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Thusly_Boned

Thusly_Boned

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  • @scenekiller said:

    One thing I'll never understand: why, when killers complained, was "get good" "learn to play without crutch perks", "training wheels" etc. not valid then, but it is now that solo survivors are complaining?

    The truth is, there are plenty of bad solo survivors. But there are also plenty of good solo survivors who are at the mercy of the bad ones. It isn't an issue of "lol your crutch is gone, get good" - some perks absolutely WERE necessary for GOOD solo survivors to offset the downside of terrible teammates.

    RNG is such that it doesn't matter how good you are, and "get good" is a disingenuous, borderline condescending retort with absolutely no nuance or thought behind it other than pettiness for the (very real) issues killers previously had to deal with.

    I think that most (clearly not all) of the skill gap between solo teammates has been mitigated by MMR.

    Part of the problem for some people (not pointing the finger at anyone in particular) is that they aren't great assessors of their own skill level. None of us are, but some are worse than others, and we have all been guilty of this at some point.

    When I hear people lament and ask why they are always teamed up with terrible players, I feel like there are two likely answers:

    1. They are exaggerating how often this happens
    2. The are just as bad as their teammates and don't or can't recognize it

    If someone truly always finds themselves in a bag of potatoes, they are almost certainly also a potato.

  • Seems like too many people either think solo is an unendurable hellscape, or that it's perfectly fine.

    The truth (imo) is that it is somewhere in the middle. I would rate it as okay, but in real need of improvement. Add more emotes/gestures and activity indicator icons so survs can see what the other survs are up to, and then I think it would largely be fine.

    I mean there's also MMR, but that's not a survivor specific issue.

  • @Tactrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075497#Comment_3075497

    Only new players will quit even quicker now because first they don't get purple perks anymore, it takes 3 prestige levels to get there, so if anything they'll hate that. Second they don't know how to loop and between the killers being much stronger and not being able to play well they won't enjoy the experience. And finally last but not least even if they somehow manage to overcome the first 2 things the constantly getting camped and tunneled will demoralize them completely. So by all means keep telling yourself that it's "the same ol' thing". It isn't.

    New players won't know the difference. For anyone starting playing now, this will be normal for them.

    I started playing in 2019 and I am sure some changes were going on then that made parts of the player base mad, but I wouldn't know cause changes right when or before I started were not part of my experience. Likewise, players starting right around now aren't going to feel like some injustice is being done to them because what came before wasn't part of their experience.

    People can tell them, but ultimately that doesn't do much.

    The issue here is that people don't like change. A lot of people flat out can't cope with it, as we are seeing. But new players aren't feeling that change like established players are, and they won't.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073530#Comment_3073530

    "I rarely ever see survivors complain", this is new to me.

    That's because complaints don't look like complaints when you agree with them, they seem like obvious critiques. I feel like both camps complain in equal measure here.

  • @Laluzi said:

    I mean, I've been concerned ever since the patch was announced about how survivors didn't really have their vulnerabilities addressed while killers did. But people always threaten to quit every update, every patch, and every change they don't like. I'll believe that the masses are giving up on DBD when I see it, and not a moment before.

    People get mad and assume everyone else is just as mad, and because they want to quit that everyone else does as well. Nothing new here. And you're right, a few times a year something will change and people will say how it's the end of DBD because the player base won't stand for it, and yet here we still are.

    And some people will actually quit instead of posting about quitting, new players will come, the wheel will keep on turning.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075167#Comment_3075167

    Even otz or Tru don't win 80% of the time. Your numbers don't sound very realistic. They sound made up and if you can't handle someone poking holes in your logic don't open a discussion.

    Yeah, you never like to flat out call someone a liar, but people are always saying stuff on the internet.

    As for the topic, things are just shaking out right now, and will be for a while. I played a few games of killer yesterday, and they didn't go markedly different than before, save for the bliss of not being DH'd a single time, but the sample size is way too small to tell anything yet.

    My surv games were a touch harder, but I was also trying new loadouts. Gens were slower, but not massively so. But again, sample size.

  • @KateMain86 said:

    Dead Hard was never press E to win. DH was only ever a chance to avoid a hit and bought you mere seconds unless you had something to work with nearby and knew how to use it.

    Seconds in a loop is an eternity. Even 1 or 2. Dead Harding to a pallet or vault was never a skill play, any noob with more than 20 hours in game could sort that out. Some people try and spin old DH into a skill perk, and it wasn't. For a few it was a skill perk, for most it was a total bailout, every bit of "press E to win".

    New DH is a skill perk, and will sort out the skilled players from those who used it as a crutch. A few months from now the only people running DH will be those who already were good, or got good, which is as it always should have been.

  • Busted perks aren't going to win matches for you if you're terrible (no, not even NOED), but a decent player can achieve boosted status by leaning on them.

    Good/great players are going to remain good/great, but average/decent/mediocre players who leaned on DH are going to be faced with a dose of reality.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/335337/finally-stop-making-new-players-afraid-of-the-solo-q

    Hi. I have almost 6k hours, pretty sure at least 5k of those are in solo q.

    Solo q is not this great thing you're trying to portray it is.

    MMR does not work, since even today I got, not 1, not 2 but 3 different people with only 100 hours on my team. Someone with thousands of hours shouldnt be getting people with 100 on their team.

    There is a difference between challenging and annoying, frustrating.

    I don't think they were trying to portray is as "great". There is a lot of middle ground between "great" and "absolute torture", which is how many here portray it. It's not a binary assessment.

    I think OP was gong for "not that bad", which is perfectly reasonable. It could and should be improved, but there's a whole lot of hyperbole about how bad it is, and a little counter to that is fine.

  • @ColonGlock said:

    "giga chad music"

    Pure DBD is solo queue. It is where random things happen good and bad

    This isn't actually that hot a take, imo. I think solo queue is much more in the spirit of the game than SWF, because the idea of cross map comms doesn't jive with the premise at all.

    Of course there are sensible, obvious ways to improve it, like proximity comms, being able to see your team's loadout, indicator icons so you can see what each other are doing, etc. that have been discussed and seem like good ideas.

    But I think solo queue is definitely more in line with the premise of the game, and "winning" in solo definitely feels more gratifying.

  • People should be able to state their opinion, but I agree that much of the "solo is impossible" or "solo q is worse than waterboarding" narrative around solo queue here is total hyperbole and melodrama. I play solo almost exclusively (like 95%), and I escape probably 40-50% of the time (and no, I don't immerse and vulture escapes).

    While it can be infuriating a times, it's not that bad, especially as you improve and move up in MMR and most potatoes get filtered out. And cutting your teeth on solo is going to make you a better survivor in all instances.

    SWF is fun and relatively easy, but it that's your baseline for what surv play should be, of course everything else is going to seem really rough. I tend to think people with hottest takes on how bad solo is are probably looking at it only in comparison with SWF, which is kind of flawed, since most survs are solo, and SWF are in the minority. Solo is more of the stock survivor experience.

    All that said, I would like to see some of the solo QOL changes that were discussed a while back.

  • Iron Will took a pretty heavy nerf, but it's not totally useless. With audio occlusion and other factors it still has some utility.

    And not to be rude to anyone still trying to derive a lot of value from their favorite nerfed perks, but essentially forcing people to try other things was the clearly stated intent here, so not sure why people seem shocked by how hard some of these were nerfed.

    They want us to stop using some of these perks and try new ones, so of course they're only a shell of what they were. Let them go and try some of the buffed ones.

    I'd guess some of these will be revisited down the road, but the shake up is the entire point here. I don't agree with all of it but I'm actually pretty excited to try some new things out.

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071945#Comment_3071945

    Just be willing to deal with 20 minute queue's I suppose when all the survivors leave the game.

    My killer queues are like 10-20 seconds, 2-3 minutes at the absolute worst, and that's rare. To get to 20 minutes average, virtually all the survivors would have to leave the game, and that's just not gonna happen.

    I play just as much surv as killer, and nothing that has been changed is going to alter that.

    The problem here, as with people in general, is that fold are always projecting their feelings onto others, as if because they are mad everyone else is just as mad. Message boards are the home of the vocal minority, and even here only a handful of people are legit threatening to leave.

    And let's be honest, most of those threats are empty. They'll keep on playing, baby is just having a tantrum because their old toys got taken away.

    Reality is that even if you leave, a new player will come in, with no feeling of being screwed because they're new. This idea that all the survs are gonna leave en masse and the killer mains and BHVR are going to be taught some kind of lesson is just wishful thinking by a disgruntled few, or feeble play to make BHVR change course.

    Not saying all the changes are good, but it is what it is, at least until tweaks come, but they're not going to reverse course here.

  • New players will learn to play with the game as it is and that's the way they will know DBD; the only people who are handwringing about this are old players who now have to learn to play differently.

    To varying degrees, we existing players all have a comfort zone we're going to be pushed out of, and some will deal with this better than others. Some will leave and be replaced, most will adjust.

    But DBD will carry on, despite all the doomsaying. I'm not saying DBD is perfect, far from, but people are endlessly predicting the end every time something changes, and still the game persists.

  • @bittercranberry said:

    3k hours is insane.

    I'm at 2K and I question why all the time. It's really too much time to spend on a single game.

    I think Otz encountered a Russian player with 12K once, which is borderline incomprehensible.

  • Bigoted remarks aside, high hour players burnout and leave all the time, and new players come in. It's the circle of life.

    And if losing one perk makes the game unplayable, you probably weren't all that invested (or good, tbh) to begin with.

  • @TheArbiter said:

    At least spring burst is only annoying at the beginning of a chase, vs wasting 80 seconds, just to press e and gain another 80 second chase

    Agreed. SB is only good at the start of chase, and while you can 99 it, that requires walking or being still to recover from exhaustion, which is only going to get you downed if your mid chase. That's why I don't run it all that much as a surv.

    I actually prefer Lithe because even though I need a fast vault, I have more control over when I trigger it, and can save it for the right moment.

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070773#Comment_3070773

    This still makes absolutely no difference on solo queue's. I play a lot more than I should and still get paired with crap teammates. A lot of times I will be the last one standing because my team can't keep away from the killer for more than a few seconds.

    I don't play as much as some, but I have over 2K hours in game, and by and large my solo teammates aren't awful.

    I mean if your baseline experience is in a SWF, then it might seem like it, but when you get a group of players all with many hundreds (or thousands) of hours of experience, the odds that they're going to just be clueless aren't high. You don't have comms, but most of them are going to have a good idea what the right play is most of the time.

    Again, that isn't to say it doesn't happen, because matchmaking is far from perfect and it does on occasion, but since MMR was instituted it's much less common to get a total grab bag of a team.

    I've faced solo teams at higher MMR that were miles better than SWFs I faced at lower levels. The only time I consistently run into potato squads are at like 4:00 am, or when just starting with a brand new killer.

  • @Mozic said:

    Trapper's success is generally dependent on setting up a network of traps in a local area and then patrolling that space. You're doing yourself a disservice if you're setting up traps so far away (or leaving your set traps at a distance) that you can't make it to a trapper survivor before they escape. Honing stone would change that pretty dramatically and also open the survivors up to a lot of time slugged out waiting for a rescuer or the killer to come by - which would be pretty irritating.

    Agree, and if you're going to play Trapper you have to accept that every match is going to be a feast or famine proposition, based on whether or not you can herd the survs into your web of traps.

  • @lauraa said:

    I for one am happy that new players dont have to struggle like I did.

    This. If we never improve things for fear of slighting people who came before, nothing will ever get better.

  • Well, there's a reason that Trapper is considered by many to be the worst killer in the game, but basekit honing stone would be too much, imo.

    I do think Rusted Jaws + (add hemorrhage as well) should be, though.

  • @[Deleted User] said:

    Hope everyone has headphones with directional audio. She's counterable, but I sympathize with the gamers on tv speakers in a noise polluted environment.

    Do you really need them that much, though? After her changes, it's really hard to miss the audio when she is coming at you, unless she's moonwalking.

    The IW nerf will help her tracking for sure, but a lot of the element of surprise is gone.

  • @drsoontm said:

    I've just got this puzzling match.

    There was a survivor, everytime I was hitting him he got the deep-wound status. The first time I thought "weird, a septic I didn't notice?". The second time it made no sense. Every single time.

    In the end game screen, it was "dead hard". Apparently the fame I was hitting him, it was activated.

    Every.

    Single.

    Time.

    Never once I was even the start of the animation.

    Epic-type profile too.

    Yeah, I hate that cheat, but it's been around for a long while. You always know because it's usually a player who is otherwise awful, but manages to time every DH perfectly.

    It'll just be even more obvious now.

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070698#Comment_3070698

    Getting to higher MMR means nothing. I have a friend I play with that was able to reach iridescent and he is not that great at the game. All you have to do is play and sooner or later you will reach high MMR. I guess I must play more that you then because when i reach high MMR I seem to always get paired with survivors that are not good at the game. I pretty much always solo and have had plenty of issues. If the devs would just add a way for survivors to communicate (maybe something like apex legend's ping system) then I would be more inclined to agree with you. I stopped playing killer because it was so easy that it wasn't fun.

    MMR and Grade have nothing to do with each other.

    Getting to iridescent grades doesn't mean much, but MMR absolutely does.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070486#Comment_3070486

    I never once said this, personally. I also don't think it's OP because it can be played around.

    Yeah, and you know a lot of people will keep jumping in lockers after the killer picks up downed survivors because that playaround is almost baked in to brains at this point.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070624#Comment_3070624

    Exactly!

    The people that still use BBQ probably don´t even know that it doesn´t give bonus bloodpoints anymore. Since not everyone is on the forums or reads patch notes.

    Even though it was never run at the same rate as BBQ, I imagine you'll see the same thing with WGLF. These were perks that I had baked into every build (unless I was doing a challenge or something) because I felt like I had to run them to combat the grind.

    Of course WGLF also got a buff to offset the removal of the BP bonus, whereas BBQ received nothing in return.

    Habits are hard to break, and I expect we won't see an immediately massive dropoff in the usage rate of some of these perks, as some people will need the reality of the changes to sink in before they abandon them.

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070585#Comment_3070585

    The problem with your logic here is that 70% of games if not more than that are against solo queue survivors. So I will agree that when you run into a full team it is more balanced. When survivors have no way of communicating with each other the killer shouldn't have any issue getting at least 2 kills per game, I know I haven't when I was playing killer. Running into a team is so far and in-between that killer was already easy enough.

    The only time killer is ever "easy" is at the lowest levels of MMR, when you're mostly facing solo survs with very little experience. Once you advance much, killer becomes the harder role and largely stays that way.

    Solo teams will always be easier to win against, obviously, but at higher MMR you're going to be running into experienced survs the majority of the time.

    Of course I also make the case that at higher MMR (like anything above low-mid), solo isn't actually that bad, because having put in that time, most everyone is actually going to have developed some game sense. It's not like when you start out and no one on your team has any idea what's going on.

    I play almost exclusively solo, and find my teammates to usually be pretty competent, save for the occasional potato slipping in.

  • Yeah, it's coming off of all of my builds. There are better aura reading perks.

  • Context dependent. I'll let survs go if they were screwed by their team, or played particularly well and carried. A lot of potential reasons there.

    As a surv I'll occasionally give myself up, but that's rarer.

    But being on the receiving end of a pity kill from a surv has a whole different feel than being spared by a killer, and I don't care for it (it feels more patronizing, since as a killer only you are responsible for your performance).

    I had it happen to me the other night for the first time ever (at least that could tell). It was on Garden of Joy and I didn't play well at all, plus they were a really strong TTV SWF and I got absolutely bodied. Got zero hooks for the first time since I was a baby killer in like 2019.

    One of them gave themselves up at the end, and I tried to carry him to the gate a few times, but they wouldn't go. Felt bad, man.

  • It may be mostly because it's new and I don't have strong feel for it, but give me RPD over GoJ every day. It's that damned house.

    RPD is disgustingly huge, but at least it plays fair.

  • I've posted a lot of suggestions for Sadako buffs in other threads, not going to rehash them here in depth.

    But condemned is totally useless. I am always shocked when a surv allows themselves to get fully condemned, like wth is there a killer instinct going off? Then I remember what it is.

    I had it happen twice in one match the other night, which was pretty remarkable as it almost never happens.

    But basically buff condemned, her chase, omnidirectional tp sound, cut down the times TVs are powered off, make bloody fingernails basekit.

    A few of those and she'll move up a tier or two.

  • As a surv it's wonky, as killer is downright painful. Most of the map is fine, (though there is some odd geometry you'll discover in unfortunate ways while looping), but the house is pure and adulterated torture if the survs have any idea how to run it.

  • I still play Dredge quite a bit; may actually more than when it first released. People seem to be pretty polarized on Dredge's strength, but I find it to be a strong killer and routinely 3-4K (I also took my worst loss since my first year in DBD with Dredge, but I think that had more to do with the strong SWF and it being on Garden of Joy).

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067123#Comment_3067123

    Almost all of my Dredge grabs are accidental. I'm not sure why survivors use them when they know it's a Dredge.

    Yeah, against Huntress, Trickster, and Dredge I just never get in lockers.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067713#Comment_3067713

    Comms are not cheating, period. If it is intended gameplay, which it is, then it isn't cheating. Whether or not it's balanced is an entirely separate matter. The game also not having built-in voice chat is also an entirely separate matter.

    The thing about information is that it's only useful in the hands of survivors who are good at the game. If you're bad at the game, then all the information in the world isn't going to fix that. Solos could be better coordinated with informational perks made basekit, but they'd also have to know what to do with that information.

    Stretched Res, on the other hand, is an exploit that provides an unfair advantage. Voice comms are intentional.

    Voice comms clearly aren't cheating per BHVR, but they are hella unbalanced, and I don't feel like it's in the spirit of the game (or does the entity provided walkies so survs can communicate cross map?).

    And while comms are most powerful in the hands of good-great survivors, they confer an advantage to any team using them, from potatoes on up.

    Information is power in DbD, and even poor players will play better with context. Even the noobiest noobs can call out basic things like the killer's location, what they are doing at a given moment, etc., and even that much info confers a nice advantage.

    But comms aren't going anywhere regardless, as BHVR has no way to police that even if they wanted to, short of disallowing SWF play (which they will never do). So these discussions are largely academic.

  • So many. My backlog is a mile long, and I blame a lot of that on DbD. It's the only online/multiplayer game I play, and I've always avoided these games because I don't feel like I can ever move on (I am a completionist). Plus DBD is the only game my wife likes to watch me play (she actually asks me to play it), so there's that.

    I've got the new Horizon game, a couple Tales games, the Demon's Souls remake, and like another 20-25 games in my digital backlog from sales over the past year or so. Plus I have been wanting to reinstall and re-mod Bethesda/Obsidian Fallout games.

  • Unless you're someone that is obsessed with winning all the time, survivor is way more chill than killer, even at higher level. Yeah, killers get sweatier as you go up, but so do the surv teams, and proportionally.

    I play killer/surv at around a 50/50, and which one I play often varies on my mood. If I am already stressed, I will avoid killer, and play surv.

    That's not to say surv is way easier than killer (well, it is a bit easier), but def way less stressful, as there is actually downtime as a surv.

    @ButterFlee13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067980#Comment_3067980

    "It's not hard to come up with a build on every single killer to ensure a 80-90% win rate"

    Oh wow! Top rated killer detected. Teach me how plz!

    Not to doubt your statement but its one hell of a statement that needs some data showing to back up. The dev said themselves kill rate is lower than expected.

    The only way you're going to maintain a 80-90% win rate in the current meta (if you use the common definition of a 4k or 3K + hatch) is if you use a sweaty build and employ a playstyle that is...not popular with survs (basically tunnel someone out as soon as you can).

    And in the MMR age those 50+ win streaks don't really happen much anymore, at least not with any frequency.

  • @dugman said:

    Some people can't handle change. 🤷‍♂️

    This, pretty much. Like any other round of changes, some issues will improve, others will get worse, and adjustments will be made.

    I think it's just that this update is really going to push some people out of their familiar patterns in a way no other single update has, but everyone will (well, most everyone) get over it.

  • Stealth as a surv isn't typically my jam, but Lightweight is gonna be huge. Scratch marks are often iffy to read as it is.

    Lightweight on Ormond? Forget it, tracking's gonna be an absolute nightmare. I'm dreading that as a killer.

    Lightweight + Lucky break + Overcome and you'll take a hit and be in Narnia before the killer has a chance to pick you back up.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3064011#Comment_3064011

    If they needlessly put themselves in the struggle face, I have stared at them for about 2-3 seconds, and then unhooked. That's my way of giving them the ole JT lol

    https://us.v-cdn.net/6030815/uploads/9CEL1JL59N1S/5fc592975fd04b577c554b92ad5a8481.gif

    I have done the same thing. Teammates sending themselves to second stage when they still had 30+ seconds is one of my all time DBD peeves.

    I'll stare, shake my head and/or teabag at high velocity when I get there.

  • @Maxx_Calin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3064033#Comment_3064033

    Survivors who wait for the killer to leave a hook instead of attempting to save the survivor on the hook are people who are only in the match for themselves. Survivors are suppose to help each other and repair generators. If one is just sitting by not doing anything to help the person being hooked and watching them die while the killer camps them are not a team player.

    I have had survivors in game run to the hook to save me when a killer is camping it only to stop in their tracks, hide and just wait for me to die on the hook and pretend to try and save me at the last second from the hook to make themselves look good when it's too late to save me while others worked on generators. I hate survivors like that they make me want to leave the match but I stick it out for the bloodpoints.

    You have time (60 seconds for each stage), you don't have to arrive at the hook within 10 seconds. If survs are already within 10 meters of the hook immediately after the hook is complete, that's just poor surv play, flat out. I would argue the only reason for this is either the survs are babies, or they are hook farming. Both survs on the hook and their teammates would do well to remember this (I play almost more surv than killer, so I know how this goes).

    If this is you and the killer as they're leaving the hook, you have screwed up:

    driving-umbrella-academy.gif

    If a team demonstrates they are all going to just drop what they're doing and beeline for the hook every time, and the killer waits for a few seconds before leaving, that's on the survs. It's like if your're fishing and the fish just throw star throwing themselves out of the water. Why would you cast again? It's noob play to immediately hookbomb.

    The inverse of this is hooked survs sending themselves to second stage because their team doesn't immediately start coming when they are hooked. That's a sign of inexperience in the same vein as survs who let go of the gen and run the seconds they hear the terror radius.

    If the killer is a true camper, they're not going anywhere regardless. But with most killers, waiting 15-30 seconds will result in the killer leaving the area and allows for a safe unhook. Rushing for hook saves is a rookie mistake and results in a large number of "camping" complaints.

  • @Maxx_Calin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3063826#Comment_3063826

    To me it does make them bad at playing the killer. Only reason for a killer to camp someone at the end of the day weather u agree with it or not is cause they don't know how to beat survivors the normal way of catching and hooking them. That is why I say that those who camp are either too lazy to play the game it was meant to be played or they don't know how to play as the killer. So there solution is to capture, hook and camp one person just so they can get bloodpoints the easy way for killers without putting in the work to earn them honestly in a match.

    Camping is not and should not be part of the game cause it makes the game less fun for those being camped and it shows the killer is a mean disrespectful person who would rather play dirty to win than win honest and fairly.

    True to a point, but context matters. Are there are other survs right there immediately doing nothing but waiting for the killer to leave? If so, it's not really camping. Not only that, but the team isn't good. A camp when the team is hookbombing/being overly altruistic is a survivor flaw, not a killer flaw. The team has to give the killer a reason to leave the vicinity of the hook.

    Is it in the end game? If so, of course they're going to camp, as the odds of catching and downing any other health survivor else are super slim. Once the gates are powered, anything goes. If they're hooked near an opened or 99'ed gate, camping is the only play.

    But if the killer just immediately starts face camping everyone they hook right from the jump regardless of whether or not the rest of the team is working on objectives, then I agree it's probably a no/low skill player desperately clinging to their one kill because they don't feel confident they can get another.

  • Only makes sense if you have Deliverance.

    @[Deleted User] said:

    Every time I unhook someone trying to do this I always think “did I piss them off because they might have wanted out of this match”

    Same, but the safe hook rescue popping eases my guilt.

  • @danielmaster87 said:

    Auto aim hitting pallets/walls instead of the survivors.

    Yes, this. So aggravating.

  • I don't typically roleplay DbD, but when I feel the urge to step into the killer, it's Myers. He's pretty much an empty vessel, so not too hard.

  • The sad reality is that if you play nice (by the "rulebook"), you won't get good results as often, and you'll get mocked for not being good.

    If you play to win, you'll get chastised for being toxic, because as a killer you're not allowed to win unless you handicap yourself first.

    Personally, I turned off my chat/messaging functionality, play in a way that I am comfortable with (which is usually laid back and generally considerate, but sometimes sweaty; I usually just reciprocate the energy I get in game), and don't worry about the rest.

    I recommend it.

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/3061045#Comment_3061045

    I have all the characters prestiged that I care about. I paid attention to what they said about the reward, therefore I'm not upset when it was fully revealed.

    Yeah, the reward was feeble, but anyone paying any attention at all to BHVR's messaging about it should have expected as much. It was made abundantly clear that it wasn't going to be much.

    The shock and indignation over it is kind of absurd.

  • I'd also prefer a Robert Englund model/skin, but the Freddy model is pretty film accurate, don't see a need to change it.

    Quentin, on the other hand, was a heinous monstrosity that looked nothing like the actor. Or a human, really.

  • @Warlord1981NL said:

    "Ever since the last hatch change I have felt like the hatch has heavily favored the killer. I have had many matches since then where it comes down to just me left and the killer finds the hatch before me most of the time. Once that hatch is shut its pretty much game over. You have a limited amount of time to somehow fully open an exit gate that killers can easily go back and forth from on most maps before you get any considerable progress on them. I've thought about bringing a key every match but that seems unreasonable given I only have so many and these situations don't happen every match. I'd run out of keys fast doing it this way."

    This is total nonsense. The hatch by its very definition is not something killer wants. Ever. Under any circumstance. Look at it for a second from the killers perspective: The killer does well, has the survivors down to the last guy. Great! Oh wait, free escape option Hatch spawns in for no reason at all, now the last survivor can get away by the hatch that the survivor can see and the killer cant. Even if the killer manages to close it before the survivor gets out, then the doors unlock regardless of how many gens have completed giving the survivor not 1 but 2 more chances to get out. Not only that, if the survivor has a key then they can also re-open the hatch giving them yet another chance to escape. How you do not escape is a mystery to me. Like how many chances do you need? How in the world is that favourable for to killer? The answer to that little riddle is: It isn't. It is just something that takes points away from the killer who earned it.

    If it were up to me there wouldnt be a hatch, the exit gates wouldnt open, it would simply be game on. It is absolutely ridiculous how many extra chances you are handed for bad performance as a survivor. This is why I slug, no point in hooking the 3rd survivor for the 3rd time if all that results in is a ton of freebies for the survivors. If I play great and you dont then I deserve my 4k and I WILL have it.

    I generally agree with the sentiment here, but I think the hatch needs to be in the game, or if it were removed, you'd need to jack up gen speeds or something because in a 1v1 without the hatch and the exit gates aren't powered, the survivor has essentially zero chance of escape. And such miniscule odds of success shouldn't be a thing.

    But because the killer essentially won the game already, the escape option should be slim, even slimmer than they already are. If you wanted to make things really spicy, have the hatch spawn on the opposite side of the map from the killer, but they can see it, like they can see the gates.

    A hatch escape should be a longshot, not a 50/50 with the killer.

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