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TragicSolitude

TragicSolitude

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TragicSolitude
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  • @Mookywolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/730272#Comment_730272

    i play on xbox, and ive only faced 1 nurse who was actually good. nurse is so hard on console

    I faced a Nurse on Hawkins the other day, and oh man, that place is nothing but line of sight breakers. I'm terrible as survivor and she still couldn't touch me.

    I don't think she hooked anyone until NOED popped.

    I used to practice Nurse on console, and I was getting better for a while... then two weeks away from my PS4 and it felt like I was back at square one. I pretty much stopped trying after that.

  • I main Kate because she's hot. And also Ash because it's Ash.

  • I wish Kindred without the killer aura were base kit. I'm tired of being on my first hook watching three people around the map not even glance in my general direction because they all assume someone else is gonna try for it.

    To be fair, I've also been on the other side of that, where the hooked person didn't have Kindred equipped, and as I started to go for the rescue I saw someone else closer running in that direction so I went back to working on a gen... only for the hooked person to get sacrificed.

  • I dunno about on PC, but on PS4 she's hard as crap to play as, so she definitely doesn't feel OP there.

  • @ASAPTurtle said:

    Iron Will is already top tier. The only change I can see to it is having it happen in dying state too.

    The reason the devs don't do that is because they don't want survivors to be forced to remain slugged on the ground for the entire duration of their bleed-out timer because the killer can't find them. That's what they said in one of their streams, anyway.

  • @Grandkurama said:

    https://forum.deadbydaylight.com/en/discussion/comment/729743#Comment_729743

    Nah i use moris only when i want to be toxic or for rituals (maybe i could have used one if i didn't have franklin's, but i didn't have one and i prefer franklin's), i always use bonus bloodpoints offerings

    Yeah, I only use moris for rituals; I don't like that they're not completely secret from survivors. But I only meant that I've seen other killers who do use moris to counter keys. It's just so weird, survivors seem to forget that killers can see their items in the lobby or something, 'cause they often get mad when killers try to counter them.

    I almost never bring an item into a match. And if I see three other survivors with items, I pretty much expect to encounter Franklin's.

  • Two freaking keys. They should've expected Franklin's, and they should've considered themselves lucky you didn't bring a mori to counter those keys.

  • Generator repair isn't fun, it's just holding down a button. Definitely don't want to see the time it takes to do it increased. What the game needs is another mandatory objective, something fun for survivors to do.

  • Any killer: Distressing, Beast of Prey, BBQ, Whispers

    The first three perks make it easier to earn as many Bloodpoints as possible. Whispers is one of my favorite tracking perks, letting me know when I'm in a dead area of the map so I don't waste my time looking around an abandoned gen or something.

  • I dunno, Bugs/Glitches and bad wait times are neck and neck for me. The Bugs/Glitches during the double BP event were extremely frustrating. Rather than being frustrating, bad wait times just make me go play a different game, 'cause ain't no one got time to sit around in a lobby simulator.

  • Seeing survivors' auras when they were in the dream world was great. I do miss that. However, it was really unfair for inexperienced survivors; I could tell some of them had no idea I could see them.

    It would be way too difficult to keep both versions in the game, and it would be horribly unfair on new survivors to force them to learn to play against two different versions of Freddy. That would confuse the hell out of them.

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/728102#Comment_728102

    Winning the chase? the chases are meant to be finished thats why most of them have 115% speed, if someone slugs there should be a penalization, like camping or tunnelling.

    Dont forget there are also casual survivors and Im pretty sure they dont like to get hooked 3 times in a row because some clown think its funny while having other 3 players to chase.

    Also Im not a DS user but when I play with a skilled friend he uses it and gets downed again in less than a minute so is not a big deal.

    But devs need to make something about the tunneling, if you have 4 players and you pick on the same more than once you should have punishments.

    Killers have BBQ, state of the survs, notifications someone gets unhooked/fast vault to a locker/fails a skill check/drops a pallet and other things.

    Pretend they are victims is too much, specially with the BP they make per game, also their daily rituals are a joke, chase someone, hit 4 times a surv, while a surv has to open an exit gate and nobody can guarantee you that you will get there in a match, escape with a new item and other things to get less BP.

    But as I said solutions are up to devs.

    Winning the chase? the chases are meant to be finished thats why most of them have 115% speed, if someone slugs there should be a penalization, like camping or tunnelling.

    Chases can be ended by the killer winning, they can be ended by the survivor breaking line of sight and losing the killer, and they can be ended by the survivor escaping the match. It is not inevitable that the killer wins a chase; it is only inevitable that they win the chase if all the survivor does is run forward.

    Dont forget there are also casual survivors and Im pretty sure they dont like to get hooked 3 times in a row because some clown think its funny while having other 3 players to chase.

    Removing the timer from DS would not change that. Borrowed Time, Babysitter, and the current DS are the best counters survivors currently have to being tunneled.

    In order to actually prevent tunneling, core gameplay mechanics would have to be changed. In the meantime, the game could at least provide a real tutorial for killers. Right now, tunneling a survivor out of the game is the obvious way to play. Nowhere in the game does it teach killers to spread the pain. Whittling down the survivors' numbers makes the most sense to a new player. Sure, some killers do it because they like the salt, but many killers do it because the game never taught them any other way.

    Pretend they are victims is too much

    I never claimed killers were victims: I just said DS without a timer would basically punish killers for playing the game. Future conditional, not present tense.

    I also said it would promote toxic behavior on both sides; everyone would suffer. I don't want to be punished because some other survivor equipped DS.

    I recently started using DS to help with tunneling killers. It has greatly extended the amount of time I spend within a match. Sure, some killers will chase me down again, but the head start gives me a good chance to break line of sight and juke the killer. It has been extremely helpful, and I'm in no way a good survivor. If the current DS can help me, it can help anyone.

    I don't think the devs would ever change DS to make it stronger, anyway; there'd be an uproar. I'm hoping in the future the game will introduce something that will help prevent (not punish) tunneling. And not another band-aid perk but a real change, something that could help make the game more fun for everyone. Or they could at least update the tutorial so it does more than show killers how to pick up a survivor and put them on a hook.

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/728024#Comment_728024

    Thats because you have to use your time to put pressure on gens not chasing someone who is buying time for their team mates by distracting you from their objective.

    Killers are dangerous, but they have to earn the right by hunting you, not because some cheap wall hack aura is giving them locations and bonus points, and if they are dangerous and Im doing a great stealth job I dont wanna depip because I prefer to avoid danger.

    People play to win but this is a party game, not a skill based game like Quake so if they want to compete this is not the right game to do it, also as soon one player dcs the game is terrible unbalanced, I play solo and its pretty common.

    As soon I see those slug fests I will DC ban or not, I play to have fun and killers are getting more toxic than ever, some times they want to hook me 3 times in a row and Im not a tbagger flashlight taunt clown.

    I still dont get how devs think tunneling like that should not be punishable, you need to hook them 3 times, not one and then slug fest, they are doing it now with the 60 sec, so the old way is the same, they do that and they depip, its so easy.

    Or you do a base kit Borrowed Time, Unbreakable combo, the game is like an 80s movie with the young guys and the crazy killer, and in most movies the killer dies in the hands of an 18 year old girl.

    Im not proposing to make the killer a joke like the old times, but right now is too killer oriented.

    Tunneling is not fun for survivors. In order to combat it, parts of the core gameplay would need to be changed. Basically bringing back old DS is not the way to do it. It wouldn't counter killers slugging to avoid getting DS'd but would actually amplify the problem. It would punish killers who are tunneling and killers who are trying to play fair. It punishing killers just for doing what they're supposed to do would frustrate casual players and discourage them from playing the game. Who wants to get punished for winning the chase? That's a horrible gameplay mechanic.

    DS that activates after a hook and has no timer has two counters: camping a survivor on their first hook and slugging. Those are two of the things survivors hate most, so creating a perk where those are the only two counters would be extremely unhealthy for the game. It would promote toxic behavior on both sides.

    I don't want to play survivor and get camped or slugged just because someone else equipped DS. I don't think a perk that would cause an increase in two of the least fun things for survivors is a good idea.

    Like I said, to balance the game and prevent tunneling, core gameplay would need to be changed. It wouldn't be an easy fix. I hope it's something the devs are looking into, though.

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/727982#Comment_727982

    Aura perks help a lot lot, high ranks players rely on it so its a huge advantage, yeah good survivors can loop and juke killers, but why? did the killer earn the right for that wall hack?

    If chases were not meant to go long game would be a hooking/unhooking simulator, killers have almost infinite mechanics while survs only run, drop a pallet and vault windows.

    If someone is going to do that I would just DC, its a party game not a competitive one, and the slugging is stupid too, it motivates toxic behavior, they should add some kind of base kit Unbreakable to motivate killers to do something.

    One survivor was not meant to be able to keep a killer in a chase long enough for three generators to pop. Elsewhere on this forum people have been discussing that bad map design allowing chases to go on too long is one of the game's biggest problems.

    Killers are supposed to be dangerous. Do you really want to go up against a weak killer who can never find you? What fun is a hide and seek game where you never see the killer? Aura perks were added specifically because that's what some matches were, and it wasn't fun for the players.

    It's a game. People play to win. DS is frustrating for killers. People don't play video games to be frustrated by unfair mechanics that they have no control over, and that's exactly what a DS without a timer is: it punishes killers for doing their objective and they have no way to counter it. A game shouldn't work that way.

    And if DS returns to the old days of not having a timer, you'll be getting slugged a lot, because like I said the killer would have to slug all four survivors because they don't know who specifically is running the perk. You'll disconnect your way right into a ban.

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/727959#Comment_727959

    Psss, they are wasting a perk slot to use it? why killer should see survs with BBQ? Whispers? Mirror Meyers? Silent Fury? 5 blink Nurses? did they earn the right to use that crapola? not in-game thats for sure.

    There is no chance to stop him get real, there are hooks 15 feet away from each other, whats the success rate?

    Killers dont win the chase, they are faster and chases are meant to be finished...

    Aura perks don't automatically = win. Survivors can avoid being seen with those. Even if they are seen, good survivors can loop and juke killers.

    Chases were not meant to go on as long as they do. Chases need to be shortened, not lengthened, and DS can make a long chase twice as long.

    Back in the days of old DS, I would often just slug the obsession rather than deal with the frustration of DS. I slugged them every time I found them. They'd bleed out. If DS activated after one hook and remained active, you'd see a lot of killers one-hooking survivors and then slugging after that. You really want to be left to bleed out for four minutes? Because that's the counter to DS without a timer. Because the obsession is chosen randomly if any survivor equips DS, the killer would have to slug all four survivors and let them bleed out. And they would.

  • @Aikanaro said:

    So Spirit Fury just happens, but DS runs out of time? all that fuss for a one time escape and most times that surv gets tunneled again, also it motivates slugging... that gets old and boring.

    A one-time escape? Why? Why should they get that? The killer downed them. The killer earned this hook. If the other survivors work together, they have a chance to stop the killer from hooking the survivor; one survivor alone should not be that strong. DS stopping tunneling is good. DS punishing a killer just because they won the chase? That's bad. That's what old DS used to do, and the majority of people agreed it was way too strong.

  • Yes, except it shouldn't be "how many times they've been hooked," it should be "which hook state they're on," because survivors can reach second state on their first hook.

    I have accidentally sacrificed survivors because I was mistaken about who they were or which hook state they were on multiple times.

  • Bedevilled (2010)

    Bone Tomahawk (2015)

    Cooties (2014)

    Splinter (2008)

  • @MegsAreEvil said:

    https://forum.deadbydaylight.com/en/discussion/comment/727047#Comment_727047

    Like ten thousand times mentioned before, camping must be made impossible. Stop the timer as long as the killer is within a certain radius without being in a chase. Add a BP/emblem gain to the camped survivor for each period of time the killer camps, and the killer loses BP/emblems. Also add a repair speed bonus to all other survivors. That should punish it enough.

    That doesn't make camping impossible, that just punishes it. There's a difference. A salt-mining killer can still just stand there and stare at the survivor; they don't care that they're losing points, they're just doing it to ruin someone else's fun. And punishing an inexperienced killer who doesn't understand any other way to play the game also isn't a good solution.

  • @FairP1ayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/727224#Comment_727224

    That is true, but I’ve had Survivors leave me to die in the basement or come after they completed a gen allowing me to get into 2nd stage in the process, so regardless if you have selfish teammates or players that don’t have their priorities straight this system will only magnify it.

    Again I’m just trying to make a suggestion to end the BS camping once and for all. Obviously the current system isn’t working, I still get more Killers that camp than anything else.

    No, you're not wrong that camping is unfun and something needs to change. I actually experience tunneling off the hook more than outright camping, neither of which are fun, but I think it would take deeper core gameplay changes to make it so that tunneling survivors out isn't the "obvious" strategy.

    One idea I could think of would be, when a survivor is hooked, rather than needing to be saved they could spawn elsewhere on the map in the dying state. Another survivor would still need to go pick that person up, getting them off a gen, but the killer couldn't camp the person to death and would have more trouble tunneling them out of the game.

    That suggestion has problems, of course, like the killer now having to start all over again trying to find survivors. Something would have to be done to balance it, like making it so after being hooked a survivor's gen repair speed is slowed for a certain amount of time. Plus, survivors could still leave that other survivor in the dying state for longer than necessary. But this is just something off the top of my head.

  • @Hex_Stalk said:

    https://forum.deadbydaylight.com/en/discussion/comment/727151#Comment_727151

    Thats the thing, I don't run obsession perks. It makes me a worse survivor if I have to rely on a perk to survive.

    Over the weekend I screwed around running ONLY Deja Vu, and I still started the match as obsession a lot. While randomizing who's chosen as obsession if one survivor brings DS makes sense, it's still annoying when I'm the unlucky survivor.

  • @FairP1ayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/727196#Comment_727196

    I imagine you could still struggle off the hook at the risk of putting yourself into 2nd state, it just wouldn’t slowly force you into it. Either that or Killers not being able to grab a Survivor trying to rescue someone from a hook would be welcome changes to me.

    You are right, that occurred to me and I edited my post to reflect that, because my bad.

    But I think the problem instead would be that survivors would leave teammates hanging longer (see updated post).

    Edit: ohmigod could you imagine the hatch standoff between two survivors? One on the hook refusing to suicide, the other camping the hatch refusing to save? Actually, I would've done that to someone over the weekend, hanging on until the killer found them camping the hatch; that guy let three survivors die when we had a perfectly good chance at escaping just so he could get the hatch.

  • @FairP1ayer said:

    I know a year or 2 ago bE tested a system where Survivors never went to 2nd stage until they were actually hooked again. This would have really stopped Killers from face camping, I dunno why they changed there minds…

    ohmigod, no. This wouldn't necessarily stop camping, and it would give other survivors no deadline in which to save you. The other survivors could leave me on the hook all match and not rescue me until the very end, because hey, even though I was super bored and not earning points, I still got to escape with them so it's all good, right?

    No, man. I have seen survivors leave another survivor slugged for almost the full four minutes, or just leave a slug to die even though the killer was elsewhere. The longer the deadline (or worse, a complete lack of deadline), the longer other survivors will leave their teammate hanging.

  • I don't tunnel off the hook, and I still once got DS'd after hooking two other survivors.

    I've been able to use DS to not get immediately put back on the hook multiple times, and I only just recently started using it.

    DS is fine. If anything, being able to get DS'd after hooking two other survivors shows that in some cases it's still too strong.

  • @FairP1ayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/727083#Comment_727083

    Nah he was definitely trying, home boy must’ve never got someone that knows how to run them tiles.

    Well, to be fair, I have no idea how to run the tiles on Hawkins, either. I get that map so seldom that I still get hopelessly lost on it, both as survivor and killer.

  • I'm always miserable when I play Clown. I only do it for Daily Rituals, and after I get the four hits I usually go throw bottles at trees or over the exit gate until the survivors finish the gens and leave. He is just not fun to me.

  • @FairP1ayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/726964#Comment_726964

    My friend and I are Rank 2, and our other friend is a boosted Rank 8. The random was Rank 2 or 3. The Wraith didn’t have Ruin, but we definitely weren’t Gen Rushing him. Not sure how he managed to not get atleast 1 kill after he put us all on death hook.

    You sure the Wraith wasn't milking you guys for points? That's how I play: I don't bring Ruin, I lengthen the match as much as possible, getting as many Bloodpoints as I can without sacrificing anyone.

  • The killer queue times were so long that I couldn't play killer. I played survivor all weekend, instead, which hurt my point gain a lot. I actually probably would've earned about the same or more points playing normal killer matches outside the 2x BP event than I did playing survivor during.

    The constant bugs only made it worse.

  • Elvira and Jim Hopper would both be great to see.

    Also, I'd love Shaun from Shaun of the Dead. That'd be awesome.

  • Oh god, these look so amazing. I am so [GOOD BAD WORD] excited!

  • @AliXnm said:

    https://forum.deadbydaylight.com/en/discussion/comment/725047#Comment_725047

    We can’t get the devs to do anything in this game except nerf survivors and give killers extra things they don’t need. Camping and tunneling isn’t fair for the survivors period. We all need points....ima just start recording my matches just so you people can understand 😂 with their perk loadout. Rank. SPEED AND INSTANT DOWNS. They don’t need to camp or tunnel. It’s just toxic.

    I get camped and tunneled all the time. I finally started equipping DS because I was tired of getting taken out of the game in the first minute. Anyone who plays survivor experiences this.

    Like I said, playing killer in a manner that doesn't include camping/tunneling is not intuitive, and the game doesn't help killers learn. The fact that tunneling survivors out is the easiest way to play is poor game design. I put in the extra effort not to tunnel out survivors, but the game doesn't actually reward me for that, and keeping all four survivors around makes slowing gen progress harder, meaning the game actually punishes me for playing that way.

    So, killers are expected to play in a way that hurts their chances of winning. 1. That's silly. 2. Players are not going to naturally play in a way that makes winning more difficult for them. With nothing in the game itself to guide them, they're going to learn the easy way, and that's how they're going to keep playing.

    Playing the game to win isn't toxic. Camping/tunneling is indicative of a larger problem in the game.

  • I usually don't run an exhaustion perk, but when I do, Balanced Landing. I can control it, unlike Sprint Burst, and the passive is a really good bonus.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/725035#Comment_725035

    Her RBT are essentially useless since her EGC nerfs. The ambush attack can either be dodged easily OR if you miss its extremely punishing.

    Her RBTs are good at stalling and distracting the survivors during the match, slowing gen progression a bit. Or, if your teammates aren't paying attention and pop the last two gens right after the Pig put a helmet on you, it can be deadly. (I felt so bad for that survivor, omg seeing two gens just "pop pop" before I even got her to the hook...)

    I agree with you that Pig is weak, but weakest? I'm not so sure. I'd rather play her than Clown any day.

  • @JustAFeeling said:

    https://forum.deadbydaylight.com/en/discussion/comment/725025#Comment_725025

    Good point then the predator wouldn't fit because he mainly use's guns as far as perks I'm totally drawing a blank

    Mainly uses guns, but in AvP there are some staff weapons. The one it hands the final girl is made of, iirc, a xenomorph's tail. But yeah, I don't have any ideas about perks.

  • There is no in-game tutorial on how to play killer. New killers are just thrown in with one direction: hook and kill the survivors. Camping/tunneling is the easiest way to play, especially when a player first starts out. It's also the most obvious way to play. The killer's job is to kill: they get a survivor on the hook, they make sure that survivor dies. It makes sense. Pressuring gens and spreading the pain is not intuitive.

    Get the devs to make a real tutorial that shows killers early on how to play the game optimally without resorting to camping/tunneling. Sure, some killers will play that way no matter what because they find it fun, but a lot of killers just don't know better because the game only showed them "this is how you carry a survivor, and this is how you hook a survivor" before throwing them to the wolves.

  • Fair enough. What would Predator's perks even be? He excels at tracking... as does Wraith, which is why Wraith has tracking perks.

  • @Happsta said:

    Why cant we just get Dutch and The Predator!

    Wraith is the Predator. I don't think you can have two different semi-invisible shimmering killers with spines for trophies in the same game.

  • @LCGaster said:

    Out of all of these I'd say candyman

    He has the most potential as far as the power goes imo

    I put him above Pinhead in that department because Pinhead doesn't really attack people directly, so it would be bit weird having him in the game since he should injure survivors only through his power to make sense for the license

    I'm with you, Candyman would be awesome. Just imagine him attacking the survivor with bees!

    Any time a killer is discussed, I try to imagine them walking around on one of the Coldwind maps. How does that killer look surrounded by corn? Candyman would work. Pinhead would not. The xenomorph would not. Chucky... well, I can't see him in the stalks, he's too short.

    @Ksoni The Shark from Jaws would be awesome. I really want to see a shark fin gliding through the cornfields.

  • Clown. He's got no map pressure. His bottles exist to slow down survivors, but he also slows down when using them. Wow, amazing.

    Bubba is more fun to use, and being able to take down multiple survivors with one chainsaw sprint should not be underestimated. Man, Nurse's Calling can be really good on him, giving you the location of multiple survivors in a tight little group. Ah, good times.

  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/724940#Comment_724940

    Clicking Flashlight for attempting to save getting tunneled survivor is ok, thats why i wrote !UNNECESSARY!

    But it's hard to define what's "unnecessary." Sure, you may be able to recognize it when you see it, but if it's a bannable offense, then it would need a clear definition. I mean, if someone just saw a clip of me clicking at a killer as they're in the middle of a chase with another survivor, out of context that looks unnecessary; in context, it becomes apparent I'm trying to stop someone from being tunneled. But even if no one was being tunneled and a survivor just wanted the killer to chase them, is that necessary or unnecessary?

  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/724918#Comment_724918

    Yeah, but I think at least tea bagging and !UNNECESSARY! flashlight clicking should be reportable and bannable.

    ... what? Those are actual legitimate gameplay strategies. Annoying, rude, but legit. I don't use them myself unless I'm trying to provoke a killer into coming after me instead of tunneling another survivor off the hook, but... well, like I said, those things are done to provoke the killer. And they often work.

    When I play killer, I just ignore those survivors. Like, refuse-to-chase-them ignore. They hate that. And then I'll down them when they do something stupid and leave themselves vulnerable.

  • @ApeOfMazor said:

    https://forum.deadbydaylight.com/en/discussion/comment/724412#Comment_724412

    Not invalid at all. For that match you are a killer. If you want to buff your survivors then you do whatever. For that match you are my enemy and do not deserve to profit off me. There is no argument around this other than your personal feelings on it.

    More have tried to discredit me and make bad comparisons or tell me to use oranges when i'm talking about apples

    https://forum.deadbydaylight.com/en/discussion/comment/724470#Comment_724470

    Cool bro lemme go find my meme pics cause its all you understand.

    You are confusing benefiting the player with benefiting the killer. Extra BP for the killer at the end of the match does not make them more powerful in that match. Offerings like fewer hooks, those affect the killer in that match. Excluding the killer from a possible 400% BP bonus, that's just punishing the player for daring to play the opposing side. Those Bloodpoints can go towards anything.

    A person is playing the opposing side in a video game. That person is not actually your enemy. They're playing a necessary role in a video game which you also play. If everyone stopped playing killer, you would have no game to play. BHVR is not going to punish their customers for playing an important, necessary role in their game. And if you change an existing offering to exclude players, then yes, it would be punishing them for playing the role of killer.

    Unless the killer stands in a corner all game, the killer helps you earn those Bloodpoints. You get chase points, you get altruism points, because of the killer. The amount of Bloodpoints survivors usually get when a killer refuses to play a match are almost always abysmally low.

    Killer queues were too long during the event, so I spent the weekend playing survivor. Every single Bloodpoint went into leveling up my Doctor. Every survivor who helped me survive over the weekend may have helped create the monster they'll play against in a future match. And you know what? Survivors should want other players to be putting Bloodpoints into their killers. What's the fun in going up against a level 1 killer only running a tier 1 perk and no add-ons? Is that really what you want all your matches to be?

    This isn't guerrilla warfare, and BPS doesn't take anything away from you; it just rewards all players equally. If that is so offensive to you, your choices are 1. don't burn BPS, or 2. only burn BPS in matches without killers.

  • Candyman is not on that list. For shame.

  • @AliXnm said:

    https://forum.deadbydaylight.com/en/discussion/comment/724718#Comment_724718

    So....ur mad and pressed because survivors survived?...and you couldn’t kill them with your tombstone stuff?...

    Who said I was mad? I don't really like playing killer in that manner. I don't like being forced to go for the 4k. It's stressful. So, I wasn't looking forward to having to try again for the stupid achievement. All that time, all the BP put into the Bloodweb to get those offerings (it's not like they constantly show up), all wasted by the game's RNG putting a key in a chest. That random key wasted the stuff I earned. Whatever, it happens, that's part of the game; I've had clutch moments as survivor because of keys. But don't say keys don't end matches early, because they do. I stopped the survivors from completing the gens, but they were still able to leave the map; the match ended early because of a key.

  • @StupidButTru said:

    https://forum.deadbydaylight.com/en/discussion/comment/724689#Comment_724689

    LMAO you must be rank 15 because SWEETY you don't know a damn thing you're talking about especially when you claim keys are a end game button 😂😂😂😂

    They most certainly are. Example: Trying to get the Tombstone Myers achievement. I was doing a lot of work to not only tier up but also slow gen progress while keeping all four survivors alive. I managed it. Kept them from finishing the gens. I Tombstoned two survivors. Suddenly, I'm all alone and the match is over. All that work I did, nullified by one dumb key out of a chest. Thanks, RNG.

  • Nothing like getting so horribly abandoned by a fellow survivor that even the killer is like "#########" and takes pity on you.

    Had that happen at least once during the event. Me and one other survivor are left. Exit gates are powered. I ran the killer around for a good bit, and I run back towards the gate, and I get there, and... it's untouched. I just came to a complete halt, looked around, looked at the killer. The killer looked at me, looked around. We just stood there for a moment, and then I walked over and started opening the gate and he just let me. It was both frustrating (the other remaining survivor came out of hiding with a bird over his head) and... well, you ever seen a visibly confused Demogorgon? It was pretty damn funny.

  • @Xboned said:

    https://forum.deadbydaylight.com/en/discussion/comment/724609#Comment_724609

    Yup. Only time I ever brought an ebony mori, it was because I recognized the names of an SWF group I'd gotten rolled by earlier that day and saw they brought 3 toolboxes this time.

    I was like NOT TODAY, SATAN.

    That said, I think a lot of survivors and killers are blaming each other for what's essentially an arms race that almost nobody enjoys.

    So far, I've only used moris for Daily Rituals or when trying to get the mori-all-four-survivors achievement. If the devs made secret offerings truly secret, so that survivors wouldn't see the killer burn an offering at all, then I might use them occasionally for a "surprise!" factor, in place of the third hooking.

    When I'm a survivor and a killer burns a mori, I try to view it as a chance to see a nifty animation instead of just going on a boring hook. I only wish some of the moris were cooler, or that BHVR would allow players to buy new moris for their killers. Spice things up, give us some variety.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/724596#Comment_724596

    Oh, so you can see the future? You knew he was going to be toxic, so you brought keys? He wasn't "toxic." He was playing the game. If you don't like it, leave.

    You are an absolute idiot if you think that people here are dumb enough to believe that it was the Killer being toxic. This is a baby Bubba, playing Purple Ranks and YOU messaged him, salty about losing. Get a life man.

    Actually, since the killer can see the survivors in the lobby pre-game, it's very probable he saw the two keys and figured the survivors were not going to be fun to play against. It's very possible he only burned the mori because of those keys.

  • I saw both sides go "sweaty" during this event. Survivors brought instaheals, keys, metaperks. Killers brought Ruin, NOED, and moris. Both sides played to win. It's a game, in general the goal of a game is to win. Sure, it's nice when both sides team up and play to maximize points for everyone, but that's not how the game is actually supposed to be played.

    It's not toxic to use the tools of the game to attempt to win.

    Except old DS. Old DS was toxic as [VERY VERY BAD WORD].

  • @Zixology said:

    For everyone saying "basement", that would actually be a GOOD thing.

    Killer would waste more time that way.

    And it will very likely get you and your teammates killed. A killer's ability to protect the basement far outweighs the time they may spend carrying a survivor there. If you suicide to prevent the other survivors from dying trying to save you, then the killer just got a survivor out of the game before their time, which is also a huge gain for them.

    This past weekend, I watched as many matches went from fine to a complete loss starting with one basement hook.

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