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WaveyTrey

WaveyTrey

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WaveyTrey
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  • @Shenlong1904 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2638231#Comment_2638231

    You'd still be able to have fun with your friends, you just can't stack the best perks and addons together as you already have the advantage of communication. Unless your definition of fun is making the match unfun to the other side

    That’s exactly what it is. That’s why when I see all 4 come in simultaneously I camp the very first player to second phase/death before Corrupt ends. I assume they’re friends.

    I tried playing sporting. You get flash light clicked, and tbagged. They talk big after you let the rescue succeed by chasing someone else. Had you tunneled or camped that douche you would’ve won. If you see them with all those perks Mori, Camp, and Tunnel. They’re unfair the moment they stacked all those perks against you. No mercy. Don’t sweat with them or against them. It’ll only anger you more.

    I rest asure you 2-3 gens will pop no matter how fast you catch the person, and search for another.

  • I already suggested the idea here….

    Added to the point and come close motions survivors should be able to produce noise notifications. Like a “Bird Call”. Each survivor has their own unique call. Both the killer/survivor can hear the sound so many meters. They’ll also see the bubble if they’re within so many meters. The survivors can only do this so many seconds, say once per minute. As to not annoy the killer to death like players always do with Iron Maiden. Survivors can use the Bird Calls to their advantage. Either to pull survivors, or the killer. For whatever purpose. Say if a survivor is hurt a close birdcall can muffle their groans so that the survivors have a better chance to escape. The call can also draw unwanted attention from a nearby killer. Say you bird called for a heal, but the killer heard it too… They may come check the area out, and find you together. Mobile/Stealth killers can take full advantage of this.

    Powers like Iron Will and Calm Spirit disables this command. So you can’t be silent and be able to yell at the same time.

  • @Sonzaishinai said:

    Honestly i would want to see this just to hear a mix between the dbd soundtrack and the obscure soundtrack

    https://m.youtube.com/watch?v=gXxTVqvHu1A

    This is all he would need.

    0:00-0:10 (He’s getting close)

    0:20-0:39 (Very Close)

    1:37-1:56 (Chase Theme Looped)

    I would play as him right away!

  • @Ruma said:

    Missing a attack doesnt lose the game because of the cooldown but because it CAN give survivors another MINUTES of chasing time.

    Giving survivors a minute means you’ll lose. Survivors can do one a half gens in a minute if they’re doubled up together. If there’s 4 survivors and you lack Discordance during a given chase… Assume that 2 survivors are doubling up.

    That’s why when I catch players I use Agi-Grasp to drag them all the way to where I believe they’re doubling up. It’s pretty effective. Even more so on sweaty flashlighters. They’ll still go for the save knowing you can carry for a longer time.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2625153#Comment_2625153

    Corrupt is a coin flip. It absolutely does not block all the gens at basement every time.

    It’ll usually block the gens by the basement because it’s farthest from where you spawned, or the gens farthest from the basement because you spawned near the basement. If the gens aren’t blocked around the basement I simply set up the portals, and protect the gens. Try to get survivors to break as many pallets in those areas.

    I don’t need the silly basement gimmick at all. I only really need Agi-Grasp to carry players where I need to, or smack the survivors off of gens. Carrying/hooking is too time consuming. Gens can be doubled in 40 seconds without items, or perks. Carrying is up to 15. Then consistently walking back from where survivors took you from is another like 10 seconds unless you’re a mobility killer. Agi-Grasp stops all of that.

    Most times survivors are too impulsive to not do any gens for 1-2 minutes. It’s not often that survivors wait out the entire Corrupt.

  • @Sakurra said:

    I had monstrous shrine on and a ######### Dwight managed to save himself without deliverence.

    Hahaha! Funny!

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2625251#Comment_2625251

    Cool, BT and they're both out easily. Not sure what level you're playing at but you could reduce hook stages by 5seconds base and you would hardly notice it lol

    The hooked person does gets out easy via BT. The rescuer going back downstairs. 😂

  • @EntitySpawn said:

    No. Missed hits hurt because they're missed health states or downs, sure saving a few seconds is good but on a hook stage? Nope, so many better perks unless your goal is to basement camp and even then there I'd far better builds for that

    Demo can literally warp back to the basement whenever it wants. Especially with Pumpkin. Demo doesn’t need to camp. The portal is right where players have to walk over for the rescue. You’ll always see them walk past it, or attempt to break the portal with your Abyss Channeling.

    Winning with Shrine is all that matters. 😆

  • @Phasmamain said:

    If you can show me a game where you get tangible value out of that perk I’ll start maining trickster

    Maybe when and if I’m insanely good with Demodoggo. Even then it’ll be mostly for laughs. 😂

  • The whole point of the set up is to make players lose to Monstrous Shrine. Winning with Shrine is satisfying. Putting all 4 survivors down there with Shrine is the best feeling.

    Tbh the devs could’ve buffed Monstrous Shrine to make it like BBQ. You get bucko BP if you hook players down there since it requires some effort, and most times other perks. Hooking survivors downstairs grants an extra 50% bonus BP. So 3 hooks is 150%. Which is multiplied by 4 if you manage to kill everyone down there.

    Something like that would give players an actual reason to use it outside of laughs. As I only use BBQ for BP anyway... There’s way better aura reading, especially now that Shadow Step is a thing.

  • @danielmaster87 said:

    Survivors can completely counter Monstrous Shrine once they know you have it. They'll just unhook and then never get downed near basement again.

    Not if that’s where all the gens are. Corrupt makes that happen very often. Plus there’s the offerings to spawn the basement where you want. Agi-Grasp basically lets carry a survivor across the map. When someone is downed anywhere like 70 meters from the basement (Which is huge) you can do one of two things. Chase/hit survivors off of the surrounding gens while carrying them. Hook them right next to the gen they were trying to say, double up on. The other option is take them right back down into the basement. I’ve hit people like 2 times and still had time to go downstairs. Then warp right back to a gen with Demo.

    Basement time is usually when Corrupt is up (Can’t get the gens they want), and when they’re mostly injured. They can’t risk going back into basement injured, especially against Demodoggo. They’ll all have to heal first. Time consuming. Which lets the gimmick work its trash 5-10 second magic.

  • @glitchboi said:

    It's time to nerf Monstrous Shrine.

    LMSO 🤣. It must be nerfed next patch! It’s making players rage far too much!! 😭

  • @ThatOneDemoPlayer said:

    Monstrous Shrine value? Are you a God of dbd?

    More of a troll king. I just like having fun sometimes. Getting hatemail with this gimmick… Only for me to respond to them with “But I used Monstrous Shrine” is glorious.

  • @GannTM said:

    Yikes

    I tried using more meta builds before, and would still lose. Then I started running whacky/gimmicky builds. I have been winning. Luck? Maybe. 🤷🏽‍♂️

    The thing is the 3 perks outside of Corrupt are so gimmicky on my Demo that it’s as if I had one perk the whole time. I prefer this anyway on a killer that I’m trying to learn. I stopped playing for a while. I used Demo long enough to get it’s perks, and left it alone. So I just can’t understand why I fight nothing but Red teams as Demo. Whereas killers I get Red with all the time gets lower leveled survivors that dies/dc.

  • @TheArbiter said:

    Its a gimmick perk nothing more nothing less. Thats why it will always be trash tier.

    I know it’s trashy. The thing is I’d rather see a trashy gimmick “work” on a sweat lord than using “meta”, and still fail against them. It’s dispiriting seeing Ruin break in one chase. Having Pop get cancelled by Repressed. Even if I lose I had Shrine, ya know? If I won you lost to someone using Shrine. Unfortunately I’m a Console Pleb, and can’t get PC commentary. I love the console h8mail.

    I still don’t understand why I only fight Rank 1 PC players… I haven’t even seen XBOX. You can kind of tell based on their usernames. Consoles don’t allow the ridiculous/hilarious/prejudiced names that I see on PC. 🤣

  • @Tr1nity said:

    Monstorous shrine clearly OP, needs a nerf.

    It’s seeing players trying to kobe off the basement hook before phase 2. Only to get penalized more.

    If I’m toxic and want to see players DC I’ll run “Hook Clown”. I act like I don’t have Red Head’s (I obviously do) until someone healthy goes to save. Then I hit them for a snowball. Sometimes I use ToT for undetectable. Kick a gen then walk back to the hook. I got a DC doing that in an indoor map. 😂

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/293281/people-sleep-on-monstrous-shrine

    The problem is all your perk are there just to get value out of one perk which means you have. No slow down or chase perks plus I've seen alot of survivors waiting out corrupt tell it has like 30 seconds or so left

    Corrupt is all I need tbh. For as long as specific gens remain unfinished I can protect them long enough to get kills. I’ll carry people around, and attack players that are working on the gens I don’t want them to finish. It’s funny to see. There have been matches where players run me senseless, but you can’t win them all.

    Usually when I don’t run Corrupt the gens get done rather quickly, and in a way that I can’t protect them all anymore. Undying/Ruin gets broken in a single chase. That’s why I stopped using Ruin/Undying. Undying in general. I’ve seen more value from Plaything these days over the typical set ups.

  • When a game is based solely on an individual making an error… With little to no random elements to tip the scales at a given moment outside of something incredibly predictable, or simplistic... The game becomes dumb, and stagnant. I’ve said this before… The Ruin and Undying changes are proof that DbD was/is dumbed down!!!

    This is happening because the community keeps asking for checks/balances on both sides. Instead of asking for new variables that would make each match a genuine experience. Give players more offerings. Offerings that reduce pallets. Offerings to prevent hatch spawns (Killer sees keys). Adds dull totems. Reduces hooks. Nope. Most want to do the SAME thing for thousands of hours. As dealing with something after doing the same crap for 5,000 hours would irk players. If you’re that unhappy playing DbD you made yourself unhappy by playing the way you do. Survivors shouldn’t have a problem flash lighting a killer until they’re blind. Running killers in circles, and tbagging. As killer you MUST play dirty. Trick them into being your friend at the start only to grab one off the hook for a free down (As stealth really doesn’t exist in DBD). Bully one, or two to draw out altruism (If they’re body blocking, etc they aren’t doing generators!!).

  • Or simply change NOED to:

    “Whenever a survivor stops powering an exit gate the power begins to regress.”

    It’ll be a slower regression than Ruin. Then make it not a totem. It simply activates the moment a survivor steps off the gen for any reason. It’s called NO ONE ESCAPES DEATH. ESCAPE. Implying it should be based around the exit gates in which players escape through. That’ll help against gen rush also imo if the killer manages to kill 1 or 2 survivors.

    That way the killers can keep survivors in with enough pressure. Especially if there aren’t too many survivors left. If the killer is ranged, mobile, etc. As opposed to just using an exposed totem that could’ve been broken at the very start. The new objective for killer is to block the gates like a soccer match.

    That’ll also make it harder for survivors to leave overall. They’ll have to make more critical decisions. Whenever multiple survivors want to rescue their hooked friend they must open the gates first (Putting them at risk to Blood Warden), or have someone constantly powering the gate (Tapping) as it regresses. That’s one less person to come for a rescue. Meaning players will leave more, giving killers their sacrifices.

    A lot of times you’ll have them hooked during EGC and they’ll BT everyone. Then run out the gates together. 😂

  • STBFL on Clown though! Intoxicate. Hit. Intoxicate hit. Haha! When the Clown has those stacks you aren’t getting away. Especially with the Bleach and Ether Volume add ons.

  • Iron Grasp. Agitation. Monstrous Shrine. Straight to the basement. Perimeter camp. If they try escaping (They always do to push killers away) they’re penalized even more. Without camaraderie they’ll die faster (Doesn’t matter how marginal it may seem). This lures all the other players down there, only to be put down there too. If you get two down there with Shrine you’ll definitely win.

    You also have the ability to carry survivors to where the others are doing objectives. Either to simply hit them, or push them off the gens.

    I feel it’s mandatory for killer to run Agi-Grasp. Then two perks of your own choice. Killers waste all of their time slowly carrying, and hooking a downed player far from where the objectives are being done. Then walking all the way towards an objective. All of this is counterintuitive for killer... Agi Grasp mitigates that entirely. No matter where survivors will try to take you. This gives killer a huge advantage.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557586#Comment_2557586

    You're extremely attached to this idea that stamina management would matter in DBD when it wouldn't. DBD's not about to die anytime soon considering literally nothing else remotely challenges it in the asymmetrical horror genre. Every single game that could have challenged is either dead on arrival, in perpetual early access with no hope, or dying. Even other games that have been able to pull a major license to build the entire game around don't remotely match the numbers of dbd. Now, I'm not about to shill for Bhvr or DBD, but the numbers make it pretty clear that aside from the game just shutting down dbd's outlook is pretty good even with the myriad of flaws.

    Veterans do sweat too much, but stamina ain't about to make them sweat any less because at a certain point if you don't sweat you basically don't have an actual game. Most veteran killers want to experiment and have chill games, but that simply isn't an option once you get to a certain rank. Now with MMR in effect if you play enough since the implementation is lackluster, in time every game is gonna be against sweaty players on both sides. Survivors having to manage stamina won't make a lick a difference when their only objective is to end the game with a sub five minute time.

    You want to talk about game design then you should go back watch the multiple streams in which the devs have stated flat out that they're not trying to make a highly competitive game nor do they really balance for competitive play. They want the game to be feel fun, but fun for who? Nobody knows. Can't be for killers as they keep removing fun things that killers find fun. Survivors get a lot of things, but they don't get what they need which is a redesign of their main objectives to be more engaging than hold m1 and hold W. No matter what game you play when you're playing at a high level the viability of a lot of characters will drop off. DBD should have more viable killers, but that means making the killers better in ways that goes toward dealing with map pressure, gen control, generally mobility.

    Again which a survivor stamina system does nothing about as it at best it is another band-aid over a cascade of bullet wounds.

    Example 2

    Players uses their friggin Dead Hard towards a pallet/vault to extend their chase to obscene limits, like all exhaustion perks. Again, with the change they can extend the chase for that one time. If they Dead Hard to an incoming vault guess what? It’ll be a slow vault. A killer could potentially lunge to hit them before they cross to the other side. They’d have to do Head Hard into a pallet stun; However, if even they manage that they’re now exhausted. Unless they have safe pallets available all around them all the vaults they take will be slow. As killer it’s a matter of forcing them to slow vault now, which is relatively easy.

    The idea is cutting the time of chases down under the right conditions. All of which is more based off what survivors plan to do with their stamina, and how long killers keep survivors hurt. Specifically while injured. An issue is that injured survivors can run the killer just as long as they could while healthy. They actually benefit from injury via Dead Hard. Since the Dead Hard into a vault gives them distance plus a quick vault (Even more distance)! Since killers are forced to take the extra time to chase players after doing things like this a killer can’t catch players quickly enough to go protect their totems, gens, etc. Unless they’re insanely mobile to keep up (Nurse, Spirit, and Blight)… With this new exhaustion there’s a steady loss of their momentum before an inevitable hit, or down.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557586#Comment_2557586

    You're extremely attached to this idea that stamina management would matter in DBD when it wouldn't. DBD's not about to die anytime soon considering literally nothing else remotely challenges it in the asymmetrical horror genre. Every single game that could have challenged is either dead on arrival, in perpetual early access with no hope, or dying. Even other games that have been able to pull a major license to build the entire game around don't remotely match the numbers of dbd. Now, I'm not about to shill for Bhvr or DBD, but the numbers make it pretty clear that aside from the game just shutting down dbd's outlook is pretty good even with the myriad of flaws.

    Veterans do sweat too much, but stamina ain't about to make them sweat any less because at a certain point if you don't sweat you basically don't have an actual game. Most veteran killers want to experiment and have chill games, but that simply isn't an option once you get to a certain rank. Now with MMR in effect if you play enough since the implementation is lackluster, in time every game is gonna be against sweaty players on both sides. Survivors having to manage stamina won't make a lick a difference when their only objective is to end the game with a sub five minute time.

    You want to talk about game design then you should go back watch the multiple streams in which the devs have stated flat out that they're not trying to make a highly competitive game nor do they really balance for competitive play. They want the game to be feel fun, but fun for who? Nobody knows. Can't be for killers as they keep removing fun things that killers find fun. Survivors get a lot of things, but they don't get what they need which is a redesign of their main objectives to be more engaging than hold m1 and hold W. No matter what game you play when you're playing at a high level the viability of a lot of characters will drop off. DBD should have more viable killers, but that means making the killers better in ways that goes toward dealing with map pressure, gen control, generally mobility.

    Again which a survivor stamina system does nothing about as it at best it is another band-aid over a cascade of bullet wounds.

    I’ll give you an example of what I mean.

    1.) Someone got hooked on the far side of some ridiculously large map like Red Forest. Everyone’s doing gens on the other side. Normally you would hold W all the way, probably running backwards, until you got into proximity of the killers TR. Right? Because you lose nothing for simply running at full speed. Especially if they’re on death hook. If Stamina/Breath existed running consumes your stamina over time. Let’s say by the time you reached the player you had half the stamina left. If the killer predicts that you’re becoming tired from running to the hooked player they’ll just pursue you until you’re completely exhausted. They’ll force a slow vault anywhere you take them.

    When you’re healthy this penalty doesn’t mean much. As you gain stamina back. However, if you’re injured and exhausted you’re at greater risk. Players will have to take the extra time to heal, and skulk around to maintain their stamina. Especially while injured. Or just do gens. Killers that keep you injured, like The Plague, would benefit from this most certainly. You worry about her sickness AND exhaustion. So you never want to be chased by her if you’re completely sick. This would be same with other status effect killers like Clown, and Legion. Meaning if you’re healing or cleansing guess what? You’re not doing gens!

    Ranged killers often force players to run around left and right to dodge the hatchets/knives. This would exhaust the player as they’re constantly moving. By the time you reach a vault, or unsafe pallet the killer wouldn’t need anymore ranged attacks with their slower speeds. They merely have to force the exhausted player to do a slow vault.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557586#Comment_2557586

    You're extremely attached to this idea that stamina management would matter in DBD when it wouldn't. DBD's not about to die anytime soon considering literally nothing else remotely challenges it in the asymmetrical horror genre. Every single game that could have challenged is either dead on arrival, in perpetual early access with no hope, or dying. Even other games that have been able to pull a major license to build the entire game around don't remotely match the numbers of dbd. Now, I'm not about to shill for Bhvr or DBD, but the numbers make it pretty clear that aside from the game just shutting down dbd's outlook is pretty good even with the myriad of flaws.

    Veterans do sweat too much, but stamina ain't about to make them sweat any less because at a certain point if you don't sweat you basically don't have an actual game. Most veteran killers want to experiment and have chill games, but that simply isn't an option once you get to a certain rank. Now with MMR in effect if you play enough since the implementation is lackluster, in time every game is gonna be against sweaty players on both sides. Survivors having to manage stamina won't make a lick a difference when their only objective is to end the game with a sub five minute time.

    You want to talk about game design then you should go back watch the multiple streams in which the devs have stated flat out that they're not trying to make a highly competitive game nor do they really balance for competitive play. They want the game to be feel fun, but fun for who? Nobody knows. Can't be for killers as they keep removing fun things that killers find fun. Survivors get a lot of things, but they don't get what they need which is a redesign of their main objectives to be more engaging than hold m1 and hold W. No matter what game you play when you're playing at a high level the viability of a lot of characters will drop off. DBD should have more viable killers, but that means making the killers better in ways that goes toward dealing with map pressure, gen control, generally mobility.

    Again which a survivor stamina system does nothing about as it at best it is another band-aid over a cascade of bullet wounds.

    What happens when something is full of bullet holes? It bleeds out. In this sense more people are dissatisfied with DBD. People are leaving DBD until it improves, or changes. Change is DEFINITELY what DBD needs.

    A bandaid over a wound is a step forward. Even you admit that such a change would improve the game, even if its just a little. Then you deny the aid altogether because it isn’t enough? Something is better than nothing. I’m just trying to understand that logic. You need tiny improvements to the core over time. As an overhaul would be too much for everyone all at once. If it’s a miracle you seek it won’t happen. The devs keep the game alive with all their cute cosmetics, but even that won’t save DBD once the game stops producing genuine content. Which it already did! The last legitimate killer in DBD imo was The Blight. All killers after Blight were lackluster, or just licensed. Back to back license killers too with Nemesis and Pinhead. I assume the next killer might also be licensed. I also figured DBD “ends” by the time the final book is available in the archives. If there’s no true change by then DBD will be “Dead By Daylight”. 😂

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556984#Comment_2556984

    So you're not going to get killers to run those perks anymore than they already do. Before you see that happen the issue of gens going too fast and chases being able to be dragged out to dumb degree by holding W against most of the killer cast would need to be sorted out. This isn't DBD circa 2017/2018 where palette destruction builds were actually a worthwhile time investment. Stamina system would fundamentally change how people respond in chases and at 5 years in you're going to have a hard time convincing people it is a good idea.

    It does little to make a killer's play experience better and you'd only make the game aggravating for veteran survivors and more stressful for new players in a game where the learning curve is already weird. Survivor momentum isn't the factor that needs addressing, at least not in this way. It's overkill when making adjustments to tile and palette spawns, shortening the time it takes for killers to tier up bloodlust or making bloodlust give a better haste bonus in general at every tier. All of which are solutions that don't require making a new system and don't drastically change the established way the game is played. Before that though the gen times need to be looked at and made more reasonable so killers whose power isn't mobility based have better chances to thrive and Ruin wouldn't be such a necessity.

    Not that Ruin does much these days other than bait a survivor into cleansing a totem which has gotten insanely easy to do.

    Based off what you’re telling me is the only real thing affected by a significant change is the inflated egos of people that spent half a decade mastering something simple as survivor. Survivor doesn’t require much of a brain anymore after ruin had been changed. By managing stamina or “Breath” you would have to use more of your brain, and that irks players. Just like old Ruin probably did! If the game lagged terribly and caused me to miss great checks I ran Stake Out, maps, etc. I’m not the very best at this game, with 10,000 hours. However, I’m a gamer. For DBD all you need is common sense, and to know who you’re up against. You know the core of any game is bad when you have like 20 playable characters, and only 3 are viable. 😭

    Veterans sweat too much. They act like every match is the olympics even when it’s all Pub Match. If you don’t want change just enjoy the ride that is DBD until it ends I suppose. DBD is ending soon unless a huge overhaul comes to it’s core to revitalize it.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556984#Comment_2556984

    So you're not going to get killers to run those perks anymore than they already do. Before you see that happen the issue of gens going too fast and chases being able to be dragged out to dumb degree by holding W against most of the killer cast would need to be sorted out. This isn't DBD circa 2017/2018 where palette destruction builds were actually a worthwhile time investment. Stamina system would fundamentally change how people respond in chases and at 5 years in you're going to have a hard time convincing people it is a good idea.

    It does little to make a killer's play experience better and you'd only make the game aggravating for veteran survivors and more stressful for new players in a game where the learning curve is already weird. Survivor momentum isn't the factor that needs addressing, at least not in this way. It's overkill when making adjustments to tile and palette spawns, shortening the time it takes for killers to tier up bloodlust or making bloodlust give a better haste bonus in general at every tier. All of which are solutions that don't require making a new system and don't drastically change the established way the game is played. Before that though the gen times need to be looked at and made more reasonable so killers whose power isn't mobility based have better chances to thrive and Ruin wouldn't be such a necessity.

    Not that Ruin does much these days other than bait a survivor into cleansing a totem which has gotten insanely easy to do.

    Newer players would have to learn . The hard way like everyone else did. Veterans will have to adapt as they always have. The change to old Ruin proves that the devs don’t want survivor players to use any of their brain cells. To actually get better at the game. Hold W. Just run back to the regressing gen! Whereas killer has to calculate every little thing and one marginal error can ruin an entire game!

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555282#Comment_2555282

    And what you failed to account for is that a lot of strong loopers don't blow pallets, there are maps with a considerable amount of palettes where this falls apart if they do drop the palette as you can't move around them you have to break it. Then there is the fact slow vaulting is a thing people do during chases and it actually does work under the right conditions which if people are able to put enough distant between themselves and the killer becomes pretty easy. You shouldn't be trying to vault something with Pinhead chains in you to begin with as you're actively being hindered same as if you got hit with Clown gas with flask of bleach addon. You can literally loop killers without vaulting a considerably amount of time even if they have bloodlust active and all you need to do is make it to a palette, stun them, and keep moving.

    Pinhead still has to respect that. Heck, most killers have to respect the fact that running in a straight line just barely outpaces bloodlust and your suggestion won't help with either thing.

    Then when it comes to insane amount of pallets the killers still have Enduring, Spirit Fury, and Brutal Strength. Then there’s Bamboozle and Crowd Control for the vaults. Killers would have an incentive to choose perks like those for chases over Hex Ruin/Undying all day.

    If survivors momentum is not mitigated, or better yet balanced for the lower tier killers then this game will never be fair for any kill outside of the insanely mobile ones. 🥱

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555282#Comment_2555282

    And what you failed to account for is that a lot of strong loopers don't blow pallets, there are maps with a considerable amount of palettes where this falls apart if they do drop the palette as you can't move around them you have to break it. Then there is the fact slow vaulting is a thing people do during chases and it actually does work under the right conditions which if people are able to put enough distant between themselves and the killer becomes pretty easy. You shouldn't be trying to vault something with Pinhead chains in you to begin with as you're actively being hindered same as if you got hit with Clown gas with flask of bleach addon. You can literally loop killers without vaulting a considerably amount of time even if they have bloodlust active and all you need to do is make it to a palette, stun them, and keep moving.

    Pinhead still has to respect that. Heck, most killers have to respect the fact that running in a straight line just barely outpaces bloodlust and your suggestion won't help with either thing.

    Strong loopers don’t throw pallets often, yes. However, they do rely on vaults. Heavily. Like you said “Under certain circumstances” does the slow vault work. Slow vault doesn’t work every single time during a chase. Quick vaults do almost all of the time. Eventually the killer will chase you to a vault, or unsafe pallet. When that happens it becomes a matter of prediction. If the survivor fails their slow vaults they will certainly get downed.

    Now, if you were to reveal footage of survivors consistently beating killers with ONLY slow vaults then I’d agree with you fully. You won’t ever see this in high level play. There’s never a time where survivors do slow vaults the entire trial, or if they’re forced to do so (Outside of Pinhead). It’s mixed in between the fast, and medium vaults.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/286411/remove-bloodlust-give-survivors-stamina

    This is bad idea as you're now giving survivors potentially multiple uses of perks that should only be effective once during a chase and not addressed the actual underlying issues of what extends chases the longest: Rng in tile placement making some insanely strong setups and the fact that just running in a straight line survivors will outpace a killer for at least 20+ seconds even with Bloodlust as it is now. A good survivor is going to do what they always do and that's conserve resources till they reach a strong area. So your suggest removes the one thing that marginally is helpful to killers while making skilled survivors even more of a pain to deal with.

    Lower skilled survivors aren't going benefit from this though and it is actually going to just hinder them as well. Because you have to learn that sort of self control in DBD and you have to learn to recognize strong tile setups. This will punish them for not having gained the knowledge or skill to play efficiently in chases. This suggestion would work better in Last Year Afterdark where you actions are more varied and the learning curve isn't as steep.

    It doesn’t matter if you do something like Dead Hard twice because your vault speed will eventually become too slow for doing that. The killer will get you unless you want to waste all the surrounding pallets. Hoping that they get stunned. There’s no need for killer to kick pallets if they’re forced to slow crawl across the pallet as a penalty for running out of “Breath”. Prime example is Pinhead. When he chains you around a loop he makes all your vaults slow. Pinhead often walks around the loop, and grabs the survivor a lot. That is exactly what would be happening with the new exhaustions vault penalty. You’d to be grabbed/hit by a killer that merely went to the other side of the loop as you slowly crawled along the pallet. As the killer base speed is faster. Range killers can just hit you altogether.

    You cannot loop killers with slow vaults. They’ll catch you even without Bloodlust. I considered this idea after Pinhead came out. His methods of downing shed light on this idea.

  • @FinnGilroy said:

    Giving survivors stamina would break the core looping mechanic that’s in the game. It would require reworks of basically every map. The will literally never do that.

    The “loop” mechanic already busted for any killer that isn’t the Big Three. Even with Bloodlust they cannot keep up with survivors at certain loops. 😂

    It adds realism to the game. Every game has some sense of realism. How about you try running down a city block and see if you don’t get tired. Jump through a window, run around a building, and do it 3 more times. You’d eventually get tired as you run out of breath. Then the stalker gets you when you’re too tired to fight back. Heck, call it “Breath” as opposed to Stamina. You’re out of breath as they say. Let me catch my breath.

    Ring Around the Rosie hoping that survivors make a tiny error is just dumb already. Some players will never make an error. So they’ll never get caught. There’s no fun in DBD anymore. So change the core to add spice to the game.

  • @Seraphor said:

    Slowing down injured survivors would just guarantee that an injured survivor will go down. No more hit and runs, no more using injures as slow down, just tunnel one survivor at a time, and they all effectively have one health state, because as soon as you get hit once, you're guaranteed to get hooked.

    Now a very strict exhaustion system I could maybe see working, but it would have to have some very stringent factors. Something like:

    When sprinting you fill up a hidden meter at 1c/s, and when you stop it decreases at 6c/s. When it hits 60 you become Exhausted.

    Exhaustion remains exactly as it is now (no slowdown) but this would mean that any Exhaustion perks could be spent before you use them if you just hold W for 60 seconds straight with no breaks.

    Then, if you're already Exhausted, this hidden meter fills again while sprinting. When it hits 60 again, you become 'Fatigued', which prevents you from fast vaulting, or any other rushed actions. Plus if you try to fast vault, you suffer from Hindered (slowing you down) for 5 seconds.

    This would essentially put a soft 2 minute cap on chases, except for when you can dupe the killer and take a breather, extending your hidden meter.

    Loop the killer well and you can stave off the exhaustion, but if you're just barely hanging on or just holding W, you're not going to get a chance to extend your 2 minutes.

    Even when you hit your 2 minutes, you may still be able to carry on, just avoid fast vaults.

    But using an Exhaustion perk would basically sacrifice your first 60s, increasing the cost of such perks. Risk reward, using exhaustion perks means you have to loop or dupe better.

    Remove Bloodlust entirely. Give Survivors a Stamina Bar. Rework chases altogether.

    Killer: Chases aren’t about being quick anymore, but exhausting the survivors so that they’re easier to down..!

    Survivor: Must manage their stamina. If you’re just running around clicking your little flashlight, and backwards running without a care in the friggn world you’ll be exhausted when a killer sees you. Make survivors act like one. Avoiding killers while exhausted. Knowing when to take a hit to get the adrenaline/stamina to extend chases at the expense of vault penalties. Etc

    After playing both sides long enough I see that the critical problem is how Survivor functions, and people will not admit it. That’s why no killer is effective unless they’re as mobile/nimble as survivor! Killers are forced into ultimatums because survivors have a dozen options with little consequence. The only thing that cripples a Survivor in DBD is No Mither, and after Oni came it disappeared. Survivors need ultimatums as well. 😑

  • Keep trying to tell people. The solution is to give Survivors “Stamina” like Diablo II 🤦🏽‍♂️… Players shouldn’t be able to run indefinitely. Hold W!! Survivor is completely brain dead 🧠 ☠️, and it’s ruining DBD!!! It doesn’t matter how fast a killer is if there’s pallets and jungle gyms everywhere to dance the killer in. Blight, Spirit, and Nurse are mobile enough to negate all the survivors options which is why they work… In any horror setting the survivors will get tired from doing all of that… Rework “Exhaustion” into this… Replace Bloodlust with this…!

    Basically whenever a survivor runs, and/or perform any rushed action their stamina bar is consumed. Once it’s fully depleted the survivor suffers from “Exhaustion”, which is now a passive speed penalty. They can no longer fast vault, slide across pallets quickly, or use their exhaustion perks until their stamina replenishes fully. Exhaustion perks activate upon use for as long as you have any stamina left; However it always consumes the entire stamina bar and applies Exhaustion. Meaning if survivors used their Balanced Landing with a full bar of stamina they will get their huge head start, but they’re now sluggish at the insane loops they always try to lure you towards. This pressures them to use the pallets there to get away. Not to dance around insane tiles all day. Sitting still, and crouching replenishes the bar. So if you’re too tired to be chased go do objectives until your stamina is back. Upon getting hit you get a burst of adrenaline. Some of the Stamina returns, and exhaustion will go away. This is to be fair so survivors can attempt to escape the killer if they’re persistent on downing them. This also works with Endurance to replenish stamina by taking extra hits. Even if this means you can use Smash Hit, or use Balance Landing twice. The consequence of that is you’ll receive speed penalties to vault speeds the moment you’re exhausted again. Rework Adrenaline so that it is the only “speed burst” perk that’ll refill your entire stamina bar upon activation. As opposed to consuming the entire stamina bar like the other “speed burst” perks.

    But no. Getting survivors to actually get good at an objective, and THINK about what they’re doing is too much. Ruin rework is the proof. When that got reworked the game died imo. And I started when Demo had just came out. 😪

  • Very good in Solo Q, actually. First thing it’ll draw the killers attention to you. You can distract them more, or force them to run Franklin’s. If they bully you everyone else is doing objectives. Best thing is you can see the aura of others. With that purple ring you can always follow, and double up on gens with an obsession. Tokens lets you see the auras of everyone around you. If they’re hurt you can heal them. Use Ace’s Open Handed or w/e the move he has to boost aura reading, and/or Streetwise. With Blood Amber you can mind game a killer as they obsess over the fact you have a key. I only use Amber with a Red keys though since it’s 30 seconds, and with Prayer Beads it’s 45 seconds.

    I don’t think keys are unfair if a solo player uses them. They need to see auras, or ditch a lousy team. Keys are only bad when the SWFs use them. They already coordinate, and now if merely ONE is eliminated they can all bail?? 😤

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2552443#Comment_2552443

    Corrupt doesn't work against swf. They just afk 2 min.

    Whoever goes AFK will get put into the basement, or on top of the gen their buddies tried to finish. I’ll sit right there until it regresses, and make sure the AFK reaches struggle phase.

    Most of my killers run Agi Grasp with Monstrous Shrine now. Then 1 slow down like Pop, Corrupt, Thana, etc. Works surprisingly well because you can attack survivors on objectives while carrying, or carry survivors straight to the basement. When they try to escape once (Players tend to do that) Shrine punishes them. Regardless their friends will come to the basement faster. They usually suffer the same fate. 😂

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2540782#Comment_2540782

    As much as the forums like to cry that the game is horribly survivor sided, the only stats we've had is a 68% kill rate average on red ranks, some time ago. This idea that all survivors need to be blanket nerfed because forumgoers can't get consistent 4Ks isn't really backed up by any data. So excuse me for being a bit reluctant to stomp on the experience of any survivor that isn't top 5% sweat squad.

    It’s because regular killers can’t do anything against competent survivors. There’s no counterplay to them simply running from pallet to pallet/vault. Which is why you really only see the Big Three in upper ranks. It gets boring seeing Blight, Spirit, and Nurse with Ruin/Undying. After that it’s Deathslingers, and Huntresses. No variety. Then it boils down to being tunneled and camped by everyone else. 😭

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2539876#Comment_2539876

    That's yet more words to try and talk your way out of labelling this as what it very obviously is: A nerf.

    This on top of the already existing Bloodlust effect, by the way. All you're advocating for is that killers should have free reign to bungle their attacks repeatedly and still get the reward.

    If everyone else is being nerfed why can’t survivors be? So that everything evens out? Survivor is too easy and killer is too survivor sided due to survivor being super easy. No one is having fun anymore. Nothing beats holding W except tunnel/camp. Instead of adding a mechanic to balance survivor the devs do the exact opposite. Why can’t a survivor be made to use any brain cells? C’mon now. 😭

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2539876#Comment_2539876

    That's yet more words to try and talk your way out of labelling this as what it very obviously is: A nerf.

    This on top of the already existing Bloodlust effect, by the way. All you're advocating for is that killers should have free reign to bungle their attacks repeatedly and still get the reward.

    Do you even play killer? While you’re wasting time stacking Bloodlusts for a single down all the gens are getting done. Bloodlust is NOT something you want to rely on 😂.

    Old Ruin made you get better at skill checks. Old Undying made you take the time to find the totems. Nope! The devs can’t make survivor do any real work. Just allow survivor to bully/troll killer. I win in this game high/drunk via solo Q. That’s how EZ Survivor is. I’ll lose typically because my team is Urban Evading around, doing a challenge, or gets caught in 5 seconds. Killer is a different story. High I can win. Drunk I will lose. You need a working brain to catch competent players.

    The only reason survivors complain about the “Big Three” is because… They’re actually proficient!

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2535866#Comment_2535866

    That's a hell of a lot of words to try and talk your way out of labelling this what it is: A nerf.

    Whenever survivor mains are challenged they complain. Then a killer, and their perks/add ons get nerfed. Old Ruin was perfect. Old Ruin forced survivors to get better at DBD. Tool Box with Instructions could’ve mitigated Old Ruin, but they implemented that after Ruin got nerfed... Stake Out also existed! With Old Ruin if the survivor wasn’t very good at their own objective then the killer was given more time to complete their own objective. See how that quintessential feature changed?? When Ruin became braindead I knew DBD was doomed. Lmso! 🤣

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2535866#Comment_2535866

    That's a hell of a lot of words to try and talk your way out of labelling this what it is: A nerf.

    Almost all killers have been nerfed by now, and people still complain. It’s because the problem isn’t killer, but survivor. Every knows deep down that survivor is too strong. God Tier Nurse/Spirit/Blight is a SMALL minority so don’t use them as examples of OP. For every 1 killer there’s 4 survivors. So the devs pander to survivor. The proof are these nonsensical “Boom Totems”... As if survivor couldn’t get anymore power tricks that lets us win! Team of 4. Comms. 2nd Chance Perks. Keys. Offerings for Hatch spawn. Map layouts with insane tiles. Safe pallets everywhere. Now BOONS?! That survivors can light whenever, but killers still can’t? 😂

    Adding a stamina bar isn’t nerfing survivor. It’s adding a fresh mechanic to make survivors actually use more of our braincells as opposed to holding W. Like how playing as killer always forces the player to do. Survivor is braindead easy. Any 4 players with common sense can/will escape. New match making shows the truth.

  • @slendermansmoom said:

    i find playing doctor fun i run a build called gen hostage doctor that makes games take as long as i want. i once had an hour long game which ended with the survivors dcing it's unnerving presence overcharge distressing and tinkerer. just keep shocking people so they waste time snaping out of it. and just run back and forth between gens and kick em. smack somebody every once in awhile so they waste time healing. the game goes on forever/until you get bored/survivors give up realizing there is no counter to this. it's fun and makes winning as killer possible. it may not be the most exciting gameplay but it gets wins. not much else you can do to get wins with the recent update

    I’d add Coulrophobia over Tinkerer to make their healing take ages. Slug when they reach max madness. They’ll scream wherever they crawl. Any survivor going for heals will take all day to lift them and heal them. Iridescent Queen for maximum rage. 😂

  • After adding Pinhead BHVR is now obligated to add Jason, and Candyman… Add these two immediately. Then this game will be finally complete. After the new Candyman film there’s no reason to avoid adding him. Same with Jason. Like Pinhead these are some the oldest icons, c’mon! 😠

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2535000#Comment_2535000

    I don't think people having an issue with Dead Hard is a good reason to blanket nerf all survivors down to an absolutely terrible level.

    That’s not nerfing survivors at all. It’s total balance. Every big DBD streamer or player preaches that the solution as survivor is to hold W against any killer that isn’t Blight, Spirit, or Nurse. Meaning the game balance is skewed heavily.

    I play both sides, and got to Red Rank often. Killer is very stressful because there’s a lot more to worry about. Gens. Totems. Hooks. With the speed boosts basic killers still get dusted. This is all with very limited vision, mind you. Which is why Shadowborne and Monitor & Abuse are really good. Survivor is absolutely braindead. They see everything around them. They have a million pallets and vaults to run towards. They worry about almost nothing until people begin to die off. They can also finish the gens without ever any breaking totems. It doesn’t make sense. There’s no hiding element in this game because players aren’t encouraged to hide from the bad guys. There is no real reason to unless you’re “new”. If you’re tired and move slowly you’d have a reason to hide from the killer outside of taking damage.

  • Nah. Change survivors altogether. Like Diablo all survivors should have a “stamina bar”. As they run around, use exhaustion powers, or the fast vault this bar is consumed. When the bar runs dry the players suffers from “Exhaustion” which is basically a considerable hindered status effect until the bar refills fully. The bar refills by standing still, and crouching. So if you’re tired you must hide, or go work on a gen (This becomes crazy when you consider Mind Breaker that keeps their stamina from recovering at the expense of gen rushing). With Mind Breaker the tired survivor must “take a break”. Go do totems or something. If not you’ll be too tired to get away from them.

    So lets say you use DH right when the bar is depleted. You can do that to extend a given chase. The catch is now you will be too tired to reach another pallet, or vault quickly. As they can’t fast vault without stamina either.

    So chasing survivors is not about just mind gaming at loops, or hitting them before they reach a pallet/vault anymore. The killer must literally work to “Exhaust” the survivor in order to catch them. Survivors must manage their stamina in order to escape a chase. Not just hold W…. All horrors work this way. The killers/monsters in the films always seem to never get tired, and are resilient to most attacks.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506821#Comment_2506821

    You are clearly in a low mmr level. Gens are done in 4 minutes at high MMR.

    And i'm saying this i'm a 50/50 player and was a survivor main for 3/4 of my time on the game.

    Killers are so weak that if you play fair (no camp, no tunnel the whole trial), you will loose 100% of the games at high MMR. 100%.

    I was watching a stream arguing something similar and people were justifying how EZ killer is. It clearly isn’t. Any valid argument in this community is reduced to “How many X hours have you played”. Even those who played for 5000+ hours experience the same dissatisfaction as someone who played 500 hours... Having many hours invested actually makes it worse!

    From now on as killer I always camp the very first person I catch until second phase. I’ll tunnel anyone abusing BT to body block for the rescuer. Especially if I wasn’t camping the hooked person at the time. Killer isn’t supposed to play fair. Especially when survivors have a dozen second chance perks, crawl under pallets for a stu, set up flashlight saves, and abuse comms.

    I play both sides. Survivor mains say that killers that camp/tunnel aren’t good. While playing killer I reverse survivor main logic…. If you don’t like being face camped by a killer simply get better at looping. You got camped because you made an error, and got caught. The killer shouldn’t have to walk away because YOU messed up.

    If survivors want to rush 2 gens in 2 minutes I’ll make force someone to die in 2 minutes. 3 gens left. 3 survivors left. It’s fair see? Then I’ll use Trickster sometimes to guarantee that no saves w/o another down. I do nothing until 3 players remain. Then I start to chase players, kick the gens, etc. I get 3-4k every time I do this. Playing “nice” gets me 1k at most if not anything at all. It’s pointless to engage as killer when 4 survivors are running around. 😂

  • @JohnWeak said:

    The problem is mainly the game design.

    When you play killer, after a hook, you will often have 2 options :

    • Option 1 : leaving the hook, finding another survivor and chase this surv till down/hook, loosing 60 seconds to do so
    • Option 2 : leaving the hook, finding another survivor, see how the chase is going, if you can't end it fast enough, go back on the save to get an easy hit on the savior and end your 2nd chase quickly

    Often, pretty often, like really most of the time, the best option will be the 2nd one. If you choose the Option 1, it is like choosing deliberately to loose the trial.

    Another exemple is if an injured survivor that has been unhooked like 40 seconds ago go past you, you also have two options : ignoring this survivor or take this chance and get a free P2 or P3 on this survivor. If you want to win, you will choose the 2nd option once again.

    Yes. I usually do option 2. However, if the saved person deliberately abuses BT to take a protection hit for the rescuer I’ll tunnel and eliminate that rescued person. 100%. You can’t complain when you were injured and refused to run away like you should’ve.

    I miss old BT. It actually encouraged killers to not camp unless they used Oblivious/Undetectable.

  • I made a Deathslinger that has all exposed powers. MYC. DG. Corrupt. Forced Penance. They’re exposed often. If they body block the person being reeled in they become broken upon taking a protection hit. The idea is to typically leave players in a state where if I do manage to shoot them they’ll surely fall down in one hit. Cuts chases in half, but I don’t use him like that anymore.

  • @ThiccBudhha said:

    Nah, 3 solo gens would be awful. The two work on Hawkin's because both are out of the way, both are relatively safe for balanced users which are obviously the ones who should be soloing those, ideally. And in the case of the isolation room, it is a freaking locker room, barely even worth protecting that one unless you are a stealth killer or Nurse, imo. Beyond that, the other solo gen has like a one in 3 chance of spawning anyways.

    I digress, my point is that 3 solo gens on normal maps is crazy. Most survivors are not efficient enough for this change to be "fair."

    A lot of those big streamers have actors that let them win sometimes. They’ll run in straight lines, and even dance with the streamer on screen. I see none of that in my games as killer or survivor. If I chase a single person as killer the others will start gen rushing, which encourages tunnel/camp. The only fair counter is to make more single gens. This gives the killer ample time to chase each and every person fairly without feeling the pressure to eliminate people as fast as gens are popping off. This also divides players, making them vulnerable to being caught while alone (Like a real horror flick).

  • @ThiccBudhha said:

    Nah, 3 solo gens would be awful. The two work on Hawkin's because both are out of the way, both are relatively safe for balanced users which are obviously the ones who should be soloing those, ideally. And in the case of the isolation room, it is a freaking locker room, barely even worth protecting that one unless you are a stealth killer or Nurse, imo. Beyond that, the other solo gen has like a one in 3 chance of spawning anyways.

    I digress, my point is that 3 solo gens on normal maps is crazy. Most survivors are not efficient enough for this change to be "fair."

    Nah I usually get two gens to pop per chase. The match doesn’t get going until 1-2 gens are left. So if someone isn’t dead by then I will surely lose. Unless the survivors make a big mistake. Sometimes this never happens. If there’s 7 gens total like a post said then 4 should be team work accessible, and 3 should be solo. If anything 5 for 2. Say the furthest/corner gens being solo as the killer has to walk all the way there for whatever reason in the first place. If I don’t have Lethal Pursuer or Whispers the survivors will pop a gen in some corner in the time it took to find them. Especially with Trickster, being all sluggish. Keep the center ones the same because players can always scatter and return when the killer shows up to stop them.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2499842#Comment_2499842

    No, survivors are no to blame because SBMMR doesn't punish camping/tunneling.

    I'm getting really bored of people just finding excuses for camping in tunneling. Yes, they are "strats" if you are bad at the game and really need a kill. Otherwise, they're just free wins against solo players.

    Lmso no they aren’t. If you camp/tunnel the whole trial you’ll lose as killer against competent players. You proxy camp the hooks later in the match, and chase one person in hopes that their allies sac/body block for them. If you chase/hook one person at a time (Rotation)... They’ll all escape. Every time. I guarantee you. Unless they’re really bad, or make a mistake in which they get caught in like 15-20 seconds... Any competent player will make a dedicated chase last at least 30 seconds. Using vaults, loops, and pallets. Then in between the time killer has to carry the downed person to a hook, and then walk back to a gen… That is more than 40 seconds (The time it takes for 2 people to do a gen)... When you chase 1 person you assume 2 are doubling up. Meaning each given chase is 1 and a half gens. So in 4 full chases the trial will be done.

  • @scenekidtrash said:

    I'm sure this is not a new experience for many people since SBMM was implemented, but there have been a drastic increase in the amount of face camping and genuine tunneling killers I have gotten. SWF or solo queue, it really seems like every game. Before SBMM, it was once in every 10 games, it really wasn't that big of a deal to me. Now, it is literally every single game. I've started taking screenshots and posting them in my discord when I get face camped. It doesn't matter what perks I run. It doesn't matter what I do. Decisive strike, borrowed time, unbreakable, soul guard, dead hard, sprint burst, flashlight, no flashlight, medkit, toolbox. It genuinely does not matter: someone on my team or myself gets face camped to death or tunneled to death. I mean genuine tunneling. Like, going out of your way to not hit other survivors tunneling. Waiting out for BT tunneling. It's not even like these killers are getting "genrushed", they are genuinely face camping at 5 or 4 gens left. What is the big deal? I play killer a LOT, I have probably 2,000 matches on Huntress. I have NEVER played like this. Then they complain about their queue times going up. Do you understand that you are the problem? People complaining are the ones contributing to the issue. No one wants to play survivor when they get face camped every game. No one wants to play survivor when they get tunneled at 5 generators for no reason. My friends and I have contemplated just straight up quitting the game when we've all dedicated 2k+ hours into it. The better question is: why have the devs not addressed it? There's NO way they don't know what's going on. There's NO way they haven't been reading forum posts. I want answers because this is absolutely ridiculous. This game is rapidly going downhill because 50% of the playerbase wants to play like animals. Playing to win =/= playing like a jackass.

    Players like you that play 20,000 matches, and 5,000 hours are actually the problem with DBD… Average killers are forced to camp/tunnel… Against survivors that are too well coordinated. They must take advantage of altruism to get hooks, or “win”. There is no use in expressing dissatisfaction when half the time as killer you probably catch most players because you played so much. This in turn makes most opposing players upset because they didn’t get to do anything against you. Karma!

    DBD is meant to be a casual game! Players that express how long they played are the true sweatlords that take this game way too seriously. When I saw DBD tournaments I couldn’t help but laugh! Seriously..? DBD is essentially a game of online “Tag! You’re it!” Everyone in the world can’t play for 5,000 hours in order to appease what? A single digit % of the player base? You ruined your own DBD experience. Your high expectations will never come to fruition. That’s what it’s like to be a “God”. It isn’t fun being all powerful, and all knowing with something. You’re left dissatisfied half, if not all the time. 😭

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