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Thusly_Boned

Thusly_Boned

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Thusly_Boned
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  • @dictep said:

    Egc is killer sided. A surv alone can’t do much anyway

    It's map/RNG dependent, and Midwich is definitely the worst one to be alone in during EGC. It can be done, but the killer has to play it poorly, or be like hamburger Myers or something.

    On the other hand there are plenty of maps where the gates can spawn so far apart that it's virtually a guaranteed escape.

  • @BadZilla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2832234#Comment_2832234

    Correct , I'm shocked how many people are saying comms are not an advantage lol can you believe these people ? mostly they're the ones that can't play solo and every game they play with friends and comms but yeah the gun in a knife fight sums it up

    So much of this game is about info. Saying comms is not an advantage is just laughably absurd.

  • Not much you can about these, imo. If I can tell early enough what is going to happen I'll drop and try to land as many hits as I can.

    But if it's coordinated, not much to do for it outside of running certain perks, but as others have pointed out, it's not fun or efficient to build for maybes. That said, Starstruck is one perk that I could almost justify running all the time, at least on certain killers.

    @Tiufal said:

    Bodyblocking hooks as survivor isnt toxic. Its risk and reward. And I guess youre a console player, cause otherwise it makes no sense to say Boil Over is unfair. Console issue. Play on PC or live with it. And coms arent unfair too. They dont make players magically better. And in your case I dont even see why coms would change anything. They just knew what to do, and you made it really easy for them.

    It's not toxic, but it's low skill and tedious af.

    Also, since you brought it up, comms is an advantage, always. How much of an advantage it is depends on the skill of the team, but any additional info is an advantage over no info. In the hands of a practiced team that knows how to call things out well, it's like bringing a gun to a knife fight.

  • I don't hate DBD (yet), but I definitely wish I felt less compelled to play it.

    My main reason (I think), and the reason I generally avoid online games is that I hate leaving things "undone" (I am a notorious completionist), and with games like these, you can never really master/complete them, so it just goes on and on. It's like a neurosis.

    I can't say for sure, but I think for a lot of people it's at least partially the idea or feeling of sunk cost; like a need to justify all the time you have spent on a thing by continuing the spend more. Especially if you have dropped a bunch of money as well.

    You see this a lot in relationships that should have probably ended, but that's not a discussion for the DBD forum, I think

  • Especially if they're carrying a teammate, lol

    Good stuff

  • Survivor side:

    The last second save (if it results in an escape), especially from a camping killer. I die a lot going for these, but the payoffs are worth it.

    In general rescuing teammates from campers is just really gratifying.

    Huge bonus if you manage to pull it off against a Bubba.

    Killer side:

    Sacrificing flashlight clickers who thought they wanted the attention, but discovered that they really didn't.

    Cross map hatchets (though I rarely get them because I am not great with Huntress) and recently, crow snipes (resulting in damage/down).

    When as Plague the opposing team refuses to cleanse and you put them all on the ground with a single run of corrupt purge, bonus points if all gens are powered

    One that is harder to come by now (trigger warning): running MD ring and the amulet on Spirit and flying from one side of the map to the other with an immediate gen grab at the end. *chef's kiss*

    And the grab on an attempted dumb tech is always nice.


    Honorable mention (and is totally petty and meme-ish): the moment when that surv with the purple flashlight/odd bulb combo and big plans realizes you are running lightborn as you hit them in the face.

    Yes, I have a little residual saltiness from my early days getting bullied by flashlight squads.

  • I would say I play 2-3 hours a day, 5-6 days a week, sometimes more. If I didn't have to work every day, it would be a lot more.

    I really need to get some separation, though. My backlog of (arguably better) unplayed games is massive.

  • Sometimes it can take time to coordinate a save, especially in solo queue. There have been times where I opened the gate thinking there was plenty of time, only to end up racing the ECG.

    Otoh, I think exit gate regression should be a thing, so I am not invested too much in it.

  • @shinobu149 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2830176#Comment_2830176

    Its the intent behind it and saying oh the animation, so youve never cried at a video game or got mad or even anime (if you watch it or play anyother video game)

    Crying because of an impactful narrative isn't quite the same as crying over some rando behind a keyboard hundred of miles away tapping a button in an attempt to antagonize me.

  • @shinobu149 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2830376#Comment_2830376

    Dude you are a legend I love that you must be a cool person in rl

    I haven't quite achieved the level of coolness necessary to BM at the exit gates, but one day...

  • @lauraa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2831153#Comment_2831153

    Yup, this. Cleanse or dont...but Make Your Choice as a team, whatever that choice is.

    For sure. In solo, once that first person cleanses, I am cleansing. If you have one person feeding her power and two or three are constantly broken, that is not going to go well for the survivors, to say the least. If the whole team is healthy, her power really isn't oppressive (and can be maddeningly frustrating/inconsistent to actually land).

    Despite what many say, there is not one way to deal with her that is best, but everyone in the team has to get on the same page.

  • I always find it perplexing that people complain about survs getting few BP, but then we have so many DCs. Especially mid-late game DCs. Why throw all your points away?

    Not that all survs do this, but it was something that I always found silly. Just poor impulse control, I guess.

  • @prion11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2831123#Comment_2831123

    I play plague and play against plague pretty often. The best thing you can do to actually get value out of your medkit or healing perk is cleanse at a fountain that is in the most inconvenient place for her to use, and do not touch objects that are infected unless that object is a hooked survivor. Plague is so weak if she's not getting survivors infected, so if you refuse to do her job for her it slows her down a ton (even if it feels bad to ignore a gen because it is infected, know that you are hurting her)

    Eh, there's multiple ways to approach a game as a Plague, imo.

    Cleanse or don't cleanse (you're either constantly broken or I'm in my power all match), interact with infected objects or don't (finding survs and puking on them isn't appreciably harder than keeping objects infected), it doesn't change the final result much in my experience. You just have to recognize how a group is going to approach the match and adjust accordingly.

    I always find it funny when a team turns on each other for cleansing or not. Doesn't matter much to me.

    I think she's a very fair and well designed killer.

  • Though I have to admit I did get a little annoyed with a Boil Over/Flipflopper/Librarian the other night and gave them one smack as the entity was taking them away.

  • It's totally a dominance/insecurity thing. Like "yeah! I did this! I have power over you!" Or trying re-assert "dominance" after being clowned.

    It's something I see the most at lower levels.

    Just last night was playing a match against a Nemesis on my new PC account and the killer was tunneling and camping (and slugging late). And giving every hooked surv a few smacks on hook. And while I was on the ground and one other surv was left alive, that surv ran the killer like a racehorse for an eternity, essentially until I bled out.

    Then I spectated and watched the killer continue to get run for a good while before going down, at which point they proceeded to hit them on hook until they couldn't anymore. It was sad, and clearly trying to "punish" the surv for making them look bad.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2830431#Comment_2830431

    This is the way.

    On a more serious note. Being toxic breeds more people being toxic. A viscous circle that will probably never end.

    Eew, a viscous circle is something no one wants (probably, I'm not judging)

    But seriously, this is the truth. And how new players learn what "acceptable" behavior is.

  • @EntitySpawn said:

    I was so happy when he got his buff, I was excited that one of the characters from one of my favourite slashes got added and was done well.

    But I'm bored of him, every bubba just face camping on first hook no matter what and honestly theres no point in the match. I hate it's got to the point I wish he wasnt even in the game.

    I'd rather him completely gone than verse this dumb and pathetic form of gameplay.

    I think you just need to loop him for 10 minutes so he can't camp anyone

  • @WesCravenFan said:

    The worst is when your teammate is toxic as hell, and you just know he is pissing the Killer of and the Killer is gonna take it out on YOU now because of THEM.

    https://gifs.ninja/wp-content/uploads/2017/09/Capture-61.png

    If I have a super BM-y teammate, and the opportunity presents itself, I will sandbag the crap out of them at the worst moment. I've gotten a few teammates killed in the exit gate because they thought it was funny to wait to teabag the killer

  • @Krazzik said:

    I wish. I love Midwich on both sides :(

    Same. I always seem to get the Coldwind maps, which I hate

  • My first thought is don't get found first. Second is that I hope whoever does get found first is willing to persist on the hook for as long as possible. Third is that I hope the rest of the team don't try to save.

    And like 1 out of 100 times, the Bubba actually doesn't camp.

  • I don't full on farm, but I also try to avoid ending the match too quickly when there is a bloodrush. If there is a bloodrush on, and a bunch of people bring items to boost BP for everyone (cakes, BPS, etc.), and people play like the house is on fire, that irks me quite a bit, tbh.

  • The Artist is fine, imo. I disagree that her crows feel clunky. I actually have blast crow sniping, it just takes some getting used to. Many killers' powers feel awkward for a while, hers isn't that bad imo.

  • Sure, it may be BM, but it's no big deal. It's also a baby killer who hasn't yet realized that time is the most important commodity in DBD. Every second counts. The killer spending time smacking a hooked survivor is not just sad, but helping the team out.

  • Lightborn is useful at lower levels, but once you learn how to deal with flashlights, becomes a bad use of a perk slot.

    That said, I will still run it on occasion when a see a four flashlight lobby, just for the giggles.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2828891#Comment_2828891

    I have the same mentality. If you start I will finish lmao

    The best way to deal with it is to ignore it. Not in a "turn the other cheek" way, but because it shows that you are unbothered. When I get clickers/tbaggers I just play my game, and if/when they die, I just walk away like it was no big deal. They want a reaction, good or bad.

    Acting dismissive and like killing them was just as routine as brushing your teeth is the ultimate disrespect.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2828830#Comment_2828830

    I don't complain about Hillbilly because he has to charge and you can dodge him. I've been instadowned by a Billy who once charged from halfway across the map and surprised me. I laughed and applauded him for that and felt no animosity, I thought that was such a great play, as it's rare to see. But normally Hillbilly is someone you can dodge and make miss.

    BUBBA CAN TURN AND CHASE!

    Yeah, I am not commenting on the premise of your OP, but you are correct that Bubba =/= Billy, and am always a little exasperate when people refer to them as if they are interchangeable.

    Billy's chainsaw takes a lot more finesse and at least some degree of skill.

  • Absolutely not, imo. Not with the current state of the grind. The cosmetics are not great, and I don't feel like you really gain any actual prestige from prestiging, since all it realty takes is playtime, and not feats of skill or anything.

    So the question is, how much do you value your time? Is having the base cosmetics with a bit of blood thrown on more valuable to you than the all of the perks and items gained through 150 levels of the bloodweb?

    Once I really realized just how significant the grind was, the answer became an easy no for me. I don't buy paid (actual money) cosmetics outside of what I earn from the premium rift, and I have so many I never wear the few P3 sets I did get.

    I would gladly trade them back for the millions and millions of BP I spent prestiging.

    Again, just my own feeling here.

  • @DemonDaddy said:

    Mmr means next to nothing for matchmaking. I have killers with intentionally low scores and still get the overflow of SWFs in lobby que.

    That will happen for sure, but not all SWFs are good, either.

    But again, the often near total randomness of matchmaking where there is an SBMM "system" in place is kind of the reason people have horrible matchmaking tales, and something that needs to be pointed out as much as possible.

  • @Brimp said:

    Well since mmr is soft capped everyone now is near the same mmr so their "skill based matchmaking" system really doesnt mean anything now .

    There are definitely soft tiers in there, and you can really notice the difference when you move from middle-high to high (just spitballing here, since none of us can actually see the "tiers"). But the meaninglessness of the SBMM is kind of the point being illustrated by these examples we keep seeing.

    And someone with one hour of playtime should never load into a match with a 1500 hour player, much less three of them.

  • @ThiccBudhha said:

    It is probably just burn out. I love Overwatch so much, but after nearly 6 years, I just can't anymore. I am sure people who were here since the beginning feel similarly whereas I am a newer player and feel the game is mostly fine. There is a lot they could improve, don't get me wrong, but nothing worth quitting over.

    This is part of it, but when a game is running well, the burnout loss will be offset by new players coming in.

  • This pants discussion got me thinking, if they have plucked a survivor from the 1990s they should definitely be wearing a pair of JNCOs

    Apologies to anyone born after 2000 for that reference

  • You must really like pants. Any particular kind really tickle your fancy?

  • @Lx_malice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2826782#Comment_2826782

    Ever patrolling on killer minding your own business when all of a sudden you walk past a pallet being camped by a sneaky survivor and they slam that ######### on your head wwe style? Scary stuff.

    Other than going against a good scratched mirror Myers, this is the only other consistent source of jumpscares for me, lol

  • I think many people say they are going to leave for attention, and there is always going to be turnover amongst the player base of a long running game, but the numbers do back up that a lot of people are bailing.

    Why? IMO:

    SBMM sucks out loud

    Complacent/dismissive/condescending messaging from BHVR on issues of concern to the community

    Long running game design issues going unaddressed

    The interminable GRIND

    Stale core mechanics

    Also a lot high highly anticipated games coming out, pulling players away

  • @JonahsTablet said:

    Something I noticed instantly after buying Heather and the Spirit is that: I had no pants. Now I am personally not a coomer, and I prefer my characters to be fully clothed, so I go to the shop and I realized that I have to put forward at least 4 DOLLARS for something that covers Spirit and 6 dollars for Heather, now I was gonna buy all the Silent Hill stuff anyways, but 4 dollars just to cover my Spirit up? Do you know how cold it is on Ormond? I pity the alternate universe in which the devs decided to go through with making Spirit naked.

    I am pretty sure Rin isn't concerned with the cold wind at Ormond as much as being dead and dismembered.

    Also, the is a Rated M game, so I don't think modesty was a huge concern here. I am constantly puzzled by people who find partial nudity more off putting than gratuitous violence, but that is a much broader discussion, and one for another venue.

    Additionally, anyone aroused or made sexually uncomfortable by the grotesque apparition of a twisted, dismembered teenager's corpse has far deeper issues than being a coomer that probably need to be examined.

    All that said, a more covering base cosmetic for Rin would probably be a nice option, but more for the fact that her detached limbs are kinda unsettling.

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2826746#Comment_2826746

    They’re good and do give decent bloodpoints over time, but they don’t adequately address the grind is all. You can’t really fix a grind with another grind lol.

    One of the main issues is the new player experience and how it’s not unrealistic to be playing for example 100 hours before you have one meta build on one survivor/killer.

    Not to mention that many of the Tome challenges give an amount of BP that isn't economical, in the sense that one or two solid basic games will often net you as much or more BP than 90% of the challenges will. They are often something that you can do concurrently with normal play, but many have weird requirements that lead you to play in a non-optimal fashion, and can take multiple attempts and will ultimately cause you to lose BP over just playing regular matches.

    Don't get me wrong, I enjoy most of them, but the Tomes are not even a partial solution for the grind.

  • @sizzlingmario4 said:

    20 meters is way too big of a radius.

    If I’m defending a generator 20 meters from the hook that is actively being worked on/I’m pushing that player off the gen, am I really camping?

    Like I said, I wasn't caught up on the numbers in my proposal, but the mechanic itself. The distances/rates were placeholder variables in my model.

    But since you mentioned it, a skilled high mobility killer might be able to proxy camp at 20 meters, but in my brain the penalty at that distance would be much smaller. 10 meters or less would be the pain point.

    But many have pointed out that this has been tried and failed, so I am not really promoting it at this point.

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2826723#Comment_2826723

    Tomes need to be completed to give bloodpoints and that takes a considerable time; they’re a grind themselves and the rewards aren’t that high either, so I don’t really see how they address the grind issue. As a new player you’re still going to be stuck with rubbish perks for very long time and that’s just with one character.

    Yeah, the required time commitment is huge. Massive. Overwhelming for new players especially.

    And citing Otz as an example isn't really of any value since he plays the game for a living. Most people don't have the time to play even as fraction as much.

  • I assume it is always in play unless I personally broke all totems, but how often do I actually see it? Maybe 1 out of every 15-20 games.

  • This is just a function of people learning to use a killer optimally. If there's an effective way to accomplish something, many people will figure it out an use it. You will get some outliers, but generally a group of people using the same killer optimally are going to feel very, very similar.

    On the flipside, I would say virtually all higher MMR survivors play the same way, with negligible variation. And moreso the higher you get.

    This is a big reason I don't enjoy higher MMR that much; on both sides I know what my opponent is going to do, they know what I am going to do, within a margin of error. You have a base of players who are playing at near optimal level, and that all looks really similar.

  • @Steel_Eyed said:

    I don’t think it’s necessary. They’ve indirectly addressed the grind through Tome challenges and now Grade Rewards. Even bumping this to two million last month.

    These two changes have massively alleviated the grind, especially for new players. Each Tome has 2.5 to 3M bloodpoints each. And all the past Tome challenges are available.

    Ten Tomes. That’s enough to Prestige four characters without considering the points earned from the matches doing it.

    What would raising the cap give us? The ability to max prestige a character instantly. The devs have said they are not interested in this happening and it takes quite a lot of planning to make this happen. See: Otz’s video on maxing Nemesis in one hour.

    I agree that altering or removing the BP camp does very little to meaningfully address the grind, it would be a convenience adjustment more than anything.

    But the what they have done to address the grind is a drop in the bucket; it's still a huge problem, especially for new players.

  • I think a lot of killers need an anti-loop buff to be viable at high level, but low to mid-tier all killers are viable to varying degrees.

    Map reworks would help, but some killers simply need an overhaul. And it doesn't speak well to game design that only 3-5 killers are viable at the game's top tier. High MMR is already tedious because everyone plays the same way up there, but that you only see a tiny portion of the killer roster just exacerbates that.

    Like Sadako; I think with some of the minor tweaks many have suggested she can be a very strong killer, but without more anti-loop you won't see them at top tier MMR.

  • @Nathan13 said:

    It needs to be raised not removed.

    Bump it to like 5M. No one who is paying attention is going to hit that cap. I'll occasionally lose BP by spacing out the 1M cap, but at 5M you'd almost have to be willfully ignoring how much BP you have to be affected by it. And that many would allow you to bank enough to level new killers/survs when they drop.

  • Spirit is in fine shape, as balanced has she has been since I started playing.

    I think wanting her to be 4.6 is a killer side manifestation of the plague where some people only knowing one way to play the game (running around loops the same way all the time), and wanting to standardize everything around that. People have no patience for learning something that requires using something other than figurative muscle memory.

    She has a great power that while it takes some time to master, offsets her slower movement speed.

  • Obviously it's not an exploit, but a core game mechanic at this point. That said, the sentiment amongst many that it's the only mechanic that really matters is kinda tired.

  • Watching a DH for distance to a pallet or window after you have massively outplayed a surv in chase is one of the worst feelings in DBD, second only to maybe being face camped by a Bubba right out of the gate, imo.

    At lower-mid levels, survs seem to be terrible at using DH for its intended purpose (dodging a hit), and it can easily be baited. At higher levels, and in the hands of very experienced survs, DH is a third health state, in addition to a distance gaining bailout, depending on the situation.

    DH should be removed.

  • Camping is a bad strat - against coordinated teams. At lower MMR against non-SWF teams, it can be highly effective.

    Tunneling, provided you can actually catch your target in a timely fashion, is probably the most effective killer strat there is. It just feels slimy, especially if done early. To pull a match back in the mid-late game, it feels fine.

  • @Marc_123 said:

    Sorry but a lot have thought of this before.

    And it does not work because SWF are in the game.

    A lot of things don´t work because SWF are in the game.

    And not every killer wants to do it but sees no other choice. Also every killer can play the game like he wants to. And camping or tunneling is a part of the game.

    I get that, but discouraging camping isn't preventing anyone from camping, just making it a riskier strategy. A nice healthy disincentive wouldn't be the worst thing here.

    I absolutely recognize the right of anyone who bought the game to play it in the way they see fit, but when you spend 10+ minutes in queue only to be face camped out in 5 or less, that isn't fun, or healthy for the game. There's that old old saying about the needs of the many outweighing the needs of the few and all that. Basement/Camping Bubba, the most noteworthy exemplar here, is really bad for game health, especially at low MMR where new players are. It the ability to play that way shouldn't be removed, but it should come with an enhanced cost; some risk/reward balance should be maintained.

    If I were in a SWF and were Bubba's campee, I would gladly tell my team to leave me, that I would hang on (no pun intended) for as long as I could, and to just pound out the gens and only let the killer get the 1K. And if everyone did that with campers, camping would almost certainly decline naturally, because only getting 1K and 10K BP every match would suck.

    In solo, where most people play, camping really sucks, and there is really not much in the way of a disincentive for the killer, since they often don't know a camp is occurring until it is too late.

    Maybe make Kindred basekit, as so many have suggested.

    I also don't see how SWF would negate the above suggestion, but I may be missing something obvious here.

  • I think that if you are going to lean into the camping Bubba meme, you have to nerf him outside of that scenario. But if the Devs really want to discourage camping, Bubba's chainsaw has to be addressed somehow.

    I still think that most sensible solution would be to make his chainsaw go into cooldown after the first hit, or have each subsequent hit in the same sweep following the first (which would be an insta down) inflict deep wounds rather than result in an insta down.

    You get your guaranteed down, and some enhanced damage, but makes a coordinated save at least possible, albeit painful.

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