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Tsulan

Tsulan

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Tsulan
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  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754449#Comment_2754449

    You have to keep in mind that the system itself is designed to force you into an artificial 50% win rate.

    The easiest way to accomplish this is not to make balanced match-ups. Quite the contrary. It's by making a series of lopsided trials that average out to the desired outcome.

    So, have you been escaping more than your 'fair' share? Congratulations! Now you have to boost someone else's mmr who's got a bad streak.

    Are you on a downswing? Worry no more! We'll put you in a gg ez game.

    It doesn't matter how many hours you have. It only matters if you're winning as much (and only as much) you're expected to.

    This seems painfully accurate.

  • Sorry, i couldn´t read your answer from the other thread because... well...

    Could you repeat it please, so we can continue here?

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754606#Comment_2754606

    Honestly I'd prefer it gone entirely lol the slowdown that is. I never liked it as survivor and it hampered him getting meaningful buffs in other areas.

    Original Freddys slowdown was more interactive. Since he had to put every single survivor asleep. It made hit and run attacks possible, while not being as boring as forever Freddy, which came after his rework.

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748126#Comment_2748126

    https://forum.deadbydaylight.com/en/discussion/comment/2748083#Comment_2748083

    Honestly i'm reading stuff like this since i joined Dbd over 2 years ago. People quitting Dbd and making a thread about it exists since i joined the forums and i don't see anything special right now. I don't mind it and i get why people want to talk about it when it was a big part of their life.

    But I remember when Ruin + Old Undying was a thing and everyone said survivors gonna leave and the game is dying. I remember when old Spirit and cheap Freddy was a thing, when maps got adjusted and later reworked for the first time and people said the game will die. The amount of times killer mains said "the game will die, all killers are leaving" in the past 2 years isn't even countable, like literally every chapter there was something people argued about. The arguments just get repeated every time. I remember there even were graphs and charts about steam players leaving like 1 year ago or so, turns out it was just a phase.

    Yea the game lost some players recently but it's still on the level of 2020 and nearly on the level of the time afterwards. Maybe the spike in last summer was just a boost by RE fans who then left after realizing this game isn't even close to RE in terms of gameplay. Maybe its just a natural thing, when you're making changes to some 6 year old game which people got already bored of a bit, and the changes aren't that healthy (SBMM), then it's normal some players leave.

    I'm in no way defending this game or BHVRs decisions but i would be careful with assumptions that this game is dying, i mean it could be but there were also many times were it came back stronger

    Been around since the beginning. The game was a couple of times near the exitus. For example, Leatherface was rushed out (he had almost identical addons like Billy, despite being played completely different), because the a Lullaby in the Dark Chapter turned the playerstats upside down. David King was released with WGLF, which gave a 200% bloodpoint bonus back then. No one wanted to play killer, because as survivor you could easily earn more than double than what the killer earned. Also, everyone would farm the teammates, and after 4 stacks just give up. Survivor queues reached 40+ minutes back then. So they had to rush out Bubba with BBQ, so killers would have an equivalent in bloodpoint gain.

    Later on the famous:

    https://www.youtube.com/watch?v=tvRMd7aQ5v4&ab_channel=DeadByDaylightArchives

    Caused an outrage in the community.

    As @Pulsar said, the RE Chapter and Hellraiser chapters were a huge failure for different reasons. We had very little player retention from those. Hellraiser will now get his voice lines back and i guess that the devs are working on something about the RE Chapter, in order to fix things. Since there are no big franchises on the horizon, and the competition is building up. Behavior has to step up their game.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753174#Comment_2753174

    I'm pretty sure that a failed gen skill check is -10% progression and a pause for 3 seconds. I think that equates to a little more than the amount of time it took to put people to sleep.

    Besides, then Freddy would come over there, put you asleep again and then you need to fail another skill check, thus stalling the game for God knows how long.

    As i said, any failed skill check would work. This includes healing skill checks.

    @Nemmy_Wemmy said:

    Old Freddy with some buffs and stuff incorporated from new Freddy like teleport/dream pallets and clock. While massively lowering the passive slowdown he'd get so that he could be buffed in other areas accordingly.

    Teleporting on top of the slowdown would be to much.

  • @Poochkips said:

    Take away his Marth melee range. I love seeing him hit people from Narnia.

    Every killer has the same melee range.

  • Not by more time than what it took Freddy to put survivors asleep.

  • No one is safe. You could play the weakest and least played killer.

    But the moment the dev stats show, that he gets a slightly higher kill rate, due to survivors having no experience against that killer, he'll be nerfed.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753117#Comment_2753117

    You remember he had 50% slowdown in Dream and constant aura-rezding, yeah?

    Only for sleeping survivors.

    Waking up was as easy as failing any skill check.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753046#Comment_2753046

    The latter yes, the former no.

    He was just really unfun.

    He'd lose, but it'd take 20 minutes.

    I remember his release weekend. People disconnected because they only faced Freddy during a free weekend with double bloodpoints.

    The 20 minute matches thing was from the reworked Freddy.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752978#Comment_2752978

    I feel like people have forgotten how incredibly unfun old Freddy was and that people would DC en masse to get out of games with him.

    Don't get me wrong, his design was much more inspired, but his actual implementation was horrid.

    People disconnected because they didn't understood what his power was and because there was no DC penalty implemented.

  • Reverse to the original version and give him some QoL changes like being able to interact with awake survivors that are performing an action.

  • As a lesson on why queues are so long.

  • Your opinion on playing killer changed by playing only 1 day. Imagine how much it would change by playing a whole month.

    Whenever I play solo survivor and gens fly, I think how bad the killer must feel. Then the match ends and my teammates write: "ggez"

    Most people don't play both sides and never will understand how much the other side struggles.

  • Switch and play the other side?

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752371#Comment_2752371

    With how strong killers are and the meta, there is no way to do 5 gens and 5 totems. It's literally impossible. It's a miracle to get the main objective done.

    I'm seeing a lot of miracles then. Like 3 gens completed by the first hook.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752196#Comment_2752196

    Wut.

    Short list of survivor nerfs since launch: maps have been heavily nerfed (entity blocker added, double pallets removed, infinites removed, etc), bloodlust added, instaheals nerfed, hatch/keys changed, exhaustion changed, DS nerfed, Mettle Of Man nerfed, Prove Thyself nerfed, toolboxes nerfed, Self-Care nerfed, great skill checks nerfed, medium vaults added (used to be all fast vaults), Balanced Landing nerfed.

    I could go on. Point being, outside of CoH, killer has never been easier than it is now. If killers are genuinely struggling to win games right now, it's on them.

    Maybe read again what he wrote. Especially the beginning.

  • I've seen a twitch streamer use some sort of cheat engine live on stream.

    So uh... yeah.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752152#Comment_2752152

    Survs already have hex perks and boon totems. Isn't that second objectives.

    It's totally optional. Or survivors wouldn't complain about NOED.

  • @Sluzzy said:

    If killers, slowdown perks were nerfed, teams would not be forced to play in such a manner.

    With oppressive Blights, camping, and tunneling being a huge meta, there is not even a second to waste.

    It is bad when I second guess whether to check a chest. Not even time to do that.

    If survivors had an additional objective, killers wouldn´t be forced to play in such a manner.

    With the current gen speed, killers have not a splitsecond to waste.

    It is bad, when a killer doesn´t even have the chance to get a nice 12 hook. No time for that.

  • Sometimes I wonder if the devs look at the match stats during those events and think if something is wrong with the balancing.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2751742#Comment_2751742

    That’s different though this guy is talking about it so if a hex is cleansed you can just relight it. That would be such bullshit every time. Let’s say I cleanse ruin. I go back to the gen, the killer relights the totem ruin activates. I gotta go cleanse it again and the then he relights. This would drive you ######### nuts. Atleast undying was RNG and that there was a 50/50 to cleanse the right totem but this sounds ######### annoying and that is not good game design. Now yes same could apply to boons but it takes 1 sec to break and it’s not map wide

    Killer time is arguably more precious than survivor time. Also, survivors being able to choose where they want their boon and being able to change the position to a new spot makes it more than up, that boons are not map wide.

  • @Ecstasy said:

    Is it even the event?

    I don't remember the last BP event being sweaty at all, so I assumed its a combination of rank reset plus quadrupple the rank rewards making it wortwhile for players to secure their pips the easiest way (escape / killl).

    They don't pip if they just do gens and escape.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2751613#Comment_2751613

    Because image if you could relight Haunted grounds, retribution and ruin? Free exposed downs free slowdown and lots of aura reading. Cmon I get COH is strong but. You can’t say with a straight face that would work it wouldn’t work. Fighting fire with fire won’t fix the issue

    Every time you relight a boon, you get 1500 bloodpoints for it.

    Try to relight a totem with pentimento. You get 0 points.

    Undying was nerfed because cleansing the same totem 4 times was deemed to much for 4 survivors. Now doing the same thing as killer seems to be totally fine.

  • @AngyKiller said:

    I have heard they made totem spawns more obvious for the apply of Boons. Which was a direct nerf to Hexes, when you think about it. 🙃

    But I don't know how true it is.

    They first changed the totem spawns after Undying was released. Just a couple of weeks before nerfing it.

    I remember how I discussed with people, since I noticed that the spawns in front of the hills moved up on top of the hills.

    From very hidden inside a bucket/pocket to 1-3 meters in front of it in plain sight.

  • Yep, that seems to be normal.

    Had a match where I equipped plaything and pentimento. Thinking more hex perks to cleanse means more points for everyone.

    Aaaand I'm getting gen rushed.

    Well enjoy your gen repair simulator and escaping with 10k bloodpoints.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750856#Comment_2750856

    It isnt taking the game hostage since it can still end. You can still try to find them

    Nope, that falls under taking the game hostage.

  • @PlayTwink said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750504#Comment_2750504

    Yeah? What if you face another hacker? And after that another and another and another until you get 72h ban DCing against hackers? Even 5 minutes feels like it's unfair as #########

    That would be a lot of hackers. Like... a lot.

  • I don´t agree. Even if it looks like i´m the only one in the thread.

    So one player shouldn´t win against an average team? Its a 4vs1. The killer should be baseline as strong as the 4 players. If a single survivor is almost as strong as the killer, then this balance is far off. Sure, Killers have a strong unskilled strategy, but so do survivors. Current hold W meta can buy survivors an incredible amount of time. While the rest of the team ideally sits on a gen. Completing 3 gens by the time the killer gets his first hook has become something normal these days. Even for solo survivors, like me.

    Stealth is non existant, because the hold W meta is so much more efficient. But apart from that, you can play the game in stealth mode if you want. Boon Shadow Step + Iron Will is a very powerful combo. If you haven´t tested it, i strongly recommend you trying it. Or you can switch it for Lucky break for maximum stealth. I´m sure you´ll love it.

    Ok the myth that survivors were much stronger doesn´t hold well. Because back then, survivors didn´t knew what power they had in their hands. Stealth was meta, with ninja claudettes and darkest moonlight offerings. Did survivors get nerfed since then? Sure! But so did killers. For example, sabotaged hooks didn´t respawn back then. But killers adapted by using Agitation + Iron Grip. Which both were nerfed after hooks respawned. DS was used on the first down, but killers could dribble survivors to the hook and use Endurance. Both the amount of times a killer could drop a survivor aswell as Endurance reducing the stun duration of DS were nerfed and those are just some examples.

    You constantly face killers tunneling someone out of the match. This actually falls under the category of "killers listening to survivors advice". Which was: "just apply pressure". Well turns out, tunneling someone early out, applies a ton of pressure.

    Good thing that you mention the hatch and the EGC. Remember back in those times when survivors were stronger? Well the hatch actually would only spawn IF the survivors completed at least 2 gens. If they failed to do that, no hatch, no EGC. So the current version is much fairer for survivors, don´t you think?

    DS was nerfed several times, because its so powerful. It actually robs the killer of a hook. Imagine you are about to finish a gen and the killer presses a button and your progress goes back to 0 and this up to 4 times... Doesn´t sound fun, does it? Your proposal of buffing DS would weaponize it again. Remember all those survivor montages where they get cool escapes and rescues because of DS? Those would come back.

    Slowing down the hook timer, when the killer is nearby is a great idea until survivors start to run the killer around the hook. So it was tested, survivors abused it and the idea was scrapped. This is, why we can´t have nice things. Survivors REALLY shot themselves into their own foot with this one.

    Its hard to believe that you see one steamroll after another. In one of your latest screenshots you were a red grade survivor. You don´t reach red grades if you constantly get steamrolled.

    Now the devs plan on buffing solo survivors, because their stats showed that SWF has a 15% higher escape rate. So if this buff works as intended, the overall escape rate for solo survivors should drastically increase. Which then would call for a killer baseline buff, wouldn´t it? At least if they continue with the 2 kills, 2 escapes balancing. Which honestly needs to change. The game should be balanced around hooks (not hook stages) instead of kills. Simply because a camping killer, who got 2 or 3 kills because of this, would look strong on paper, when he actually only got 3 hooks. While another killer who got 8 hooks and 0 killers would look weak.

  • Just disconnect. Your penalty should be only 5 minutes. Unless you disconnect more often...

  • Me too.

    They were something to look forward to.

  • Simple solution: remove SWF

    emyhj.jpg

    On a more serious note, its better to drag the new player to the higher mmr than the other way around. Just imagine all the SWF squads that take a fresh player into their team to bully new killers.

  • @GoodBoyKaru @Pulsar lets just agree that the game was different back then. Survivors and killers faced different problems than now.

    • insta mori (no hook requirement)
    • insta gens (BNP)
    • insta flashlights (with a blinding white screen, which was especially nasty in combination with darkest moonlight)
    • darkest moonlight offering in combination with ninja claudettes (invisible unless they were running)
    • no exhaustion (chaining SB)
    • infinites existed and were considered mindgames by the devs
    • shack had 2 windows
    • no window blocker mechanic
    • stacking perks
    • SC being so strong, that a survivor could heal themselves in between 2 hits
    • machinegun build (a counter to SC)
    • sabotaged hooks wouldn´t respawn
    • killer could carry a survivor over the whole map with agitation + iron grip
    • killer was the host. with all the ups and downs this brings
    • SWF wasn´t a thing on release (friends were clicking ready at the same time, to get into the same lobby)
    • dribbling DS
    • insta chainsaw with Tinkerer
    • omniblink nurse
    • gens would only regress by 25% and stop there
    • killers could rank up without killing (seen a profile with a rank 1 killer achievement and 23 kills)

    There are probably more things that i don´t remember right now. But one of (if not the) most important changes since then: Weekly Dev Streams

  • @Ginger_ninja493 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749873#Comment_2749873

    I agree you with you, I'm not saying that this has immediately fixed the grind for players it still needs to be addressed and at the moment it's just a band aid fix.

    All I was saying that we should be happy that we have a step towards the grind being fixed and we should be happy and not complaining about it.

    I´m just worried, that the devs will call it the day, after implementing this. They said they are thinking about ways to reduce the grind. I really hope it not just this.

  • Have you heard about gaming monitors?

  • Why are you blaming the mmr for poor game balance? The only thing the sbmmr does, is match you with players of your "skill" level.

    People are just mad, because they can´t stomb new players anymore.

  • @Ginger_ninja493 said:

    I think this a new low, complaining about more BP. This is a good thing, players shouldn't be locked out of the good perks because the grind and BP gain (especially for survivor) can take ages. 1 mil bp barely gets a character from level 0 to 40.

    Yes this benefits the more experienced players or players who play more but it wasn't just iri 1 that had an increase, all rewards were increased so it still helps out new players.

    It doesn´t solve anything. You need approximately 1,5 million bloodpoints to get from rank 1 to 40. So a new player who wants to unlock all perks (sure, you don´t need to unlock everything) faces a grind of 82,5 million bloodpoints. Just to unlock everything, so it appears in your bloodweb. Not even unlocking every perk on 1 char or prestiging.

    What really needs to be tackled is the overall grind. We don´t need 3 tiers of every perk. We don´t need offerings that give bonus points for a single category (for example, the white ones cost 3k bloodpoints and give 50% bonus in 1 category, earning you 1k if you maxed out that category). Or generally, we don´t need most of the offerings.

  • This rework doesn´t help the players that need bloodpoints the most: new players. They won´t be able to reach grade 1.

    The ones that can reach grade 1 on both sides in a month, are the players that have already unlocked all the meta perks and don´t need the extra bloodpoints, since they already played the game all day long.

  • @M1MASTER said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748078#Comment_2748078

    DBD is one of those modern games who are designed to be addictive but not in a way that's truly engaging and rewarding in the long term, and more people are starting to realize this as time goes on. BHVR can't rely forever on just bringing new players to milk and getting carried by licenses.

    I'm an old school type gamer who's very into fighting games, and since games like KOF 98 UM and Blazblue Centralifction got their netcode updated and new features, i'm starting to care less and less about DBD anymore since there are better games that reward my time and skill more. Other people are probably feeling the same thing with different games.

    You're right. Making the game free on epic seems like a desperate attempt to flush in fresh meat.

    Which also opened the gate for an increased number of cheaters that just want to ruin everyone else's day.

  • Yesterday I've seen a streamer getting DDoSed and getting death threats.

    Today I've seen 2 threads about people giving up, because the game is to toxic.

    Player count on steam has shrunk every single month since the last anniversary.

    But sure, let's ignore how toxic the community has become. What could possibly go wrong?

  • Probably due to situations like this:

    Nemesus.jpg


  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748104#Comment_2748104

    Warcraft III was first I played with friends, but first game I have ever played more than an hour was Knights and Merchants. I loved that game, I wonder if I can download it somewhere :D not sure if I want to ruin my memories on it tho...

    I wouldn´t risk it.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748098#Comment_2748098

    New players is just something that should be base for normal matchmaking. Naraka has it like that, I was so sad when I found out those were all bots and I suck at that game...

    Hardcore mode sounds really fun, I want to try that.

    Hardcore mode would feel like a horror game again.

    You know, like playing against scrached mirror Myers on Lerys.

  • Mine was Mafia, a turn based strategy game i played on my C64.

  • The game is balanced around low skilled solo survivors. When instead it should be balanced around skilled players. We had tournaments in the past. Why not make more and see how the top players perform, when they can win something. Then adjust the balance accordingly.

    It also needs several game modes.

    • One for new players, where they face other new players and learn how the game works, instead of being thrown into a sharktank.
    • And a hardcore mode for veterans. Where everything (hud, perks, terror radius, scratch marks, SWF, etc) is turned off.
  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748058#Comment_2748058

    Yeah. It does.

    But I must've been trying to get something out of it. If there wasn't something there, I would've quit years ago. I wonder what it is.

    Its a unique game. Most assymetrical pvp games failed hard. Either because they tried to cash grab to much or because the balancing took a horrible turn and one side stopped playing.

    Now that i think of it. DbD is taking this same way...

  • @Pulsar said:

    It's been almost 4 years and far too many hours, but I'm sorry to say that I'm not finding any enjoyment in DBD anymore. I realized it when I started panicking when I thought about queuing up as Killer and that when I found myself dreading playing Survivor. I have two friends who still play DBD (Survivor-only) and they'll probably get me to play with them. But I think I'm done playing on my own. For my own sanity, this is sort of my goodbye post. I'm not leaving the Forums or anything, I like a lot of you too much, but I don't think I can play the game regularly anymore.

    I have....mixed feelings about the game. On the one hand, it has incredible potential. On the other, it will never ever reach that potential. The company behind the game (not saying Devs because I don't think they have any say in what actually gets worked on) has shown that they are all about monetization. This was made most clear in the NFT incident in 2021. The game has always been a revolving door of players. Until that changes (and eventually they will run out of players), there is zero incentive for the potential of this game to be realized. This can also be seen in the broken promise of 60 FPS on Xbox One and PS4. BHVR promised and it kept players playing and buying cosmetics and Chapters. That's clearly all they care about. Their absolute refusal to answer one way or the other about Console Optimization speaks volumes.

    I think my biggest issue with this game is that what's fun for one side usually makes the other side feel like #########. To illustrate my point, I'll literally copy this post

    https://www.reddit.com/r/deadbydaylight/comments/60j6se/hi_im_a_dead_by_daylight_player_and_psychologist/

    "Concept 1: Humiliation DbD's gameplay is centered on humiliating your adversary. I would argue that every aspect of the gameplay is an act of humiliation, not competition, like you see in other games. The reward-based outcomes combined with asymmetric gameplay makes DbD uniquely painful to emotionally process both your losses AND wins. Let's look at the various aspects of gameplay:

    Killer Humiliates

    1. Frustrates a survivor's ability to contribute to their team (social humiliation)
    2. Frustrates a survivor's ability to level up and earn points (reward-denial humiliation)
    3. Frustrates a survivor's ability to appear competent in front of their survivor peers (mild self-esteem humiliation)

    Survivor Humiliates

    1. Frustrates a killer's ability to appear competitive and threatening in the game environment (social)
    2. Frustrates a killer's ability to level up and earn points (reward-denial humiliation)
    3. Humiliates the killer in post-game chat, something that while survivors aren't immune to, but have group social support resources to easily heal from (severe self-esteem humiliation)

    Concept 2: Rollercoaster of Emotional Injury If a killer wins, but doesn't win "right" (camping, some glitch, lag, etc) they are deprived of their celebration by the survivors (survivor decides whether killers can celebrate, another humiliation). If a survivor wins, but everyone doesn't survive, the sacrificed survivor is deprived of joining in the celebration (the killer can take this opportunity to humiliate them). Through all of this, both player sides undergo extreme stress.

    Killer Stress

    Killers experience states of stress throughout the game: trying to find survivors, being evaded by survivors, losing track of survivors, and protecting hooks from survivor saves. Killers, at no point, have any moment of emotional peace or sense of "safety" from these states. The emotional injury ALWAYS ramps up in post-game end chat, and at the gate, where killers are ritualistically humiliated by twerking/circling/various taunts.

    Survivor Stress

    Survivors experience states of stress, too, with waves of calm: hiding, peacefully working on gens with their peers, being in the terror radius, evading, and being on the hook. Successful evasion and successful hides are followed by positive feelings of calm, while being chased is stressful, and being caught, hooked, and killed is a very substantial, large loss. A hooked survivor has disappointed their team, lost a huge amount of point potential, and been humiliated by the killer. Watch streamer facial expressions change when they realize they cannot be rescued and are dead, after a long match. There is pain in their face."

    I've stuck with this game through thick and thin. I've watched as the 20 friends I had playing DBD dwindled to only 2. I can't keep playing a game that makes me feel worse for playing it. I don't even remember the last time I had fun playing this game. At best, it was "not horrible." I found myself talking to my remaining friends (and a party of 6 other players) about the success of DBD. Someone jokingly said they "hope it fails" and I found, rather disturbingly, that I agreed with them and so did the others. I don't know why I harbor that feeling, but it can't be good.

    In short, I can't continue to play a game that routinely makes me feel worse and I can't continue to financially support a company that throws their weight behind NFT's and demonstrates they don't care about their playerbase past their wallets.

    So, DBD, this is mostly goodbye (until my friends guilt me into playing SWF with them). It's been an interesting ride.

    I think you are not the only one who thinks like this. Active player stats on steam are shrinking every month. Some people just take a break for a few months. Others uninstall permanently because of how toxic this community can be.

    We have streamers that get DDOSed and people who would threaten their families.

    Behavior needs to step up their game and do something quickly. Their stance of "this game thrives on frustration" needs to change. Its not a healthy stance.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748025#Comment_2748025

     there is nothing really to lose if you stop playing, or hell even taking a break

    Time.

    When you spend thousands of hours on something, you just try everything to make it work, and when you give it up, it can be pretty depressing.

    This is called sunk cost fallacy.

    It heavily applies to this grindy game.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747745#Comment_2747745

    While I do agree with you, I doubt 1k would bring down a bubbas morale lmao. I remember 2 camping bubba matches specifically where I had to leave a Kate behind (that hurt me) because she was being facecamped at 3 gens. We could tell because she had kindred. Thank god because we would have been screws without it since it was solo que. Me and 2 other randoms made it out and the bubba finished with 7k points. The worst game was a camping bubba with noed and blood warden. That was an awful experience. Bubbas play styles aren’t going away. They use it because they think it’s the only way to play, they had a rough couple of games and want to take it out on their new opponents or and this one is the worst, they do it for salt

    Getting constantly only 1k with little bloodpoints gets boring fast.

    When camping as bubba is as enjoyable as being camped by one, the number of bubbas will drop.

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