can't say for sure obviously, but I don't think whatever system was settled on after those tests is entirely in place anymore.

    Also, I definitely feel that the matchmaking under the old rank system was definitely much looser than whatever SBMM was for a long while, and to me it feels closer to the rank system now than it did for the first 6 months or so of SBMM.

  • In solo, 5 or 6 in a row a time or two, lots of 2-3 in a row streaks.

  • Pretty far from, unfortunately.

    Blight is on the short list of killers who really need a mouse to get max value, imo. I play primarily on console and won't touch him on that platform.

  • Losing a couple gens in the opening minutes is kind of to be expected, the key is to not let the survs spread out their gen work early. Corrupt is good for limiting early damage and maybe helping set up a 3 gen.

    Call of Brine plus either Overcharge or Eruption are really good right now, and depending on the killer, you could justify all three at once. The work best on higher mobility killers who can kick gens without losing too much time (Wraith comes immediately to mind).

    As others have mentioned, Deadlock can really slow down a gen rushing team.

    DMS + any perk/add on the makes gens explode is good as well.

    Lethal Pursuer can allow you to see groups/pairs of survs jump on gens together right away and disrupt them, though this can be a little hit or miss for my taste.

  • I doubt we'll get a straight answer on that from the devs, but the higher percentage we've seen from the cheater/hacker stuff the past few days feels like it is probably closer to the right answer.

    If there were actually a pool of only 1-2% in an MMR level, the queue times would be eternal. I am pretty sure that's the way it was when SBMM first dropped, and then again for a minute during the testing rounds, but having the "top" pool being like 25% of all players would explain a whole lot of the matchmaking variance we've seen.

    I guess those streamers who slap "AT TOP LEVEL" on all of their YT thumbnails are gonna probably have to back off of that a little, lol.

  • I never like to project my own experience onto others, but in the nearly two months and many hundreds of solo queue games played since the patch dropped, I have just not seen this massive uptick in camping and tunneling. It still happens, but I have not seen a significant increase post patch. And from the killer perspective, I am just not seeing any change significant enough to motivate people who didn't tunnel/camp before to suddenly start.

    That nerf to DS's stun duration (while egregious and unnecessary) isn't enough to just flip people's tunneling switch on suddenly.

    People have always camped and tunneled, and I am beginning to feel like the patch has become a recent and convenient scapegoat for a problem that has always existed. The unfortunate reality is the tunneling and camping are and always will be more a people problem than a game design problem.

  • Nothing really specific, but I feel bad pretty often when MMR screws up and I get teams of baby survs. It's not fun for anyone, but I will only let so many people go, especially when making that pre-rank reset push. It feel bad just crushing people, and I know it feels bad getting crushed. Bad, man.

    Even when I go easy on people so they can actually get a game it can't feel great for them. I think I have a pretty good sense of when I am being toyed with, so I assume most others do as well.

    @DBD78 said:

    In my first months of playing DBD I played a game as Doctor and three survivors that has to have been SWFs were messing with the solo player I hooked. They all touched him on hook but refuse to unhook, even though I went 30 meter away I could see them t-bagging the guy so I went after them but the solo player died on that hook.

    If I get a good sense that I am going against a partial SWF who are screwing over or BMing a random, I will do everything in my power to make sure the swf die and the random makes it out.

  • @OjomoTheWraith said:

    Would be just another "feature" to make cheating even easier to get away with like the new recent anonymous mode.

    Also, don't play Solo Q:

    https://forum.deadbydaylight.com/en/discussion/344801/solo-q-mains-have-some-self-respect/p1

    Since only like 5% of games involve a 4 man SWF, if no one played solo, there would be no DBD. Even 2-3 man SWFs need randoms.

    Not everyone has people just waiting around to join up with them when they want to play.


    But yeah, if you could block people from spectating, cheaters would get away with it even more than they already do.

  • @Lynxx said:

    Snitches get stitches - I kill the survivor who betrays for any reason.

    Generally agree, but if the game is at like 30 minutes and one surv has just been hiding, I'll take the assist. There's a limit when someone isn't even trying to play the game. It's not a hide and seek simulator.

    You always know the ones; you rarely see them and they end the game with <10K points. I hate them as a teammate, and I hate them as a killer.

  • @Carth said:

    The survivor team as a whole has 3 * 4 = 12 hooks between them. If one survivor is playing extremely cautiously and the others are getting stuck out in chase and being found by the killer then you have 9 hook states to share between the three. If your entire team is on death hook and you have not been hooked once the expectation is you go try to get the killer to chase you to keep your team having the most efficient 4x actions compared to the killer.

    Yes. Whether some people like it or not, hook states are a team resource. If a surv is at zero hooks while one or more of their team is dead, the killer was either a hardcore tunneler, or that surv played like a selfish ass. Which actually leads to a 4K more often than not, because having your whole team alive is a much better predictor of your own escape than you not having been hooked.

    If you've not been hooked and your team is out there getting downed, go draw some aggro.

    Plus you're shortchanging yourself on emblems and BP by avoiding killer interactions, so not even great if you're just looking out for yourself.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174491#Comment_3174491

    Because outside of the forums, this mentality of 'the killer can't win' doesn't get reflected and never has been. Kill rates, whenever they were shared, were consistently over 50%.

    Besides, that argument hinges on competence. The worse you are, the more you can use that argument to justify bad balance changes. It's individual skill. It's not that killers can't win without camping or tunnelling, it's that -you- can't win without camping or tunnelling.

    Add to that that no changes to balance can be made as long as killers get to keep their crutches. You wanna keep camping in? Fine, but you don't get to complain about not being able to 12-hook.

    There's some truth there, you can win without camping and tunneling in many situations, but not all, regardless of how good you are. Especially at higher levels.

    I don't camp pre-egc ever (I think facecamping is a blight on the game; you could make reassurance last 2 minutes per hook state for all I'd care), and only tunnel in dire circumstances, but I promise you that if it both were magically removed from the game, overall kill rates would plummet, and not because killers use them as "crutches". One simply cannot win consistently at higher levels without at least occasionally tunneling.

    You see even the best killers there are do it.

    Which is why I prefer to play in the mid-range; I hate doing it.

  • Getting three genned is primarily the result of the surv team not having or using basic game sense, and not practicing the #1 thing survs should always do: split up, preferably to opposite areas of the map.

    If there is a central gen, try and do it first. Failing that, try to find gens away from where other gens are being worked on. Once you get used to maps, you'll have a sense of where some fixed gen locations are, and ones that are difficult for the killer to defend. If you see a cluster of gens, knock one of them out asap. Have some awareness; in most cases you can circumvent being put in a 3 gen situation.

    It's harder in solo since you have to keep track of which ones your teammates are working on, and more nowadays because Prove Thyself is being heavily used, but it's still mostly under the control of the survivors.


  • "People are not playing survivor because it is not fun anymore."

    Well, it sure sounded like you were trying to speak for all survs.

    Believe it or not, a lot of people are still having fun in solo and not wallowing in misery. Kind of like how people still had fun playing killer for the like ~9 months prior to the 6.1.0 patch where playing killer was really rough.

  • @MikaelaWantsYourBoon said:

    People are not playing survivor because it is not fun anymore.

    I am hardly seeing we are making gates powered on solo-q. If i know i will lose most of my games, why i should bother myself to play solo? I really don't care about bonus bp, i want fair and fun game.

    I play a lot of solo queue and I would say the gates get powered in at least 2/3 of the matches I play in, and I am escaping ~30-40% of the time.

    Solo needs help for sure, but I think this "it's unplayable" thing is moving into a groupthink, self-fulfilling prophecy sort of realm. As both a surv and killer, I see a lot of survs just rolling over in games that actually aren't going that badly. At least when they're not DCing or offing themselves on hook.

    Tbh, I feel like sleepwalking or dc'ing teammates are more to blame for my drop in escape rate than the actual game changes. Beyond that, the games don't feel much worse than before, and I am still very much having fun.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174424#Comment_3174424

    Yea maybe. I got grabbed by a demo off a gen last night. Because the emerging animation wasn't playing at all. No clue if that was a bug or lag

    I've seen that as well, the animation doesn't play, Demo just appears on top of the portal. Could be lag related, but I've seen it a few times now.

  • @danielmaster87 said:

    I hardly see them. If I do, they hit you on hook 1 time.

    Yeah, toxic killers are relatively rare. Usually they can only express their toxicity by hitting you on hook, or acting like they are going to let you go, but then closing the hatch or downing you at the gate switch. The first one is a waste of their time, the latter two are more annoying because they are just wasting your time.

    Thought to be fair, a single smack on hood may just be to shut the surv up. Repeated smacking is just...pathetic. Makes the killer seem easily tilted and not all that smart.

  • @Slowpeach said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172854#Comment_3172854

    Eh I don't mind em. It's interesting to see the game played optimally on both sides though I wouldn't take part if only because the slow in my name isn't for nothing ;). Just don't have the skills.

    The point originally was that playing the game competitively on public servers is a very dull way to play it and that place is competitive which has rules in place to make it more... y'know, competitive rather then seeing the same killer/build and same survivors with the same 4 builds each over and over and over. At least the rule set forces 'some' variety and to my knowledge doesn't play on the obviously imbalanced maps.

    It's annoying as hell loading into a game coming up against a Nurse with optimal perks, addons and all the rest of it against solo players and it's just like 'why do I even bother'. Vice versa also holds true of course with survivors running 4 identical optimal builds against a no addon Myers, Sadako or Trapper or something. Though some people get pleasure out of utterly destroying others who have no chance of fighting back which is pretty sad.

    Yeah, I don't understand people who get off on steamrolling in this game. You get fewer points and lesser emblems, and it's just not fun. If I feel like I am on the right side of a huge mismatch, I will almost invariably take my foot well off the gas, if for no other reason than to get more BP/emblems. And I may just be soft, but I don't want to just be out there demoralizing anyone (unless they BM).

    And when I go up against a fully loaded, skilled and merciless nurse, my strong inclination is to just pack it up. I won't DC/kill myself (I never DC), but I sure feel like it. It's like we're not even playing the same game.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172346#Comment_3172346

    That's not the only change that killers got,was it now sweetheart

    If you're talking about bloodlust, that change only really comes into play at BL 2 and 3, and if the killer is reaching BL 2 and 3 with any frequency at all, they're probably not very good, in which case your team is probably not hurting. Unless of course the survs aren't all that good either, and it's really a lower MMR match.

    The post hit/swing cooldown buff is pretty nice, but not paradigm shifting.

    Again, the issue isn't the killer buffs, it's the lack of solo buffs. From the time SBMM dropped until 6.1.0, killer was not in a good place. Buff solo, and the game will be in the best shape it has ever been.

  • People don't Nurse because she is OP and often oppressive.

    People don't like Legion because they are boring/tedious to face. It turns out people don't like mending for 15 minutes.

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171749#Comment_3171749

    Do these exist? I keep hearing about tournaments, but I've never actually found one.

    @Slowpeach said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172319#Comment_3172319

    Seen them on youtube but haven’t looked for them personally.

    Don't bother, they're tediously boring. It's weird because the play is really high level, but is also painfully predictable. This is because really "high level" DBD is boring af, because DBD is really only exciting when people screw up. Optimal play isn't fun, and the rule sets definitely don't help.

    I know OhTofu announced one particular series of tournaments and they are available on his YT, if you're curious (and bored).

  • @Lekitzul said:

    I honestly think the crows would be a good feature for something like this. If they haven't done a gen, or healed, or cleansed or ANYTHING for 20 minutes the crows go off.

    Shorter, even. 20 minutes of nothing is an eternity. 10 minutes would be fine. I might even make a case to start adding crows at five minutes.

  • Two survs trying to wait each other out or just trying to avoid being found for obscene amounts of time may not be the worst, but it's on the short list.

    I hate it as a killer, and I hate it as a surv. I would rather die trying to finish a gen than play hide and seek for 20 minutes, but I also don't like that doing so rewards another player for waiting the rest of us out by not doing anything.

    Aggressive AFK crows, showing surv auras (even in lockers), killer instinct, or a hard time limit are all workable solutions. I think the trigger should be not working on gens for a certain amount of time (so just tapping one every so often won't work).

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