Thusly_Boned
Thusly_Boned
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@TragicSolitude said:
Sometimes if a group of survivors is breaking hooks I'll slug everyone to death, as a "this is the fate you chose" thing. I stop playing nice, but it's not that it sets me off; it's just a "well, what did you expect?" kind of response.
If it seems like a team is mistreating a random or if survivors leave someone to die on their first hook, that sets me off. I had a match earlier today where three obviously experienced survivors left a total newbie to die on their first hook for no reason with five gens left, so I stopped playing nice and tunneled and slugged and hopefully made their dying very not fun. The last one crawled away so I found the hatch and stood on it, waiting while she bled out for 3+ minutes.
Oh yeah. Or if a survivor is obviously trying to sell out a teammate(s). I will absolutely tunnel them into the ground and let the other one go.
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@StarLost said:
Teabagging and flicking - my patience has worn so thin with these people that I'm probably going to be stepping on the gas and if I have to camp, I'll camp. They are not making it out alive.
Coordinated bodyblocking I'm fine with, unless it's being done excessively for the sake of bullying, especially when you get those groups that will 99% the final gen and stall the game out just to show this off endlessly.
What really grates my cheese though are people who will be BM in the exit games or postgame. I totally sympathize with the occasional sore loser, but people who will gloat at you in a manner that would have them looking for their teeth if they did it after a pick-up game - chances are that for the rest of the evening, nobody I come up against will be having fun, and neither will I.
My strategy is sometimes to pick off the better players first (if it makes sense), and there have been times when the one person who escapes is by far the worst player, but they still BM at the gate. Really? Do you have no self awareness?
Or it you're the only survivor who escapes at all, you think you are slick with your whole team dead?
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2678417#Comment_2678417
If MMR is not broken. what is making me get these players? mabye they need to idk. change how MMR is changed
MMR can't be a binary as Kill vs. Escape and be at all effective, but that's what it is at the moment.
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@Shaped said:
I think survivors spend more. Mostly on cosmetics.
This is the problem. The largest slice of the player base is casual survivors, and the game is balanced around them, it seems.
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I have seen some really sad stuff recently, too many instances like in the OP to mention. Lots of players on both sides who clearly have zero idea what they are doing, and are in matches with players with 1K+ hours.
A lot of either getting whomped or babysitting, and not a lot in the middle.
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@jarjargist21 said:
Flashlight clicks and teabagging at every stun they get and if I do really well and they teabag when the gate is powered as they know that they can easily escape as soon as I can get to them. Look survivors get very cocky on how easy their side is.
Flashlight clicking/teabagging at pallet stuns is so dumb I just a assume only noobs do it. They haven't yet realized that:
A) Good killers don't respect pallets and are perfectly willing to eat them
B) Getting you to drop them is usually a win for the killer
I don't get mad at teabagging because it wastes their time and just makes them look stupid. And of these little things (running around in circles after vaulting/stunning, looking back over their shoulder at you after they drop a pallet, etc.) they do that wastes even a second of their time is fine by me.
Teabagging at the gate is just noob #########.
In that light my hatred of body blocking makes even less sense, since the whole team is wasting a ton of time, but it just irks me for some irrational reason. It's like "I don't care if we don't do our objectives, I just want to prevent you from yours". I'm generally very, very difficult to tilt, but that one just gets me for some reason.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2670929#Comment_2670929
https://forum.deadbydaylight.com/en/discussion/comment/2670944#Comment_2670944
If you think that's free, than I am not sure if you played her yourself. Survivors that are not standing still and are farther away from you are still not easy to hit, even with three crows.
I am also not quite sure if you've already played against her, but survivors do get a sound queue whenever the Artist sends her crows flying, and it is map wide. I've been able to dodge these crows a few times while on gens already because of it.
I am also not sure how she can place crows at a hook to injure a survivor for free. First of all, she can't place crows within 10 meters of a hooked survivor. And in order to injure the survivor that is rescuing, or down the hooked survivor, she would have to place two crows in the direction of the hook, and with enough distance, so there is enough delay between the two crow swarms hitting the survivor, because survivors are immune to any further crow swarms for a very short time after getting hit by a swarm. Smart survivors will just move away from that position immediately and then not get hit by the second crow swarm.
Nothing about her is free. She can not easily get an injure with two crow swarms, because she has to place them with some distance between them, and survivors can easily dodge the swarms. There is a risk, it can be rewarding, and there is a fairly high cooldown as well, when you use two and especially 3 crows at once. In fact, if you use 2 crows, the cooldown of the Artist ability is 9 seconds. 12 seconds if she uses three crows. The repel action takes 8 seconds. So if she uses two or more crows to swarm a survivor, she won't be able to injure the survivor before they repel the crows.
Pretty much all of this. This is also another prime example of why people need to play both sides before making a federal case for nerfing.
Scoring a cross map injure with crows takes a time to line things up and would still require the survivor to be an absolute potato. Downing a health survivor cross map would pretty much require the survivor to be afk.
Against survivors with any awareness at all, the distance crow hits ONLY get you info.
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As someone who has pretty much been only playing Artist since she dropped, these are my tips for survivors:
Don't jump straight on a gen at the start of the match - the first thing I usually do is send crows to the 3 furthest gens for info. Wait a few seconds.
Repel crows when they are on you. Repeat: REPEL THE CROWS.
Don't stand still while repelling, run, but NOT IN A STRAIGHT LINE. Long range sniping is exceedingly difficult if you zig zag.
Destroy crows w/flashlight when possible.
Be willing to leave loops, but wait until Artist starts setting crows, it will eat her time.
Abandon short pallet loops, they WILL get you downed.
Be unpredictable with your movements. Most survivors are conditioned to loop in a very predictable way, you can use this against the Artist, whose effectiveness depends a great deal on prediction. Reverse direction, change your running/walking speeds, stop randomly, etc.
That last one is the most important; the teams that have really given me a hard time were the ones clearly willing to abandon their typical stats and adapt.
She has weaknesses. If you can't adapt, that's not on the killer or killer design, that's on you.
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There are a lot of perks I don't run for various reasons (too situational, etc.), but perks I just refuse to run? Maybe two:
Killer: NOED. I can almost justify it in the current boon-y meta, but just can't being myself to actually run it. Training wheels for baby killers, imo.
Survivor: Dead Hard. It's a crutch perk, the old "Press E when outplayed". Spin it all you want, it's a BS perk.
The boons are pretty much on mothballs for me at this point as well.
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I have very little problem with BT, I don't think people should be going down immediately off hook regardless, and sometimes it's the only chance you have to rescue a hooked survivor being camped (by anyone other than Bubba).
I don't even mind it as killer, aside from the body blocking. Sometimes I end up hitting the survivor who just got unhooked, by accident, and I almost wish they had BT.
And I don't like the body blocking as killer or survivor. When I give myself up to unhook you, I want you to use your 8 seconds to RUN.
Sometimes I see an unhooked survivor use their BT to BM the killer, which is god tier dumb.
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Artist and Hillbilly. Use the crows to find people across the map, sic Billy on them.
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Pyramid Head (few things more gratifying than making the right prediction and nailing survivors with the Rites of Judgement though multiple walls)
Spirit (unphasing right in the face of a sprinting survivor and smacking them never gets old)
Myers (jumpscares, duh)
Plague (Whether the survivors cleanse or not dictates how you play)
Artist (I love the loop play, and crow sniping)
And I want to say Legion, but they need help. Please help Legion, BHVR.
Many of my most fun moments as killer have been with killers who I don't have consistent success with (Myers, Ghostface).
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It really feels like a good chunk of survivors would like all killers to essentially be palette swaps of each other so they can play every match the same way, with the same loadout, and if something forces them to deviate from their usual approach, they get salty af. I really, really resent the sentiment among some that there is a right way the game should be played, and parameters that should be observed.
If the same approach worked for all killers, how boring would that be? I mean you might as well be playing tic-tac-toe.
I have been playing a lot of the Artist, and while I am not a top tier killer by any stretch, I am not bad. And while her anti-loop kit absolutely wrecks bad survivors who seem programmed to run loops the same way even when it is obvious it isn't going to work, good teams can absolutely evade and escape without simply holding w. She can be looped, you just have to be able to think on your feet. I have been dominated by survivors doing just that.
I think the crux of the problem is that the biggest slice of the DBD player base pie casual survivors that are not all that good. They aren't good enough to adapt, and have no real interest in trying. If they can't loop in the usual way, they aren't having "fun". The might watch their fave streamer loop and loop and they just want to emulate that (though it is high comedy running into some cocky 200 hour player who thinks they're somehow Ayrun or something).
Now I am not a great survivor, but I actually welcome deviation from the usual formula, even if I get my butt handed to me, and often tire of running tiles and looping the same way over an over again. Of of the great things about DBD (in theory, at least), it that it requires some dynamic skills.
If people can't adapt to the Artist (or Pinhead, or the Hag, or any other killer that ignore the conventional way of doing things), it's not because she is broken, it's because they might not be as good as they think they are, but most don't want to consider that.
And I absolutely agree with the notion that the game should not be balanced around the 1v1 interactions, but force creativity and teamwork.
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For survivors, mainly all the females (aside from Nancy), Steve and Adam. I use the women mostly because their character models are smaller and less visible (except for Nancy since her outfits don't really blend in). But I'll use pretty much any survivor at different points other than Ace (because I hate his face for some reason) and David (because he is a dumb goober).
For killers, Legion, Plague, Spirit, Pyramid Head, and I think I am going to use the Artist quite a bit. I would probably main Legion if they weren't so weak.
And I am a male, fwiw.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/296835/camping
Just make BT base kit, it would solve all problems.
https://forum.deadbydaylight.com/en/discussion/comment/2663765#Comment_2663765
That is not that easy for survivors to dictate the game when they don't run anti-tunneling/ camping perks. Otzdarva even made an experiment as a facecamping bubba... he hardly even lost at all.
The obvious caveat here is that not every killer is Otzdarva. Like 0.01 % of killers areas good as Otz. In that vast majority of situations where you're going to find killers employing camping as a strat, the survivors can largely dictate the way the match plays out against a facecamping bubba.
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@JPA said:
Still haven't seen a hacker myself after a year of playing the game! Feel like I'm missing out.
Unless I just encounter the sneaky ones who manage to pass it off as normal gameplay!
There's only been one instance where I was reasonably certain I was up against a hacker, but it was subtle. There was one survivor I just couldn't seem to close ground on nearly as quickly as I should have. Like they were moving at 105 or 110% vs. my 115. At first I thought it was just me but I got them in the open a couple times and still couldn't close ground on them.
I ended up killing them (because they weren't very good), but it was still shady. Makes me wonder how often it happens and I don't notice.
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I play with generally the same mindset, but I am far more likely to goof off/meme around when playing Ghostface. It just seems appropriate somehow.
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Survivors dictate the flow of the game in virtually all scenarios, but especially so with campers. Soundly defeating a camper requires two things: willingness to let a teammate die, and the willingness of that teammate to hold out on the hook as long as they can. If you recognize that the killer is facecamping early on, you abandon any rescue attempt and slam gens (especially if it's a Bubba).
And even if the killer also has NOED, they still have to get a hit on someone with it, which is no guarantee.
Part of the problem is that many teams feel entitled to the 4E, and just won't see the above scenario through.
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I used to look all the way down my nose at NOED users, but I don't have a particular problem with NOED in the current moment. When boons came out, I was spamming the hell out of them, then most killers started running NOED since no one was cleansing totems anymore, so I started cleansing totems. I also have noticed far fewer totems being blessed now as opposed to a few weeks ago, and the number of killers actually running NOED in my games seems to have decreased a bit recently, since now the threat of it is more present.
Seems like the ecosystem has sorted it out for the most part, at least in my games.
As for queue times, in my experience killer queues have been significantly shorter 99.9% of the time over my entire time playing DBD, and in recent weeks that has been more true than ever.
I play with crossplay on, usually between the hours of 8pm - 3am MST (USA).
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2659076#Comment_2659076
I got harassed enough that I turned off my messages
I play on console and switched to accepting messages from friends only pretty early on. That way I can just play the game without concerning myself with any what anyone has to say about how I played. I play in accordance with my own sensibilities, and don't sweat the rest.
But I have played and watched enough games (DBD and otherwise) in my time to know that the dynamics are pretty much universal, and post game chat, much like YouTube comments, are just better ignored. But if you're going to do it, do it with integrity and respect.
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As a killer, I consider 1k or less a loss, 2k a draw, 3-4k a win. For me, the killer win condition is pretty straight forward, as you are on your own and credit/blame is easier to assign.
As a survivor, it is much more complicated, since you cannot escape on your own merit, unless the killer is practically afk. Generally speaking I consider it a win if more than 1 survivor makes it out, and I contributed to it to a significant degree. I have definitely escaped in games that absolutely did not feel like a win, and died and felt great about it. Escaping alone does not feel like a win to me unless the killer was really good, and I did what I reasonably could.
Earlier tonight I died, but all three of the other survivors made it out, and I did a whole lot of the work (multiple gens done, multiple safe hook saves, a bit of looping), and I felt like that was a win.
If one of your teammates makes it out after immersing all game and you die after carrying all match does that mean you lost and they won? I don't think so. This is a big part of my issue with SBMM, but that's another discussion.
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@Pulsar said:
I dunno.
People liked it when I said gg after I lost. They didn't like it when I said gg after I won.
It's because after they won they're feeling validated and that gg validates them further. After they lose they're feeling inadequate and defensive somehow and the gg feels like condescension, pity, or a platitude.
People who have a strong negative reaction to being told gg are emotional infants. If it was a competitive match, it's just good sportsmanship.
I think another place people get things twisted is assuming that if they lost they played poorly, and if they won, they played well. Unless you are competing at the top of the food chain, you probably screw up a lot even when you win. And you can play a good game and still lose. And sometimes your best isn't going to be as good as your opponent's best, and you'll lose, and you'll have to accept that. Be gracious in defeat as well as victory.
That said, saying gg after you steamroll someone will probably come off as insincere and condescending, so maybe go with something else, or nothing at all.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2658853#Comment_2658853
1 game 0 kills -> lose MMR
1 game 4 kills -> gets MMR
repeat
2 kills average = balanced.
That's a nice, dry, mathematical way of looking at it, but that leaves out some context.
One game (or series of) where I just walk all over some poor noobs (to the point where I let off the gas just so they're not too demoralized and still 4K) and then the next (or series of) where I get totally eviscerated by a team with 4x my hours is not what I would call a fun and balanced experience. And those extremes are where I have been living lately. Actual 2K matches have been pretty rare.
The manner in which people get their kills/escapes can vary greatly, and many don't involve much skill at all.
Clearly we're not going back to the old system, but these things are evolutionary, and this cannot be the best way. We just need to move on to the next. Hopefully something a little more nuanced.
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@JawsIsTheNextKiller said:
I watched a popular streamer playing killer last night, complaining constantly about how the game was unplayable for killer now. But they pretty much won all their matches.
If feels like people are just complaining because they used to be able to 4K evey match and now they have to play against people at their own level. The irony is, because there is now a challenge, the games in the streams are better from a viewers perspective.
I agree with this to a degree, I think people genuinely wanted more of a challenge, but maybe not all the time. I think the issue is that in many cases now, if you don't sweat it out, you 0K. It's been kind of a "be careful what you wish for" scenario.
My impression is that if you're playing at high MMR, the challenge now is relentless, which is just exhausting. It makes for better viewing, though, or sure.
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I didn't mind it at first, but it's getting old quick. One minute you're in the shallow end of the pool, and then you take a step into the Mariana Trench (and vice versa).
Kills and escapes (especially escapes) are an awful way of measuring skill at this game.
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Yeah, this sucks. Killer is stomp or get stomped, survivor is getting paired up with a team of newborn survivors or a bunch of 4K+ hour types. I get frustrated with my teammates when they are all playing scared out of their minds (i.e. new to the game), but it's not their fault that matchmaking is a farce.
It's madness.
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Probably 4King a sweaty af sabo SWF (all running flip-flop/boil over/saboteur/etc.). I wasn't that experienced, and it was absolutely grueling.
Or bleeding out a four man swf back during the time where breakdown was bugged and they were all running no mither.
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I find I either end up in matches where I dominate, or in matches where I get my ass handed to me (or on a team of baby survivors). Far less balanced matches than I used to have. And though I don't play all day long, I am petty sure I have a decent sample size.
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@Myla said:
1) Cool idea but when was the last time you actually had enough time to smack a gate and come back to the survivor you should be securing? It should naturally regress imo.
2) If they want boons to come back repeatedly make it so that snuffing it brings back your hex
3) Yes this should have been a thing gen tap is stupid and undoes the killer investing his time kicking a generator in a split second
4) I don't think they should increase medkit self healing time unless you have perks to do increase it but put a cap on healing speed.
5) Yes
Throwing that bit in there about smacking the gate was a throwing a bone to the survivors; you're right of course, the gate should start regressing the second the survivor takes their hand off of it.
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I have played a lot of Spirit and definitely feel like the whole "sPiRiT tAkEs No SkIlL" thing is way overblown. I have rarely felt like I had some huge advantage over survivors (though I can only hear out of one ear, so the tracking by directional sound thing doesn't work for me), and definitely felt more OP/oppressive when using other killers (PH, mot notably).
This is only more the case since her re-work. At this point DCing or crying about the Spirit just feels like flimsy, ready made excuse.
Of course, I also feel like any complaining about how OP any killer is in the current paradigm rings really, really hollow.
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Some people's children, I swear.
Last night I played a game where one person DC'd immediately, and the next killed themselves on hook, so I was like okay, I'll play nice and let these two get some points. One was having fun, but the other hid (it seems) in lockers just long enough not to set off the crow notifications. After like 15 minutes I was right next to a locker when they finally got a crow (lucky), and as I went to pull them out, they used head on. I pretty quickly downed them, let the other unhook, then heal, then downed and hooked them again.
I was going to kill them for hiding the whole time, but the other survivor indicated that I should hook them instead (charitable), and when I did, they just refused to unhook them, stared at us both and let them die, then ran. they didn't get far.
Why do any of that if not to be a total toxic ass? My wife (who plays a little) was watching, and was just like, why?
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Pretty much. If you just got unhooked I will try (within reason) to pursue someone else, but if you stay in my face I will hit you again.
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As a survivor I have mixed feelings; obviously you are one hit down, but the part of Myers I hate going against is getting grabbed or having the ######### generally scared out of me. I'm almost relieved when he goes into tier 3 because then I can track him, at least.
Using Myers w/fragrant tuft is a kick every once in a while, but also takes a lot of the fun of scaring survivors out of the gameplay. Also it's great holding and popping tier 3 at the perfect time and practically hearing the survivor player poop themselves.
I had a recent game where I was chasing a healthy survivor toward the open exit gate and as we got close they started BMing me, not knowing I had tier 3 99ed, and I got them just short of escape. For me the essence of Myers is surprise, and you get none of that when you're in tier 3 all game.
I agree that Myers is underpowered, but I think the buff he need and deserves is to his stalk/ambush game.
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Loading in near the killer might be an advantage actually, since it is the last thing the killer will expect. They'll probably immediately start across the map, leaving you to your own devices for a while. Unless the load in right on top of you, in which case, that sucks.
But I've never had that happen as a survivor, and if it happened when I was a killer, I didn't realize it.
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@ManOMaker said:
I just give it to whoever doesn’t wiggle when they’re the last one. Which is weird because Everyone Always Wiggles When They Are The Last One Left! I swear there’s no point in it, so I end up hooking the last one anyway. The last time I gave someone hatch was like 3 weeks ago! Just stop wiggling please I’ll let you escape!
If they are the last and I intend to spare them, if they wiggle I will usually hit a hook. Sometimes if they still wiggle, I'll drop them and shake my head no, then pick them up. If that doesn't work, well, then it's the hook.
If someone doesn't wiggle and I am not going to spare them, I go straight to a hook. Killers who act like they are going to spare someone, taunt them with the hatch or something then kill them are sad little people.
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- When the matchmaking clearly failed and I go against a team way below my skill level
- When there are DCs right at the beginning AND I am feeling benevolent
- When a survivor plays what I feel (based on my own subjective criteria) and is the only one left.
- Whenever the fancy otherwise strikes me
But honestly I don't like the idea that if certain things happen the "rules" dictate that a survivor(s) must be spared; there should be no expectation there. Yeah, it's nice to be spared, but if anyone feels wronged if the killer doesn't let them go, their head is in the wrong place.
If you are a survivor and your teammate DCs and the killer kills you all anyway, don't blame the killer, blame the scab that DCd.
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@Crowman said:
When survivors say "chases are the fun part of the game" what they mean is that it's fun running the killer around for 5 gens.
Notice that survivors will complain about being tunneled to death despite being tunneled implying that the killer is only chasing them.
I wouldn't say all survivors are like this, but many are. I think a lot of them like the idea of the chase, but not as often the reality of it. Most chase end in downs, in my experience, and not after a glorious five gen run that many envision. If you want to get chased (especially if you fancy yourself the "runner" and BM the killer to instigate chase), you better be prepared to own that even if you get owned.
I'd be interested to see what the average length of chase is, my guess would be less than 30-60 seconds.
I think there is probably a sweet spot for chase length where both parties derive some enjoyment from it.
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It depends, chases can be really fun on both sides, but there are times where it is seriously tedious, especially at higher MMR. I think this is because experiences players tend to approach chases in consistent ways, where it's all kind of predictable until someone slips up. This gets old quick, and I feel like "here we go again".
Funnily enough, I actually enjoy chases with inexperienced survivors and killers because their strategies aren't as formulaic; they make weird, unpredictable (often stupid) stupid plays that work when they have no business working because they are so unexpected. When I laugh out loud and have the best time it is usually because some of these shenanigans are going on. I usually win these games which helps, but they are at least more entertaining than many of the sweaty by the numbers matches I end up in.
But generally I agree that any chase is usually better than just holding M1 all game. A little of both is best, imo.
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DH is definitely a "press E when outplayed" perk, but in theory and generally in practice doesn't bother me all that much. What does bother me about the hit validation isn't that it isn't registering hits that shouldn't be, it's that from the killer perspective it is.
Taking a swing at an already injured survivor, hearing the impact/scream and seeing the blood fly, and going for the pickup only to find that not only is the survivor not down but gaining distance - that is straight up cheeks. It's disorienting and really jacks up your tracking.
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As a frequent Plague player, I am a big fan of survivors who refuse to cleanse. Yeah, just an M1 killer, but with 4 broken survivors, I still feel at a huge advantage. And I'm getting at least one run of corrupt purge regardless of what the survivors do.
And hitting survivors with corrupt purge can be a really fickle thing, I'll take sure one hit down over trying to chase survivors down and puke on them twice more often than not.
As a survivor, I cleanse as soon as I hit the injured state.
Also, at higher MMR survivors seem (to me) to be able evade the vomit much more frequently. Corrupt purge is really only game alteringly lethal when survivors let themselves be caught out in the open, or in proximity. Good survivors tend to spread out and run loops much netter, which really hinders the snowball potential of the red vomit.
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@ImBlissful said:
https://forum.deadbydaylight.com/en/discussion/comment/2642710#Comment_2642710
In my mind, the only two probable reasons a bubba plays like that are these:
- bubba is lazy and bubba just wants a free kill for a challenge or something
- bubba wants to take enjoyment out of the game for others, because bubba knows that it is an easy and infamous way of doing so
Sure, you can call them a made up concept in my mind because that's what it is, and you can call my shpeal a bunch of made up doodoo, but I'm not the only one who feels this way. It is indeed based on the fact that fun is subjective, and it is based on morality, but knowing that, and in spite of it, I'm not the only one who thinks like this.
My whole problem with it is that it is a COMMONLY HELD subjectivity.
In other words, I don't like camping bubbas because a lot of them PROBABLY do it to troll, and it takes away from the fun of the game. I am assuming (and I'm probably right) that there are many people other out there who have the same opinion.
I don't think they do it to troll so much as they do it because it works with many survivors, and as long as they are rewarded for it, why stop? Survivors are conditioned to play altruistically, and that plays right into the hands of a camping bubba. It's a low effort, low skill endeavor; just get one hook, wait for the hook rushing, spam chainsaw. Rinse, repeat. I know, I've tried it, works well. Felt lazy, though.
The counterplay is obvious (ignore your hooked teammate and spam gens), but many survivors can't bring themselves to follow through. And it requires the hooked survivor to just sit on hook, but if executed correctly, the Bubba will be in a really bad place by the time that survivor dies.
The bottom line is that certain people will play this way so long as survivors reward them for it. Survivors are really the ones with the most influence here. It is continually griped about because it requires people to deviate from their usual strategy.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2642107#Comment_2642107
Check out DOWSEY maybe. He's pretty sweaty, I don't think he ever lost a game on Twins.
I watch Dowsey quite a bit, but he can get a little full of himself sometimes.
I like Otz of course, OhTofu, Scott Jund and SpookyLoopz are others I watch a lot. As for my favorite, probably a toss up between Otz and OhTofu. Both are funny and seem like cool people.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2642105#Comment_2642105
Maybe not as "stressful" since you chill at the gen 90% of the time, but it can be much more frustrating, and definitely more of a joke most of the time. When you play killer, you get upset when you don't get 4k, but when you play soloQ survivor, you don't even hope to escape.
I only play solo queue and escape at least 40% of the time (and no, I don't go full immersion/hide, I actually engage).
Solo can be frustrating af, but it isn't the hopeless experience many make it out to be.
I would say its about even with killer for me in terms of difficulty in "winning", and far less stressful.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2642572#Comment_2642572
Grade doesn't matter lmao.
Well, not getting grade, not getting MMR progression because of few kills, not getting BP...so what's the point? The incredible excitement of repeatedly playing the same match over and over? I guess if one were a profoundly simple person, that might be fun.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2640582#Comment_2640582
Pretty sure you don't derank anymore and it will be just stuck at 0 pip. So really he didn't lose anything and if he got some heated words in post chat he probably wanted that too lol
Well stuck at 0 pip isn't the place to be, imo. If people like treading water at the lowest grade, more power to them, I guess.
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I like few killers; Plague, Demo, Pig, Myers are some my faves. PH too, but he's pretty strong. That said, I have to admit I use Spirit more than any of the others.
But I don't feel guilty about that because I am at a disadvantage compared to most Spirit players, since I can only hear out of one of my ears (headphones don't really work for me the same as others), and directional sound is key for oppressive spirit play.
I like playing as Legion, but wins are harder to come by with them. Legion needs help.
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@R2k said:
A see a lot of killers promote this gameplay as a result of how strong survivors are, but let's nerf another killer. 🤦♂️
https://forum.deadbydaylight.com/en/discussion/comment/2640582#Comment_2640582
U can't derank. It doesn't matter what u do.
No, but you can de-pip. You're not getting anywhere grade-wise playing like the Bubba in my example.
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No, they don't deserve it, but it's not necessarily a win. Just earlier I went against a Bubba who face camped his first hook. He got one kill and like 11K points. Probably de-pipped. I wouldn't remotely consider that a win if it were me.
While camping Bubbas are the lowest form of DBD life, that is their prerogative. But you can punish that strategy.
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@Pizzasauce said:
Oh wow thanks for the responses! One thing I've been doing, is letting the survivors bleed out. I do this usually when I accidently hit a person who came off the hook recently, and I assume their teammate will save them, not that they will bleed out. Besides not hitting them in the first place, is there anything else I can do?
If they have teammates who are up/healthy and don't pick them up, that's on their team. If they crawl to some obscure nook and you can't find them, that's on them.
If you're feeling really charitable, you can pick them up and let them wiggle free.
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Nah, I've been around the block too many times for that stuff to tilt me much. I'm not saying being toxic should be tolerated, but DBD toxicity (at least in match) is pretty tame. Stupid, but tame.
And as others have said, it's just the other side wasting their time. As a killer, I am more likely to target you for being a terrible teammate than for giving me the bags.